1a3babf9c5d98cf66f2300914bddd919efbcbc7c
228
Commits
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8c5846f956 |
Right-click in the scene view opens the object menu (#204)
The object menu lived only on the hierarchy rows. Now a right-click in the scene view opens the same menu for the object under the cursor. - The menu moves out of HierarchyPanel into src/editor/objectMenu.ts. Hierarchy and scene view call the same function, so their entries cannot drift apart. Only the hierarchy adds "Expand all" and "Collapse all". - Which object the menu is for follows the press rule from #203. A selected object under the cursor, even a hidden one, keeps the selection and the menu acts on all of it. Otherwise the topmost object is selected first. - The rule is the pure function menuTargetOf in src/viewport/pick.ts, next to pressOn. - Empty space, including an empty tilemap cell, opens no menu. - The container tab gets the same, because ContainerCanvas extends the scene view. Tests: - ./check.sh: 142 files, 2094 tests, exit 0 (was 2090) - e2e 39,40 fresh: ALL PASSED, 80 checks - e2e 1-16,39,40 fresh: ALL PASSED, 565 checks - New block 40r (3 checks): menu on a hidden selected crate, topmost object without a selection, no menu on an empty cell. - Counter-check: a right-click that always takes the topmost object fails 2 unit tests and the hidden-crate e2e check. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ad2a2d7921 |
Clicks in the scene view pick what is drawn under the cursor (#203)
Pixi's own hit test decided what a click in the scene view selected. A tilemap caught clicks over its whole area, even on empty cells and over sprites sorted above one of its layers. A press always grabbed the topmost object, so a hidden selected object could not be dragged, and there was no way to reach an object underneath another one. - New pure rule in src/viewport/pick.ts. It lists the objects under the cursor front to back, in the order they are drawn. - A tilemap counts only where it has a tile. Its depth there is the Z of the highest layer with a tile at that spot. An empty cell is empty space, so a click clears the selection or starts a marquee. - Pressing on any selected object, hidden ones included, drags the selection. Otherwise the press selects the topmost object and drags it, as before. - A click without drag on a selected object selects the next one underneath. After the lowest it starts again at the top. - New debug hook __gm.sceneStack(x, y) returns that list. Decisions: - With a paint tool the selected tilemap paints anywhere on its grid, even under a sprite. With empty cells as empty space an empty cell could not be painted otherwise. - Icons such as colliders and cameras stay in front. A second click now reaches the sprite under a collider. Tests: - ./check.sh: 142 files, 2090 tests, exit 0 (was 141 / 2080) - 10 new unit tests in tests/viewport/pick.test.ts - GM_STEPS=39,40: ALL PASSED, 77 checks - GM_STEPS=1-16,29,39-43: ALL PASSED, 626 checks - 4 new checks in block 40q: sprite over a lower layer, empty cell, cycling crate, map, crate, dragging the hidden selected crate. - Counter test: whole-area tilemap hits and always-topmost presses fail 4 unit tests and all 4 new checks. - Check total 1290 (1286 + 4), computed, not yet counted by CI. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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d9c71c2ce7 |
e2e checks follow the new theme instead of fixed sizes (#202)
The suite job for
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0d207769b9 |
Focused text fields show their outline on every edge (#202)
The focus outline of a text field was only visible at its corners. The mask that clips the text covered the whole field, border included, so the 1 px stroke was cut away along every straight edge. Only the rounded corners bent inwards far enough to survive. With the larger radius the new theme tried, this became obvious. - TextField puts text, selection and caret into their own container. Only that container is masked. Background and outline are not. - NumberField and the rename field in lists inherit the fix. - The theme radius goes back to 2 px. - New debug hook __gm.focusedRect() returns where the focused widget sits, so a check can read its border. Tests: - ./check.sh: 141 files, 2080 tests, exit 0 - GM_STEPS=2: ALL PASSED, 24 checks (one new) - The new check in 2c reads the middle of all four edges of the focused name field. All four must be the focus blue. - Counter-check with the old full-field mask: the check fails, all four edges read #24272e. - Editor check total is now 1286 (1285 + 1), computed, not measured. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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28b1afa7af |
Panning the scene view no longer redraws the whole scene
A middle-mouse pan used to run the full redraw on every frame. It collected every object from the project, cleared and redrew every shape, re-sorted all children and made Pixi re-upload every buffer, although only the camera had moved. The user saw the frame rate drop while panning. - WorldViewport gets moveCamera(). When zoom and view size are unchanged it only moves the world and redraws the overlays drawn in screen pixels. collectFrame, the shape redraw and the re-sort drop out of a pan frame. - Every full redraw remembers the box each object is culled by. A pan that moves an object across the edge of the view still takes the full redraw, so objects appear and vanish as before. - Grid, selection outlines, rays and the container origin mark move into a shared drawOnScreen hook. It runs after every full redraw and after every pan. The parent links stay in afterItems because they are drawn in world units. - Wheel zoom keeps the full redraw, because line widths follow the zoom. A cache for collectFrame was left out: it would save about 1 ms and risk stale data. - debugInfo() reports redraws and cameraMoves, and __gm gets a hook that forces a full redraw, so a check can compare against it. Findings: - Chrome already coalesces mouse moves to one per frame (500 moves gave 183 redraws in 189 frames). A throttle was tried and removed again, because its counter-check did not fail. - A check in module 03 compared the whole gameInfo() object and broke on the new counters. It now compares camera, objects and rendering. - The stall without ?vsync most likely comes from the desynchronized context in src/main.ts. It cannot be reproduced headless. Tests: - Measured on Jump and Run, main-thread time per frame, 3 runs of 240 moves: pan 5.7-7.4 ms before, 3.8-4.8 ms after. Plain mouse moves stay at 2.1-2.4 ms. 208 of 240 moves took the fast path. - ./check.sh: 141 files, 2080 tests, exit 0. - GM_STEPS=1-16,29,42,43: 535 checks, 1 failed (the module 03 test above). After the fix GM_STEPS=1-5: all passed, 130 checks. - 3 new e2e checks in 5d: 12 pan steps give 12 camera moves and 0 full redraws, pixel rows after the pan match a fresh redraw, a box panned out of view and back is drawn again. - Counter-checks: overlays not redrawn on pan gives "3 of 3 rows differ". Edge test disabled keeps the box visible with 0 redraws. - Check total 1285 (1282 confirmed by CI task 229, plus 3). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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d2d63e1681 |
e2e runs always test the build that was just made
The test browser keeps Chrome's default profile, disk cache included, and nginx sends no Cache-Control header. Right after `npm run build` a run could load the index.html of the previous build and test old code. It showed up while measuring the scene view pan: a new debug hook returned NaN although server and bundle already had it. - signIn() turns the network cache off via Network.setCacheDisabled before the first page load. Tests: - GM_STEPS=5 (fresh seed): ALL PASSED, 10 checks. - ./check.sh: CHECK EXIT 0, 2080 tests. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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fe894c630d |
Pixel art tools show only useful options and remove any colour (#201)
The pixel art side bar showed every tool option all the time, the palette used only part of the column width and "Remove" could only drop the last colour. Now each tool shows what it needs, the palette fills the column and any colour can be removed. - Options per tool live in toolOptions.ts. Brush shows for pencil, eraser, line and unfilled shapes. Filled shapes shows for rectangle and ellipse. Contiguous shows for fill. Picker has none. - All options share one row with a fixed height, so nothing below jumps when the tool changes. - The palette picks its column count from the width and stretches the swatches until the row ends flush. At 1280 px that is 11 per row instead of 8. - The colour field takes the space the two buttons leave, so "Remove" is no longer cut off. - "Remove" deletes the selected colour. Pixels of that colour turn transparent, later indices move down by one in every image that uses the palette, and palette plus images change in one undo step. Transparent itself cannot be removed. Decisions: - Pixels of a removed colour become transparent, like erasing (chosen by the user before the build). Findings: - The Filled checkbox slid away under the pointer. The brush button sat to its left and vanished when Filled turned on, so the second click missed. The brush button now sits to the right, and a check clicks the same spot twice. - One start-up FAIL "debug hook present" came back never in three later runs. It is the known start flake. Tests: - ./check.sh: 141 files, 2080 tests, exit 0 (before 140 / 2070) - 10 new unit tests in tests/editor/pixel-palette.test.ts - GM_STEPS=48 (fresh seed): ALL PASSED, 40 checks, 4 of them new - Counter-check: indices not shifting and brush always visible make 4 unit tests and exactly the 2 matching e2e checks fail - Check total 1282 (1278 + 4) in README and wiki, computed Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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41772e53f7 |
Variables assets can keep their values from one run to the next (#166)
A game needs a high score or an unlocked level to survive the end of
a run. As agreed in the issue there are no save or load nodes. A
Variables asset gets a switch instead, and the existing Variables
nodes read and write the values as before.
- A "Persistent" checkbox in the Variables inspector. Toggling it is
one undo step, and absent means not persistent.
- The behavior system loads the saved values at start and writes them
after every frame that changed one, so a closed tab loses nothing.
- Values live in localStorage per project, not in the project file.
Another browser or person starts fresh.
- Play and "Run in editor" save apart, so trying a behavior in the
editor leaves the Play save alone.
- Saved values are read through the current declaration. A removed
variable drops out, a new one starts from its default, and a changed
kind is converted.
- "Clear saved values" in the inspector clears this asset in both
areas. The main menu gets "Clear saved data" for the whole project.
Clearing takes effect from the next run on.
Decisions:
- The switch covers the whole asset, not single variables. Mixing
both means two assets.
- A changed default in the inspector shows only after the save is
cleared. That is what persistent means.
Findings:
- The first e2e run died at "debug hook present" right after a Vulkan
error from Chrome. The second run passed, so it was a GPU flake at
start-up.
Tests:
- ./check.sh: 140 files, 2070 tests, exit 0 (before 138 / 2055).
- 15 new unit tests in tests/core/saved-values.test.ts and
tests/editor/saves.test.ts.
- GM_STEPS=32,46 fresh: ALL PASSED, 24 checks. Six new checks in
module 32 go through the UI. Module 46 knows the new menu entry.
- Counter-checks both fail as expected. Loading switched off: 2 unit
tests and 2 e2e checks fail. Editor run writing into the Play area:
1 e2e check fails.
- Check total 1278 (1272 measured by CI at
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bbbf34109b |
Lists duplicate, rename and edit values right in their rows
Name, opacity and Z each sat in a separate field below or beside
the list. You had to select a row first and then look elsewhere to
change it. Duplicating was a separate button or not possible at all.
Now the row itself carries everything.
- SortableList gets three optional callbacks. onDuplicate shows a
copy button between the eye and the delete button. onRename opens
a text field on double click, Enter or a click outside commits,
Esc cancels, an empty name is ignored. value puts a NumberField
into the row.
- Dragging on the number changes the value and never moves the row.
A whole drag is one undo step, the canvas follows live.
- Copy and delete only show on the hovered and the selected row.
Their space stays reserved, so nothing jumps on hover.
- Pixel layers: copy right above with the same pixels on all
frames, rename, opacity in percent. The Name and Opacity fields
below the list are gone.
- Pixel frames: copy right after, replaces the Duplicate button.
- Tilemap layers: copy with cells, Z and visibility, rename, Z in
the row. The Name and Z fields in the panel are gone.
- Vector shapes: copy at the same place and select it, rename.
- New in core: DuplicateVectorShapeCommand,
DuplicateTilemapLayerCommand, withLayerDuplicated and copyName
("X copy", "X copy 2"). copyName lives in src/core/util/names.ts
because the model never imports from commands/.
Findings:
- Double clicking a shape that is not selected yet only selects it.
The first click moves the list up, so the second click misses the
name. Module 47 selects the row first.
Tests:
- ./check.sh: 138 files, 2055 tests, CHECK EXIT 0 (before 2052).
- GM_STEPS=47,48 (fresh, twice): ALL PASSED, 91 checks (before 86).
- GM_STEPS=39,40,47,48: module 40 green, 47 died on the rename
check, which was a test fault and is fixed.
- Counter probes: a constant copyName fails the shape and pixel
layer tests. A dead copy hit fails the copy check in 47.
- Check total 1272 in README and wiki, computed (1266 + 6).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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ae0247d86f |
Lists add and delete items right in the list header and rows
The layer, frame and shape lists still had their add and delete buttons scattered below the list, each in its own layout. They now live in the shared SortableList, so every list works the same way. - SortableList gets an optional header with the title on the left and a + on the right, plus an optional x per row next to the eye. - The keepOne option hides the x on the last remaining row, so a pixel art image and a tilemap always keep one layer. - Pixel art layers and frames and tilemap layers use header, + and x. Only Merge down and Duplicate stay below the lists. - Vector art shapes get the x but no +. Add shape stays below the list and Delete shapes stays for a multi-selection. - The section headings in the pixel art column use the same style as the list titles and the inspector. Findings: - The wait loop added to check 47i for #196 only waited for the right half of the shape. If the texture landed between the two reads, the left half was still blue and the check failed. It now waits for both halves. Tests: - ./check.sh: 138 files, 2052 tests, exit 0. - GM_STEPS=39,40,47,48 (fresh): ALL PASSED, 156 checks (was 154). - GM_STEPS=47,48 (fresh, final): ALL PASSED, 86 checks. - Two new e2e checks: x on a shape (47) and x on a frame (48). The tilemap check in 40 now uses the x instead of Delete layer. - Counter-check: with the x not reporting to its owner, exactly the two new checks fail. - Check total 1266 in README and wiki is computed (1264 + 2). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5b9b57fd19 |
Layer, frame and shape lists all reorder by drag and drop
Reordering shapes by dragging worked well in the vector tab. Pixel art layers and frames and tilemap layers still used up/down buttons. All three lists now share one widget built from the shape list. - SortableList in the UI toolkit, with the drag rules next to it in src/ui/sortable.ts. A row has an optional thumbnail, a name, a hint on the right and an eye toggle. Every drop is one undo step. - The shape list is a thin wrapper around it. shapeRows.ts is gone, its tests moved to the new rules. - Pixel art layers show the layer alone on the current frame, frames show the whole frame. Up/Down, Hide, Earlier and Later are gone. - Tilemap layers get the eye instead of the checkbox. The per-row up, down and delete buttons are replaced by Delete layer next to Add layer. - A row is selected on release instead of press. Selecting rebuilt the inspector or tilemap panel and cancelled a drag that started on a row not yet selected. Tests: - ./check.sh: 138 files, 2052 tests, exit 0 (before 137 / 2051). - GM_STEPS=39,40,47,48 (fresh seed): ALL PASSED, 154 checks. - 5 new e2e checks. Check total 1264 in the README is computed (1259 + 5), CI never measured 1259. - Counter-checks bite: dropMove ignoring reversed fails a unit test, a tilemap drop not applied fails the drag check, a layer thumbnail showing all layers fails the thumbnail check. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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8adef83f23 |
Pixel art e2e checks run through in a full CI run (#130)
CI has been red since
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6a2b06dd4b |
Texture fills show in the vector tab as soon as they load (#196)
After signing out and back in, a texture fill stayed in its base colour until something else redrew the vector tab. The texture library is a singleton that outlives the editor. Four widgets subscribed to it and never unsubscribed. After a new sign-in the first loaded texture called a destroyed canvas, which threw and stopped the loop before the vector tab heard about the image. - TextureCanvas, TileCanvas, ShaderPreview and WorldViewport now unsubscribe in destroy(). This is the pattern FontPreview and VectorArtCanvas already use. WorldViewport leaves both the texture and the font library. - FileLibrary.notifyChange catches errors per listener. A broken listener no longer starves the others. The error is still logged as "[textures] a listener failed". - e2e 47i no longer forces a redraw. It waits up to 3 s for the tab to show the texture on its own. Findings: - The trigger was e2e module 45 (sign out, sign in), not the texture fill. My note in #196 that the browser showed no exception was wrong. The counter-check shows it clearly. Tests: - ./check.sh: 137 files, 2051 tests, exit 0 (before 136 / 2049) - 2 new unit tests in tests/viewport/file-library.test.ts - GM_STEPS=45,47 after a fresh seed: ALL PASSED, 71 checks - Counter-check with the old source and the new check: 1 FAIL (shape stays #0000ff) plus the TypeError. Old FileLibrary.ts fails the first unit test. - No full e2e run locally. The check count is unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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66d6aafbb4 |
Pixel art can be drawn in its own tab with layers and frames (#130)
Textures are uploaded files named by their content, so they cannot be edited in place. Pixel art is therefore its own asset type, like vector art. Its pixels live in the project and the tab rasters them into a texture that sprites, tiles and animations can use. - New asset types Pixel art and Palette. The first pixel art of a project gets a palette with the 16 PICO-8 colours in the same undo step. Every pixel is a palette index, 0 is transparent. - Each layer on each frame is its own file data/pixels/<sha256>.px. The project only holds the names, so undo swaps names. The browser computes the hash and uploads new cels before the project is saved. - New route POST ?r=pixels in api/lib/PixelStore.php. It answers 201 and 422 for broken data. data/pixels/ is git-ignored. - Tools: pencil, eraser, fill (contiguous or all pixels of a colour), eyedropper, line, rectangle and ellipse (outline or filled), brush size 1 to 8. - Layers can be added, deleted, renamed, reordered, hidden, faded and merged down. Frames can be added, duplicated, deleted and reordered, with onion skin and a small playing preview. - Zoom 1x to 32x in whole steps, grid from 8x, a 3x3 tile preview and Resize... with a 3x3 anchor. - All frames sit side by side in one image. Each frame is a region like a cut texture frame, so texture rows offer "Asset / Frame 2" and the context menu has Create animation from frames. Decisions: - Merging down drops the opacity of the upper layer. Indexed colours know no blends. - Only the last palette colour can be removed. Otherwise the indices of every image using the palette would shift. - Undo stores the whole layer per stroke instead of pixel diffs. - Alt+click picks a colour. It is a mouse gesture, not a shortcut. Follow-up issues: #197 import from texture, #198 selection and flipping, #199 PNG export, #200 more tools. Tests: - ./check.sh: 136 files, 2049 tests (before 135 / 2011). 34 new in tests/core/pixel-art.test.ts, 4 from the icon tables. - e2e module 48 fresh: ALL PASSED, 29 checks, console empty. - Counter-probes bite: five on the unit tests, upload order (2 tests fail) and cels not uploaded in the browser (1 check fails). - Check total 1259 in README is computed (1232 measured in CI + 27). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1c8a20fcac |
Texture fill e2e checks pick the right image in a full run (#186)
CI run 217 for
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592ea942d9 |
Vector shapes can fill with gradients and textures (#186)
A vector shape could only be filled and outlined with one flat colour. Shading, glows and patterned surfaces had to be faked with stacks of shapes. Every shape now has a paint type for its fill and its outline. - Fill type: solid colour, linear gradient, radial gradient or texture. Line type offers the same without texture. - Colour stops are edited on a bar in the inspector, as agreed in the issue. A click on the bar adds a stop in the colour the gradient already has there, so adding never changes the picture. At least two stops remain. - The new Paint tool in the tab shows two handles for the selected shape: axis start and end, centre and radius, or the corners of one texture tile. "Handles: Fill / Outline" picks which paint is edited. - Moving a whole shape moves its gradients and tile with it. Every gesture is one undo step. - A texture fill always tiles, because Pixi turns a non-repeating pattern into a repeating one anyway. When switched on, one tile covers the whole shape. - Only uploaded textures and frames can be a fill, never a drawing. A drawing filled with itself would rasterise itself mid-raster. - The fingerprint of a drawing includes the texture and frame a fill points to, so the picture redraws when the image is swapped. Findings: - graphics.destroy(true) also destroyed the textures of the fills. With a texture fill it deleted the tile slice and the next redraw crashed on reading 'scaleMode' of null. It is now destroy(). - The gradient cache destroyed old gradients itself, which gave 20 Pixi warnings "destroyed while still bound". They are now handed to Pixi's texture GC with autoGarbageCollect switched on. The console of module 47 is empty again, the last CI log had 0 of them. Tests: - ./check.sh: 135 files, 2011 tests, exit 0 (before 134 / 1986) - npm run build: exit 0 - GM_STEPS=47, freshly seeded: ALL PASSED, 54 checks (before 44), 0 console warnings - 25 new unit tests, 10 new e2e checks in block 47i - Four counter-checks bite, originals restored and verified with cmp - Check sum 1232 in README and wiki, calculated (1222 + 10) Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1116818011 |
Vector shapes can be combined by union, subtract and more (#187)
Building a shape out of simpler ones meant drawing the result point by point. The Vector Art tab now selects several shapes at once and combines them with a boolean operation into one ordinary shape. - Ctrl/Cmd+click in the tab and Ctrl or Shift+click in the shape list add a shape to the selection. Shift stays pan in the canvas. - A COMBINE block in the inspector offers Union, Subtract, Intersect and Exclude. Subtract removes every upper shape from the lowest one. - The result replaces the lowest selected shape and keeps its name, colours, stroke and place in the order. It is one undo step. - Curves are flattened to 0.2 canvas pixels, a circle gets about 48 points. Open lines and single shapes cannot be combined, the buttons are off and a hint gives the reason. An empty result is rejected. - Delete now removes every selected shape, and the selection drops shapes that no longer exist. - The geometry comes from clipper2-ts 2.0.1, pinned. It has no dependencies and speaks even-odd directly. Only the engine module is imported, the bundle grows by 55 kB instead of 110 kB. Findings: - clipper2-js was tried and dropped. It pulls in Angular 15 with a high npm audit finding and no fix. - Pixi finds holes by containment, not by even-odd depth. An island inside a hole would be drawn as a hole again. Result rings are emitted outer ring before its islands, and a test mirrors Pixi's rule. - A depth sort turned out to be dead code in a counter-check and was removed. A pixel check in 47h stayed green without the subtract and now checks both colours. Tests: - ./check.sh: 134 files, 1986 tests, exit 0 (before 133 / 1968) - npm run build: exit 0 - GM_STEPS=47, freshly seeded: ALL PASSED, 44 checks (before 39) - 18 new unit tests, 5 new e2e checks in block 47h - Five counter-checks bite, originals restored and verified with cmp - Check sum 1222 in README and wiki, calculated (1217 + 5) Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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3427f84a55 |
A game can pause itself and set its own time scale (#167)
Until now only the editor toolbar could pause a running game. A pause menu inside the game had no way to stop the world while its own graph kept running, and there was no slow motion. - Five new nodes: Pause game, Resume game, Is game paused, Set time scale and Time scale. Pause and resume take effect on the next frame. - A game pause stops world time, physics, animations, particles and shader time. Only behaviors with the new "Run while paused" switch keep running. - Set time scale 0 freezes the world but graphs keep running, as agreed in the issue. - Play and Stop reset the time scale to 1, Load scene keeps it. The pause belongs to the scene, so Load scene and Restart unpause. - The toolbar pause stays separate and also freezes the menu. When the game pauses itself the status line reads "The game paused itself". - While paused, collision events are not reported, sounds keep playing, and the editor run ignores both nodes with a log line. Findings: - The first status line was longer than any before and got cut with an ellipsis. It is shorter now. - The e2e harness did not know the key "p". It does now. Tests: - ./check.sh: 133 files, 1968 tests, exit 0 (before 132 / 1952) - npm run build: exit 0 - GM_STEPS=18 fresh: ALL PASSED, 33 checks (before 26) - 16 new unit tests: 8 catalog cases, game-pause.test.ts, editor run - 7 new e2e checks in block 18i, driven by real keys in the game - Six counter-checks all bite: behavior filter, collision lock, world time, editor run, clock reset and the game clock in the browser - Check total 1217 in README is computed (1210 + 7), CI measures it Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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7063c8d074 |
Shader preview sliders show again after a property edit (#168)
Changing min, max or default of a property rebuilt the slider rows of the shader preview, but the rows stayed at 0 x 0. Only the labels were visible until the preview was resized by hand. - Widget.resize only lays out when the size changes. The row count stays the same on such an edit, so the row stack kept its height and never laid out its new children. - syncParams now relayouts the row stack itself after the column around it. Tests: - e2e 28n: a new max rebuilds the slider at 136 x 24, a click at its right end sets level 2. Red against the old build (w 0, h 0). - GM_STEPS=28,31 fresh: ALL PASSED, 106 checks (was 105) - ./check.sh: 132 files, 1952 tests, exit 0 - Check sum 1210 in README, computed (1209 + 1), CI measures it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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73a71473f1 |
The shader tab previews the effect on the last picked image (#168)
A shader could only be judged by placing it on a sprite and running the scene. The shader tab now shows its effect next to the graph, on the image the user picked last, without a picker to maintain. - The preview follows the last selection that has an image: a placed sprite with its overrides, size and tint, a sprite asset, a texture or a frame. Clicking the shader, a node, a behavior or a scene keeps the picture. - Without such a selection, or when the picked image is deleted, a built-in 64 px test image is shown. Its colour runs with u and v, a checkerboard shows where a UV lands and the border fades for alpha. - Each property gets a slider. The sliders belong to the preview and never write to the project. They start at the sprite's values when it carries this shader, otherwise at the default. - The preview has its own clock. Hold and Restart are only enabled when a Time node is in the graph. - The graph | splitter | panel layout of the particles tab moves into PreviewSplit, and both tabs use it. - A nine-sliced frame is previewed unsliced. This is documented. Findings: - The slider row stayed squeezed to a few pixels when the properties changed while the tab was hidden. The layout was triggered one level too high. The slider check in block 28n holds this. - The graph canvas is narrower now, 385 px at a 1280 px window, the same as in the particles tab. Block 28b clicked at a fixed x+420 and now uses the measured width. Tests: - ./check.sh: 132 files, 1952 tests (was 131 / 1941), exit 0 - npm run build: exit 0 - GM_STEPS=28,31 freshly seeded: ALL PASSED, 105 checks - 11 new unit tests in tests/editor/shader-preview.test.ts - 7 new e2e checks in block 28n - Counter-probes: start values ignoring the sprite fail 1 unit test, a preview ignoring the selection fails 2 e2e checks - Check total 1209 in README is computed (1202 + 7), CI measures it Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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2d79230b55 |
A frame's collision outline can be generated from its pixels (#161)
Drawing an outline by hand for every frame of a sheet is slow, and the outline mostly follows the opaque part of the image anyway. The texture tab now traces it: one click, a corner budget, and every Frame collision collider and tile using that frame blocks with the result. - "Generate collision..." sits in the texture tab header and is off while the texture has no frames. - The dialog has Max points (default 8, 3 to 64), Solid from ... % alpha (default 50) and All frames of the texture. A live line says what Generate will write, and Generate stays off when nothing is solid enough. - traceCollision walks each island of solid pixels along the pixel edges, then drops the least important corners until at most N are left and no stair step remains. A slope becomes one straight edge. - An outline never crosses itself. Where the image would force that, the island's convex hull is taken instead. - Crumbs under 1 % of the frame area are dropped unless they are the only island. Holes are not reproduced. - Existing outlines are replaced. One frame or all frames is a single undo step. - TextureLibrary hands out the sheet's RGBA data, and a pure function cuts a frame's region from it. Findings: - The wedge in the e2e fixture gets 4 corners, not 3. Its tip is one pixel wide in the image, and that real edge stays while corners are still free. Tests: - ./check.sh: 131 files, 1941 tests, CHECK EXIT 0 (was 130 / 1931). - 10 new unit tests in tests/core/trace-collision.test.ts, including 150 random shapes that must all be valid and within the budget. - GM_STEPS=42, freshly seeded: ALL PASSED, 20 checks (was 16). - Three counter-probes bite: no hull fallback, no stair threshold, dialog ignoring the alpha threshold. - Check sum 1202 in README is computed (1198 + 4), CI measures it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f4ec23d3d3 |
Colliders take a frame's outline and tiles have their own surface (#193)
Issue #193 asked where friction, bounciness and density of a tile live. Tiles had a fixed surface (friction 0.5, bounciness 0) and a collider could not use the outline drawn on a texture frame (#141). Both gaps are closed here. - A collider has a fifth shape "Frame collision" with a Frame row. The frame is picked like a sprite's texture and stored as the value 'frame'. - The shape is linked, not copied. Redrawing the outline in the texture tab changes every collider using that frame, in the editor and on the next play. - The frame centre sits on the collider origin, one image pixel is one unit. The shape turns, scales and mirrors like any other. - Every outline ring blocks. Each ring is split into convex parts the same way a polygon is. - Without a frame, with a whole texture or with a frame that has no outline, the collider is drawn red as a box and blocks nothing. - Move, Rapier, raycast, detection, hit test, drawing and footprint all resolve the frame. At runtime an entity looks the frame up live in the current project. - A tile has Friction and Bounciness next to Solid and One-way. The rows only show when Solid is on. Defaults and mixing rules match the collider. Density is left out because a tilemap never moves. - Tilemap cells are grouped by surface as well as by one-way angle. Ice and stone never merge into one rectangle, and every cell brings its surface to Move and Rapier. Findings: - A tile with a collision scale below 1 is no longer flush with a neighbour of another surface. It is inset there like at an open side, the same as next to one-way tiles today. - A bounce test first measured 0.84. The ball had landed on the hero at the origin, not on the tile. On the tile it measures 0.993. Tests: - ./check.sh: 130 files, 1931 tests, exit 0 (was 129 / 1917). - 14 new unit tests in tests/core/surface.test.ts. The Move tests run against the editor run and the physics system. - 3 new e2e checks: 40l (surface rows follow Solid), 42e (collider has frame size, a walker climbs the slope in the frame). - GM_STEPS=1-8,39-43 freshly seeded: ALL PASSED, 376 checks. - Three counter-probes bite: Move ignores the tile surface (2 fail), Rapier ignores it (1 fails), frame shape falls back to a box (5 fail). - Check sum 1198 is computed (1195 + 3), the full run belongs to CI. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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3ff7e91dbf |
Vector art points have four types and the pen draws whole curves (#195)
The pen only pulled out the outgoing handle of a new point, because the opposite handle was mirrored only if it already existed. The first segment of every dragged point was therefore half a curve. Beyond that bug, a point had no way to say how its handles relate. - A vector point has an optional mode: straight, corner, smooth or symmetric. Missing means corner. The mode is not part of the fingerprint, because it changes no pixel, only the next drag. - Dragging a handle follows the mode. Corner leaves the other handle alone, smooth turns it along and keeps its length, symmetric mirrors it exactly. - The pen pulls out both handles mirrored and marks the point symmetric. A plain click still sets a point without handles. - The tab header has a "Point: ..." menu for the last clicked or set point. That point is drawn filled. Changing its type is one undo step. Text instead of four icons, because the UI kit has no tooltips. - Switching a point without handles to a curved type first grows handles along its neighbours. Smooth and symmetric line the handles up and keep the rough direction of the curve. - A point inserted on a curve is smooth. Symmetric neighbours become smooth, because the split shortens one of their handles. - Alt-click still toggles between straight and symmetric. Found on the way: the old Alt rounding took the point at the other end of an open line as a neighbour, so its handles came out skewed. Fixed and held by a unit test. Existing points with handles now count as corner. Before, every drag mirrored. No pixel changes, only the next drag behaves differently. Tests: - ./check.sh: 129 files, 1917 tests, exit 0 (before 1903) - GM_STEPS=47, freshly seeded: ALL PASSED, 39 checks (before 32) - Check sum 1195 in README and wiki is computed (1188 + 7), CI measures it - Counter-checks: pen without 'symmetric' fails 3 checks, no smooth branch fails 1 unit test and 1 e2e check Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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90627ccf47 |
Snap is a magnet button in every graph and vector art tab (#194)
The snap toggle was a checkbox with the word "Snap" next to Fit, and the vector art tab had its own "Grid" button for the same idea. Both now share one square icon button, so snapping looks and works the same wherever it exists. - SnapToggle is a square toggle button with a magnet icon and no text. It lights up blue when snapping is on, like the other toggle buttons. - The magnet is drawn with cubic curves instead of arcs, because the Pixi SVG parser draws arcs as jagged edges. - The vector art tab drops its Grid button and uses the same SnapToggle. It still snaps to 8 px, the graph tabs to 24 px. - SnapToggle accepts anything with setSnapping(on). The vector art canvas method is renamed from setSnap to setSnapping for that. - Every tab exposes the button as __gm.<tab>.snapButton(). Modules 06, 26 and 36 click through that hook instead of the label "Snap" plus 30 px. Tests: - ./check.sh: 129 files, 1903 tests (was 128 / 1897) - 3 new tests in tests/editor/snap-toggle.test.ts, 3 in the icon tests - GM_STEPS=1-6,26,36,47 fresh: ALL PASSED, 346 checks - GM_STEPS=47: ALL PASSED, 32 checks (was 29) - Counter-checks: toggle not switching its target fails 2 unit tests, the canvas ignoring the switch fails module 47 - Check total 1188 in README and wiki is computed (1184 + 4), the full run is left to CI Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ad62a0f525 |
A vector art asset can be made and used without touching the model (#129)
Stage 5 closes the loop that the earlier stages left open: every check so far put the shapes into the project with mutate, because the tab that draws them came later. Block 47f now walks the path a user walks - the + menu, the asset panel, the tab, the picture picker - so a regression in any of those four doors is caught by the suite instead of by you. - The + menu offers "Vector art" among the types that only live in the library, and the entry makes an asset that is selected and stands in the panel under its own heading. - A double-click on the row opens the Vector art tab on that asset, which is what stage 3 built and no check measured until now. - The Texture row of a sprite offers the drawing by name, sorted among the other pictures, and picking it there makes the sprite wear it - measured at the pixel in the scene, not at the row. One finding: the picker listed three entries where I expected more, and the reason is sound - a fresh fixture holds one texture and the drawing, "None" being the third. The check names all three instead of counting, so a lost entry says which one it lost. Tests: ./check.sh 128 files, 1897 tests, exit 0 node tools/e2e.mjs (all modules) ALL PASSED - 1184 checks (was 1179) GM_STEPS=47 (fresh seed) ALL PASSED - 29 checks (was 24) Counter-checks: both hold - no generator registered fails the picker check, and opening the tab without the asset fails the double-click check. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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78595ec80f |
A selected vector shape has its own inspector rows (#129)
Stage 4 of #129. Until now the inspector showed the rows of the asset when a shape was selected, so there was no way to give a shape a colour, an outline or a place in the drawing order without editing the project file. The rows for a shape now sit where every other selection puts its rows. - SHAPES lists every shape of the asset, topmost row drawn last, the same way a layer list reads. Selecting the asset itself shows the same list below its own rows, with no shape selected. - Each row paints its shape with the commands the rasterizer uses (shapeDrawing plus paintDrawing) into a 22 px swatch, the whole canvas scaled in, so the row also says where on the canvas the shape sits. - The four order buttons from the issue (forward, to front, backward, to back) sit in two rows of two, and a row can be dragged to another place with a marker line. They are disabled when there is nothing to move. - VECTOR SHAPE carries name, fill, opacity and an outline checkbox, the checkbox adding and removing the stroke instead of hiding it; line colour and width appear with it. A dragged colour slider is one undo step, the style rows going through previewingHandlers like every other row. - A line width of 0 is no stroke, which the command rejects, so the row clamps at 0.1. Findings: - locate('Outline') aims beside the control, because it gives the centre of the label text and a wider label pushes a fixed offset out of the field. __gm.inspectorField(label) knows the centre of the control. - A click into a text field sets the cursor and selects nothing, so a typed hex landed appended to the old one and parseHex returned null without anything failing - typeText only checks that the text is contained. A Ctrl+A goes first now. - Four buttons side by side cut "Backward" to "Backw...", which only the screenshot showed. Two rows of two now, as in the tilemap panel. Tests: ./check.sh 128 files, 1897 tests (was 127/1883). Full e2e suite locally instead of only CI because the change sits in the inspector and touches every selection: ALL PASSED - 1179 checks (was 1172), module 47 at 24 checks (was 17). Three counter-checks hold: not reversing the list fails 1 unit test and 2 e2e checks, dropping the gap correction when dropping a row fails 2 unit tests and the drag check, and a constant signature kills module 47 because the outline rows never appear. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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3d7ad65f34 |
Vector art has a tab to draw in, which is stage 3 of #129
Stages 1 and 2 gave the asset a model and a picture, but the only way to put a shape into it was a test calling mutate. The tab closes that gap: what you draw there is what the sprite in the scene carries, with no extra step, because the fingerprint changes and the picture registry of #185 redraws. - The tab has a header with Select, Pen, Grid and Fit, a chequerboard behind the canvas and the canvas itself as a frame. It paints with the same commands as the rasterizer, paintDrawing being exported from viewport/vectorArtPicture.ts for it, so the tab cannot drift away from the picture. - Pen sets points on a click and pulls the handles out on a drag, both of them mirrored; a click on the first point closes the ring and Esc ends an open line. - Select drags a point, a handle or a whole shape, a click on an edge puts a point there, a double click takes one away, and Alt turns a corner round and back. Delete removes the selected shape. - The rules grew inside polygonEdit.ts instead of a second module, as the plan says, so a collider polygon and a frame outline get the same behaviour where it applies. - A point on a curved edge splits the curve by de Casteljau instead of cutting it: both halves together draw exactly what was there before. - A curved edge is walked instead of measured over its chord, or a click on the bow of a curve would grab nothing; the same walk carries the test for the inside of a ring. - One gesture is one undo step. The preview writes the model directly and the old state is put back on release before the command runs, which is the pattern the frame outlines of #141 already use. - state.ts gained a selection kind "shape". The inspector shows the rows of the asset for it, the shape list with colour, opacity and stroke being stage 4. One counter-check was no counter-check: disabling the pen's closing tolerance by multiplying it with 0 left the run green, and rightly so, because the closing click lands on exactly the screen coordinate point 0 came from, so the distance is 0 and <= 0 is true. Only an unsatisfiable condition really switched it off, and then 2 checks fail. A second trap on the way: a false && in front of the guard breaks the TS narrowing, npm run build bails out, and two runs went against the old bundle. Tests: check.sh 127 files, 1878 tests, EXIT 0 (was 126 / 1860). Full e2e suite ALL PASSED - 1172 checks, module 47 alone 17 (was 10). 18 new unit tests in tests/editor/ring-edit.test.ts and 7 new e2e checks in blocks 47c and 47d. Two counter-checks hold: no de Casteljau fails 1 unit test, measuring a curve over its chord fails another. Originals checked back with cmp and rebuilt. |
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6371576d37 |
A vector art asset is a picture now, which is stage 2 of #129 and the first stage that shows something in the browser: the asset sits in the picture picker, a sprite carries it in its Texture row and what the sprite shows has been rasterized from the shapes, the generator of #185 being registered for the type vectorart - installVectorArtPictures(app.renderer) hooks the source (core) and the generator (viewport) in once per page from App.ts, by a call and not by a module side effect, so a test may install it or leave it out; the rule lives in core and the painting in viewport - the new core/model/vectorPath.ts turns a shape into plain drawing commands (move/line/curve/close), closed rings being filled while all rings are stroked, a segment staying a line as long as neither of its ends carries a handle - a single handle is enough for a curve, the missing control point sitting on its own end, so a corner may stand next to a round side - and the way back to the first point is only drawn when it is curved, close doing it otherwise; holes go through one door only, Pixi recognising them from a GraphicsPath with checkForHoles, which tests containment rather than even-odd depth, which is enough for a ring inside a ring while without the flag the inner ring simply paints over the outer one (measured, see the counter-checks); the oversampling is the 2x from the plan - RenderTexture.create({resolution: 2}) puts 512 px on the GPU for a 256 canvas while texture.width stays the canvas size, which is the measure the sprite hangs on, and the render texture is the clip itself, so what juts out over the canvas is not in it and needs no mask; drawn pictures get the same sampler state as uploaded ones, setPictureFactory wrapping the factory for it, mirroring keep(); two measuring traps cost me runs - __gm.objectRect(id) gives the centre of the object and not its corner, so the first pass read four pixels next to the sprite and reported background while the rasterizer was correct, and the grid lines of the scene cross exactly in the centre point, so the hole check read #363940 and failed for the right reason, measuring beside it now; renderer.render() runs inside the picture request, which is safe here because every caller asks during its own widget redraw and the frame is drawn on the ticker afterwards, a nested render inside a running render pass would not be - that warning stands in the module head and in the notes; new module 47 with 8 own checks in its own lane (the picture on the GPU at double resolution measuring the canvas, the sprite showing the fill, the inner ring being a hole with the scene shining through, the later shape on top, the stroke running along the ring, a changed drawing getting a new key with the old one freed, and the sprite showing the new colour), the shapes being put into the model by mutate because the tab that draws them is stage 3, and 21 new unit tests in tests/core/vector-path.test.ts; three counter-checks hold: oversampling back to 1 fails the GPU check, checkForHoles off fails the hole check, and not drawing the curved way back fails a unit test; the full suite ran locally instead of only in CI because the change sits in TextureLibrary and touches every picture: ALL PASSED - 1165 checks, measured and carried into README and the wiki (#129)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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bdb3f066cf |
The asset type "vector art" exists as a model, which is stage 1 of #129 and shows nothing in the browser yet on purpose: a vectorart asset is not placeable, sits in the + menu and in the asset panel with its own icon (a curve between two points) and has no tab, so it behaves like a font - selectable, its rows in the inspector, a double click leading nowhere - because the tab is stage 3 and half an asset would only be in the way; the data model in Asset.ts is a shape built from rings (even-odd, so a shape may have holes, answer 6 in the issue), a ring being points with optional bezier handles in/out stored as an offset from the point and a closed flag (an open path is stroke only, answer 4), plus fill colour, opacity and an optional stroke (answer 5) - the two handles are kept apart instead of mirrored, because what "smooth" means is the editor's business and not the model's; canvas width, height and the filter are properties, so they get an inspector row and undo like any other, while the shapes are intrinsic data like the frames of a texture; the revision that #185 hands to the picture path is a fingerprint of what is drawn, not a counter, which is exactly why that key took a string token - no command can forget to bump it - and the name of a shape is deliberately left out of it, renaming changing no pixel; six undo commands in the new vectorArtCommands.ts (add a shape numbered in order, remove one which comes back to its old place - unlike a tilemap layer the last one may go too -, rename, move, write the rings as one step per gesture with the list copied, and set the style where stroke: null takes it away) and the pure function shapeOrderTarget for the four buttons of the planned inspector list (one forward, to front, one back, to back), which also serves dragging in that list; loading from a project file is strict - a point without numbers falls away, a broken handle leaves a corner behind, duplicate shape ids fall away like duplicate layer ids, a stroke of width 0 is no stroke - while a ring with a single point, which is what someone is drawing right now, stays; three findings on the way: JSON.stringify as the fingerprint was wrong because the same drawing came back from a project file as {points, closed} and was built as {closed, points}, so a reload would have rasterized the same picture under a new key (the fingerprint writes its fields in a fixed order now and a test measures that case), toNumber in serialize.ts turns any nonsense into 0 so the Number.isFinite checks ran into nothing and {x: 'far'} became the left edge instead of vanishing (shapes read numbers strictly via asFinite, 0 being a place on the canvas here), and "Vector art" would have been both a menu entry and the panel heading, which an existing test catches because a click by text would hit the heading - the group is called "Vector drawings" now while the menu entry stays "Vector art"; 20 new unit tests in tests/core/vectorart.test.ts and three counter-checks hold: the fingerprint back on JSON.stringify fails 2, reading the numbers loosely again fails 4, and not copying the ring list fails 1; no e2e check and the check sum stays 1157, only module 04 counting 19 asset types instead of 18 (#129)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ffdf0a8ddb |
The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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0fdde6cb1e |
The Raycast node filters by collision layers: the node gained a "Layers" setting, a tickbox per collision layer of the project - the same field kind the collider uses for "Collides with" - and the ray only hits what sits on a ticked layer, tilemaps counting as colliders; the default is every layer, and a graph without the param answers exactly as before, which is its own unit test; the check is one-sided on purpose, unlike the symmetric rule of #152: a ray is not a collider, so it never reads the collidesWith of the thing it hits - a collider that meets nothing is still seen by a ray - because who a ray may look at is the ray's business, and a unit test holds that case; the filter sits in Solids.raycast in front of the intersection test, which is the one path the editor run and Play both take, so every unit test runs through describe.each against both systems; NodeView did not know the field kinds layer/layers, so the node would have read "Layers: 65533" - it now shows the name of the layer, or "All layers"; 5 new e2e checks in the new block 43d (a shield on its own layer between the caster and the floor stops the ray, the "Layers" row on the node, the tickbox menu with the project's layers, the ray reaching 280 instead of 145 units once the shield's layer is unticked, and the mask read as a name) and 6 new unit tests, three against each system; two counter-checks hold: disarming the filter line drops 6 unit tests and the unticking check in module 43, and switching the formatting off makes the node check fail with the raw bits; two findings from measuring came out of it and stand in the wiki and the notes - __gm.rays() only measures while the Scene tab is in front, so a node selection blinds it and the block measures through a Log node on distance instead, and a running behavior instance keeps the graph it started with, so the editor run casts with the old mask until the instance is built anew (#158)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ae3aa7d3bd |
Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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da35f10d1a |
The undo and redo arrows read as arrows now, and the run buttons sit on the middle of the window: the first pair was a three-quarter circle with a triangle at the end of the arc, which at 16 units puts the head exactly where the arc already is - the two melt into one another and the icon reads as a comma, which is what the screenshot showed - so both are drawn as a flat head standing free beside its tail, a triangle pointing left with a tail curving away to the right and down (redo mirrored), and they were checked in the real build, not only in an SVG renderer, because ImageMagick draws these paths a good deal more kindly than Pixi does; the play/pause pair was off centre because the row has three flexible children - the two spacers around it and the notice label, which is flexible since #177 so that the bar does not overflow at 1280 px - and each takes a third of what is left, so Toolbar.layout() now moves the pair onto the middle of the bar after super.layout(), clamped between the redo edge and the start of the notice so that a narrow window pushes the pair back instead of laying two captions on top of each other; one new e2e check in 46a measures that middle against innerWidth/2 (1148 checks), and the README gained the screenshot of the editor
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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60d0146bde |
The topbar is icons only: the leading Project dropdown, the Scene picker and the labelled Play/Pause buttons are gone and in their place stand five icon buttons - menu, undo, redo on the left, play and pause in the middle - while Notice, the save state, fps and the Account menu keep the right side; the Play button swaps its icon for a stop square while the project runs and Pause swaps for a second play sign while it is held (Button.setIcon()), and iconSpace() drops the gap between icon and label when a button has no label, which is what kept a 24 px icon button 3 px off its own centre; the menu carries New project, Open project..., a separator and Project settings..., where the picker (src/editor/OpenProjectDialog.ts) preselects the open project and marks it "open", opens on a double click and puts Delete on the left of Cancel and Open - it closes itself before it asks whether to delete, because two modals on top of each other would have left the question standing over a list it no longer speaks about - and the settings dialog (src/editor/ProjectSettingsDialog.ts) holds the name, the "Play starts" switch (Start scene / Active scene, a preference of this browser and so no command) and the collision layers from #152, which retires CollisionLayersDialog.ts and the "Collision layers..." entry; what Apply actually writes is the pure function settingsChanges(), so renaming and the layers are each their own undo step and each drop out when nothing differs; the Scene dropdown falls away without replacement, the active scene is switched by double clicking it in the Assets panel, which is the way that was there anyway; new module 46 runs last with 9 checks (no label left in the bar, the run buttons in edit mode, the four menu entries, the picker with the open project preselected, Cancel leaving the project standing, the settings dialog on the state of the project, renaming with undo and redo through the icon buttons) and it neither opens nor deletes a project, because that would pull the project out from under every earlier module; modules 8, 18 and 35 and the harness follow the new bar, 6 unit tests cover settingsChanges and 3 the icons (#183)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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defd4a86d2 |
The live dt in the graph is not always three decimals: the check in module 18 that reads the value an output last carried asked for /^0\.\d{3} dt$/, but formatNumber trims trailing zeros, so a frame of exactly 50 ms reads as "0.05" - that is why the suite for 5ba796a was red in CI with this single FAIL while the same check is green on this machine, where the frame time never lands on a round number; the check now asks for any number of decimals, which is what it was ever about, and the reason stands as a comment next to it (#119)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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4f55f85ad4 |
Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the names a project starts with, so the three places that have to agree read the same function: the editor run through CollisionSystem, the Solids sweep per pair and Rapier, where the mask becomes the collider's interaction groups; the project file gained collisionLayers: ["Default"] (default one layer, no formatVersion bump), the collider schema two new kinds - layer as a dropdown of the project's layers and layerMask as a menu of tickboxes that stays open while it is ticked (Menu.ts learned rows that do not close on a pick) - and the names are edited through "Collision layers..." in the toolbar's Project menu, not a Project tab, which is the decision I made myself because the question ran into the MCP timeout: the dialog (src/editor/CollisionLayersDialog.ts) holds up to 16 names, Add layer appends "Layer <n>" and Apply writes all of them as one undo step (SetCollisionLayersCommand); a mask read from a file goes through a check that refuses anything that is not a finite number, because Number(null) is 0 and a collidesWith: null would silently have meant "meets nothing"; 9 new e2e checks in module 8 cover the menu entry, the dialog, Add layer, Apply and its undo, both inspector rows, the tickbox menu, and the mover walking straight through the crate that 8c blocked on once their layers no longer meet, and 21 new unit tests cover the rule, the schema and the command (#152)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5ba796a2b6 |
Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c830c7a3aa |
Changing the password: the Logout button at the far right of the toolbar became an Account menu that names the signed-in account in an entry of its own that cannot be picked, with Change password... above Logout, and the new dialog (src/editor/auth/PasswordDialog.ts) asks for the current password, the new one and its repetition, all three as bullets, and stays standing when the server refuses so that it can say why, unlike the other form dialogs; the rules for empty, too short, new equal to old and a differing repetition sit as the pure function passwordProblem() next to loginProblem(), the API gained POST ?r=auth/password which answers 204, insists on the current password although a session is there, enforces a minimum length of 8 in UserStore::MIN_PASSWORD_LENGTH and again in the client so the mask can answer without asking the server, and the new SessionStore::destroyAllFor($user, $keep) ends every other session of the account while the tab that changed the password keeps its own; the placeholders admin/admin and user/user stay as they are, which the length check does not touch because it only runs when a password is set through the API; e2e 45 grew by 8 checks for the menu, the dialog, both refusals and signing in with the old and the new password, and it sets the e2e account back at the end - a run dying in between leaves it on <password>-tmp, which a make-user.php call repairs (#182)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1ef497fa17 |
e2e 45 no longer hangs on the project name: the two checks that opened the editor compared the project's name against "E2E fixture", which is what the seeder writes locally, while CI creates the shell with the key from tools/ci/project-shells.mjs and so calls the same project "fixture" - that is why the run for 8e4bb6e was red with two FAILs although signing in, the editor and the project all worked; both checks now read the project id and the seeded scene name "Level 1", which say the same thing in both places, and since the firewall in front of nockal.com stopped turning every non-2xx into its own 418 page (measured today: the API's 401 comes through with its body) the wrong-password check asks for the wording again instead of just for any message, with the unit test for a page made up in between kept but no longer named after that firewall (#177)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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8e4bb6e1f9 |
User management: signing in is required before anything is loaded, the sign-in screen is drawn in the same canvas (user name, password as bullets, Enter moves on and submits) and the editor is built only after it; the API gained auth/session, auth/login and auth/logout while every other route answers 401 without a session, projects carry an owner and a foreign one comes back as 404, accounts live in data/users.json with a password hash and sessions as files in data/sessions with a sliding 30 days, so a build under the open tab does not sign anybody out; Logout sits at the far right of the toolbar and, as asked in the issue, does not reload the page: Editor.dispose() takes the editor down while the canvas stays, which is why the autosave, the focus handlers, the window listeners of the tilemap panel, the shortcuts and the plugins all got a way back; the tools sign in as e2e (tools/lib/auth.mjs, password from GAME_MAKER_E2E_PASSWORD or the git-ignored data/e2e-password.txt) and the browser gets the same session by cookie, new e2e module 45 covers the screen, the wrong pair, the bullets, logout without a reload and signing in again, new unit tests for HttpAuthStore and for what a session leaves behind (#177)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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60ea56a2ce |
Open asset greyed out and real tab cards: Open asset in the scene object menu is only pickable for kinds with an editor of their own, the table of which asset opens which tab moved from Editor.ts into the new module assetTabs.ts with hasAssetEditor so the menu and the editor read the same list, Select asset stays as it was; tabs are drawn as index cards (new module TabButton.ts): the one showing is a light grey card instead of the aggressive blue, rounded above and square below, its name in plain weight and measured bold so it never clips itself, and a mouse down on the tab already showing keeps its colour; the padding left and right grew to 6 px in one place for both kinds of tab, Scene and Game carry an icon too (the scene one from the asset panel, a new game.svg play sign), Plugins and a plugin's own tab have none; new test hook menuEnabled next to menuRows and menuIcons, e2e 01 checks the greyed out entry on a sprite row, 14a-ii the card and the icons of the fixed tabs, 44a the icon at the wider padding (#176)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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4b5b91eaaa |
Open asset in the scene object menu: the context menu of a scene object row has an Open asset entry below Select asset that does the same as a double click on the asset in the asset panel, so it selects the asset and opens its tab; kinds without an editor of their own (sprite, camera, text, collider) are only selected, just like the double click there; e2e 01 right clicks a behavior row and checks the open tab (#176)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e3ebf44593 |
Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (#176)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1c212b1ccc |
Scene view symbols come from SVG files: the behavior, container, rigidbody, camera and particles icons live in src/viewport/icons/ and are changed by editing the file and running npm run build; they are bundled, parsed once and drawn into a Graphics by the new module symbolIcons.ts, currentColor becomes the theme color of the symbol, the origin sits in the middle with a centered viewBox and the same units as before, so the symbols are pixel for pixel unchanged; what depends on the object (camera frame, collider outline, one-way cone) stays in code; unit tests keep the files to what Pixi's SVG parser and a browser draw alike (no transform, no polygon, fill always given), e2e 5c reads the five symbols in the theme color (#175)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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25ec7879a0 |
Several transitions between the same pair of states: make transition onto a state that is already connected in that direction adds another transition, which gets its own name right away (Transition 2, Transition 3, skipping names that already leave the state), so two unnamed transitions between one pair never exist; renaming is refused when another transition between the same pair in the same direction already carries the name, the empty name included, while equal names to other targets are only warned about as before; the behavior graph keeps Already connected; self transitions may repeat too, each further loop drawn as a ring around the previous one with the preview showing the next ring, and transition labels that would cover another one slide along their own edge until they are free (pure function freeLabelSpot); test hook transitionLabelAt also returns width and height, e2e 26e6 (#162)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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010b6a7f6c |
A state can transition to itself: make transition and a second click on the same state connects a self transition, taking it fires On state exited and then On state entered every time, for local and global machines, while Set state into the current state stays silent as before; only states may connect to themselves, every other node is still refused, one self transition per state; the loop is drawn over the middle of the top edge with its arrow pointing down and its name at the apex, the preview already shows it while armed, and the inspector lists it once under Transitions out; new test hook transitionLabelAt, e2e 26e5 (#163)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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cc285af10a |
Tabs are open documents: Scene, Game and Plugins stay as fixed tabs, every other asset opens in its own tab (double click or Enter in the asset panel, on creation, from the list button), several assets of one kind can be open at once, a tab is labelled with its kind dimmed before the name, cut at 160 px and renamed with its asset, closes with its x or a middle click and goes away when its asset is deleted; a tab always shows its own document instead of following the selection, the picker in the tab head is gone, zoom and scroll are kept per document for the session and dropped on close, a double click on a call node stays in the same tab with breadcrumbs per tab; one editor per kind is switched between documents, the placement rules live in the pure module documents.ts, and the test hook showTab stays as a compatibility path; new e2e module 44 documents (#171)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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4f546c0e08 |
Number fields drop trailing zeros: formatNumber still rounds to at most 3 decimals and then removes zeros at the end, so 100.000 reads 100 and 0.500 reads 0.5, everywhere (inspector, graph and shader nodes, duration and fps in the animation and tile tabs); a field's own decimals is now an upper limit, stored values are unchanged, -0 still shows as 0, and the graph's separate integer rule is gone (#172)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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47eea2f6e4 |
Each tilemap layer has its own Z: an offset added to the Z of the placed tilemap, like a child's Z to its parent, default 0 keeps the previous order (layers right after their map, in list order), a negative Z sorts a layer below the map, on a tie layers keep their list order and follow the hierarchy against other objects; editor scene and game use the same order through the new pure function drawSlots, a tilemap draws into one container per layer, and the tilemap panel gains a Z field for the selected layer with one undo step per change (#174)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5385d9e152 |
The one-way tolerance angle is a field: a one-way collider and a one-way tile gain One-way angle (0 to 90 degrees, default 45), a contact blocks when its normal is within that angle of the blocking side, without a value the limit is bit-identical to before, and the rule holds for Move, Raycast and dynamic bodies in Rapier; tiles with different angles never merge into one rectangle, the scene view draws the angle as a cone in the middle of the thick side, and the inspector shows Blocks from and One-way angle only while One-way is on, through the new schema option shownWith (#159)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |