Commit Graph
14 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 1f13794b0c Shape a sound with a Parametric EQ and its own curve editor (#367)
game-maker / gate (push) Successful in 4m17s
game-maker / suite (push) Successful in 16m14s
A sound FX or an instrument had a 5-Band-EQ with fixed bands and a
Filter with one band. The Parametric EQ holds up to ten bands of any
type, and a double-click on the node opens an editor that draws the
curve they make together.

- The bands are a list on the node (`bands`): type, frequency, gain,
  Q and slope. A hand-edited project is held to the editor's ranges
  and to ten bands.
- Each band compiles to the existing `pass` stage, so the audio core
  is unchanged. A peak or a shelf at 0 dB is left out.
- The curve is worked out in `parametricEq.ts` with the biquad
  formulas of the Web Audio spec, so the editor draws what is heard.
- The editor is a window that floats over the editor without a
  backdrop, so the tab's Play stays usable. A double-click adds a
  peak, a drag moves a band, the wheel turns its Q, a right-click
  removes it. Fields below the curve set the picked band. It opens in
  the middle of the screen and moves by its title bar.
- A drag or a scrub writes the node as a preview and makes one undo
  step on release. The panels hear of the preview once a frame, and
  the window lays itself out only when one of its texts changes.
- The area under the curve is filled as one shape for each side of
  0 dB. As a single shape it crossed itself and came apart.
- The curve works out each band's coefficients once and adds the sum
  up from the bands. A drag took 295 ms of script time in a profile
  before and 64 ms after.

Decided on my own:
- Bands are added by a double-click, so a single click can let go of
  the picked band without adding one.
- The cuts are labelled "Low cut" and "High cut" as in an EQ, not
  "High-pass" and "Low-pass" as on the Filter.
- The bands have no input, so no parameter or Envelope moves them.

Tests:
- Unit parametric-eq (new) and soundfx: 69 green. Counter-probe with
  no stages emitted: the compile test red. Counter-probe with one
  fill shape: the fill test red.
- e2e 34 (melektaus-atx): ALL PASSED, 96 checks (3 new).
- Counter-probe e2e: no stages emitted, the playing check red.
- Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4230 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 12:00:43 +02:00
adminandClaude Opus 5.5 25c1d02b06 Keep the audio thread free of ended voices and too many vocoders (#356)
game-maker / gate (push) Successful in 3m45s
game-maker / suite (push) Successful in 14m44s
A song that had been played a few times in a long session stuttered
at regular intervals until the page was reloaded. A quick run up the
keys of a sampled instrument made every sound drop out for a second
or two. Both came from work the audio thread should not have had.

- Every worklet node of a voice listened on its port. Chrome never
  collects a port that is listened to, and through its listener not
  the voice either. Every node of the voice stayed on its bus and was
  worked on in every block. A way or stage on the worklet now closes
  its port once it ends or is stopped, and the processor closes its
  own side when it is told to stop.
- A voice without echoes now leaves its bus as soon as its sound and
  what its stages hold back are through. Before, only a voice with
  echoes did.
- At most 12 ways play through the pitch worklet at once. One more
  cuts the oldest in 10 ms, a note already let go before one still
  held. Each runs a phase vocoder, whose first block alone took
  2.7 ms of the 2.67 ms a block has on stein2.
- Play for the game ends everything the tabs play: the piece holding
  the transport and every key or preview (`stopPreviews`).
- Closing a Sound, Sound FX, Instrument, Pattern or Song tab stops
  what it plays of that asset (`AssetTabEditor.closed`).
- A preset in the Instrument tab plays nothing any more. With
  Audition on it is heard like any other change.
- Test hooks: `__gm.instrument.play`, `__gm.sound.playing`, and
  `vocoders` in the stats of the sound library.

Measured:
- A copy of the project, its Song 2 played for 12 s and stopped, six
  times (Chrome on stein2, CDP WebAudio): before, 746 nodes were left
  after the first time and 4469 after the sixth, the load at rest
  grew from 0.01 to 0.06. After, 7 nodes are left every time (the
  master and one bus) and the load at rest stays at 0.01 to 0.02.
- Pitch-player voices live in Chrome on melektaus-atx: 12 take 0.50
  of the audio thread, 16 take 0.71, 24 take 0.99. 30 struck 40 ms
  apart held it at 0.99 from the first second on.

Tests:
- Unit sound-library: 110 green (3 new), 4 counter-probes each red
- e2e 34 (melektaus-atx): ALL PASSED, 86 checks (3 new, 2 changed)
- e2e counter-probe with game start and preset undone: their 3
  checks red, and the old check of Play note in the game as well,
  which now counts on the preview being gone
- e2e counter-probe with tab close undone: exactly its check red. A
  first form of it held a key and stayed green, since the keys let go
  of a held key by themselves once the tab shows no asset
- Gate (melektaus-atx): 270 files, 4181 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 17:57:18 +02:00
adminandClaude Opus 5.5 7a17030472 Give every sound FX effect a Bypass and a Wet (#354)
A node could only be taken out of a sound FX by unplugging it, and
only six of them could be blended with the sound they get. Every
effect now has both, in the sound FX graph and in the instrument
graph alike. The Mix, the Input and the Output have neither.

- Bypass is a checkbox setting. A bypassed node is left out when
  the graph is compiled, so it costs nothing and holds nothing back.
  The graph draws it faded, and its body says "Bypass: true".
- Wet is a number input like the others. It can be a parameter, be
  moved by Set sound FX parameters and, where the node allows it for
  its other numbers, follow an Envelope.
- A blend is a stage of its own (`wet`) around what the node adds.
  The sound as it came in is held back as far as the node is late,
  so a Compressor, a Limiter or a Vibrato do not comb it out.
- The six nodes that had a Mix keep their key `mix` and only call
  it Wet. Saved values, parameters and edges stay as they were.
- The Delay crossfades now: the sound alone at 0, the sound and its
  echoes in full at 0.5, the echoes alone at 1. Before, the sound
  was always in full and `mix` was the echoes.
- The Pitch takes its semitones by Wet instead of blending, through
  a share `times` on the amount that an instrument binds as well.

Findings:

- A Delay saved before this sounds different. It sounds the same at
  half its old value. The two chip presets with a Delay (Echo Lead,
  Bell) are halved to keep their sound.
- Project cbbf160bb7e8 has two Delays (mix 1 and 0.5). They are
  left as they are.

Tests:

- Unit: soundfx 65 (8 new), sound-library 107 (3 new), instrument
  35 (1 new), envelope 13. Two delay tests and the filter ports test
  follow the new numbers.
- Counter-checks: 8, each turns its test red.
- e2e 34 (melektaus-atx): ALL PASSED, 83 checks (2 new). The
  ping-pong check at wet 0.25 measures what it did at mix 0.5.
- Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4154 tests.
- After the gate the derived ports of a blend are asked for once
  instead of twice: typecheck, lint and the three unit files green
  again (113 tests).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 08:20:52 +02:00
adminandClaude Opus 5.5 f3ae19431a Make an 8-bit sound with a Preset, Randomize or Mutate (#329)
game-maker / gate (push) Successful in 3m25s
game-maker / suite (push) Failing after 14m27s
A Chip could play a sound, but finding a good one meant typing a dozen
numbers. sfxr's buttons do that in one click: a kind of sound drawn
anew every time, a wild draw, or a small nudge. The Instrument tab now
has the same, and plays the result at once.

- Preset menu with Pickup, Laser, Explosion, Powerup, Hit, Jump and
  Blip. It puts a new graph in place of the instrument's, as one undo
  step: Notes for all 128 notes, Chip, Envelope, Filter, Bitcrusher,
  Output. The Chip keeps its own frequency with follow note off, so
  every key plays the same effect, and sustain 0 ends it by itself.
- The presets are sfxr's generators, worked out into Hz, semitones and
  seconds with sfxr's own formulas, in chipPresets.ts. sfxr's envelope
  holds and falls in a line, ours falls quick at first. So the decay
  is three times sfxr's hold and fall.
- Randomize draws every number of the Chips, Envelopes, Filters and
  Bitcrushers anew, as sfxr's randomizer does. Waves, filter types,
  the Bitcrusher's mix and an Envelope's from and to stay.
- Mutate moves each of those numbers a little, one in two. A 0 stays
  0, so nothing that was off comes on.
- An input fed by an edge is left alone by both. Both are grey while
  the graph has none of those nodes.
- Audition, off by default as in the Pattern tab, plays the note last
  played again 150 ms after a change to the graph rests.
- Preset, Randomize and Mutate always play that note, for up to 2 s.
- ReplaceGraphCommand swaps nodes and edges and keeps groups and notes.
- The info on the right of the header kept 220 px and was cut off
  with the four new buttons. 140 px still fit "No sound picked".

Not done: punch, filter sweeps and the phaser of sfxr (#341).

Tests:
- Unit chip-presets (new) 7. Counter-check: a wrong Hz formula and
  fed inputs not left alone turn 3 of them red. Unit tests of the
  instrument tab, graph commands and sound FX nodes: 49 files, 851
  green.
- e2e 34 (melektaus-atx): ALL PASSED, 64 checks (4 new): Preset,
  Randomize and Mutate, Audition, three undos back to the Sample.
- Screenshot with a Laser preset: the header fits at 1280 px, the
  chain is fitted, the Chip is a saw with its duty grey.
- Gate (melektaus-atx): CHECK EXIT 0, 256 files, 3969 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 23:29:39 +02:00
adminandClaude Opus 5.5 144dee0a97 Let a looped sample play out past its loop when the note ends #331
With "Mode" and "Loop" as two fields, One-shot plus Loop ran until
Stop was pressed: letting go of the key did nothing. The two fields
are now one, "Play", with four entries that each say what happens
while the note is held and when it is let go.

- Gate and One-shot play the sound once, as before. Loop repeats it
  and fades out with the note.
- "Loop, then release" is new: the sampler's sustain loop. Let go,
  it finishes the round it is in and plays what comes after "Loop
  end" to the end of the sound.
- A buffer source stops looping and plays on by itself. The pitch
  worklet gets a "leave" message. The phase vocoder then lets the
  round finish that its newest frame has read into, so nothing read
  already changes under the frames still sounding.
- Samples saved with "Mode" and "Loop" are turned into "Play" on
  load. Gate and One-shot stay, either with Loop becomes Loop, since
  playing until stopped is gone.
- The keys of the Instrument tab stay half lit while a note let go
  is still heard. Esc on the keys stops everything, like Stop.
- Striking a ringing key again plays a new note beside it rather
  than stopping the old one, so a drum can be hit quickly. This
  differs from what was proposed in the issue discussion.

Tests:
- instrument + pitch-player + sound-library + node-catalog:
  477 tests, green (12 new).
- e2e 34 (melektaus-atx): ALL PASSED, 45 checks (+1). Let go after
  a loop of 0.05 s, the note played out for 0.31 s on the audio
  clock, the key half lit meanwhile.
- Counter-check: a release that does not leave the loop fails the
  2 new player tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 11:34:30 +02:00
adminandClaude Opus 5.5 8a4e4a6762 Play sounds as notes of an instrument asset #331
game-maker / suite (push) Failing after 2m40s
game-maker / gate (push) Successful in 3m14s
A sound could only be played as it was, one at a time. An instrument
is a node graph that makes a note a sound: Notes nodes bring the note
in, Samples play sound assets for it, the effects of a sound FX shape
it and the Output sums the layers. Its tab plays it from a keyboard,
a behavior with Play note. It is what patterns and songs (#330) will
play.

- New asset type instrument, under the heading Music, not placeable.
  A new one starts as Notes into a Sample into the Output.
- Notes are counted as MIDI does: 60 is C4, names like C#4, sharps
  only, the lowest C-1. Notes has From and To, outputs any, note,
  frequency and velocity, and with Single notes a trigger per note,
  each with an optional name for a drum kit.
- New port type trigger, only into the trigger of a source. Inputs
  can take any number of edges now (PortDef.many): a trigger, and
  the Output, which plays everything into it side by side.
- Sample plays a sound asset. Follow note shifts it by note - root
  through the pitch worklet of #317, so it keeps its length. Gate
  fades it out at the end of the note, One-shot plays through. Loop
  runs between Loop start and Loop end, also in the worklet.
- Parameters declares the instrument's own parameters with a
  default. Sound FX sends the sound through a sound FX asset, its
  parameters as inputs, the sound set in where its Input was.
- compileInstrument walks the graph once per note. A trigger is on
  only for the notes it stands for, a silent source silences what it
  alone feeds, a Mix with a silent side is the other side. velocity
  and the parameters stay open for the voice. Builds are cached per
  note until the graph or a sound or FX it names changes.
- The player takes a note as one voice of several layers, each way
  with its own file and volume. release fades the gated ways out,
  one-shots play on. playNote can release after a duration.
- Play note plays one note with velocity, volume, duration and
  detached, and hands out voice for Set sound FX parameters and
  Stop sound. Velocity is always loudness. Instrument parameters
  picks values for the instrument's parameters like Sound FX
  parameters does for an FX, renames follow.
- The tab has the graph, a header field per parameter, Stop, and
  128 keys below. Keys without sound are grey. A key plays while it
  is held. Focused, the computer keyboard plays as in a tracker by
  KeyboardEvent.code, the arrows move the octave.

Findings:
- A label of the keys set fill on the shared small text style and
  darkened every small label of the editor. Caught in a screenshot
  before the commit, the keys have a style of their own now.
- Suite task 523 on cf6799a failed two checks of e2e 34 that timed
  audio by the page's clock: a 2.95 s echo tail was gone after 1 s,
  and Quad in was further along than 0.7 s allow. Both time on the
  audio clock now through a new hook __gm.sound.clock().

Tests:
- instrument.test.ts (new, 22): notes, asset, palette, round trip,
  compile per note, drum kit, zones, Mix, velocity and parameters,
  Sound FX node with rename, problems, cache, Play note, the keys
- sound-library +7 (layers, release, duration, early release, loop
  region in buffer and worklet), pitch-player +2 (loop region),
  node-catalog +4, graph adjusted. 582 tests in the touched files.
- e2e 4 and 34 on melektaus-atx: ALL PASSED, 34 with 44 checks (+7)
- Gate on melektaus-atx: CHECK EXIT 0, 243 test files, 3750 tests
- Counter-checks: any always on, release ending one-shots, Sound FX
  inputs ignored, loop region ignored. 3, 2, 1 and 1 tests failed.
- Browser probe on stein2: keys, held key, Single notes names and
  the header looked at in screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:07:40 +02:00
adminandClaude Opus 5.5 183f356c99 Let a game hand values to the parameters of a sound FX #311
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Failing after 14m15s
A sound FX played the same every time: its numbers were settings of
the nodes. Now the Input declares parameters with a default, every
number of Gain, Pitch and EQ is an input they can feed, and a Play
sound hands in values for them.

- Input declares number parameters in the inspector, each with a
  Default (DeclaredPort.default, SetPortDefaultCommand). They are
  outputs of the Input. Input and Output count as terminals now, one
  of each per graph.
- Gain, Pitch and EQ take their numbers at inputs under the keys the
  settings had, so saved graphs sound as before without a migration.
  Each value is held to its range however it arrives.
- The compiler gives an FxPlan with the parameters still open.
  fxChainOf fills them in when a voice starts. The player still only
  sees an FxChain.
- New behavior node Sound FX parameters: names an FX and picks its
  parameters like a Variables node picks variables. Each picked one is
  a number input that starts at the FX's default. Its output has the
  new port type fxparams, which only fits Play sound's fx params.
- Play sound warns when the parameters name another FX than the one
  it plays. Names the FX does not know are left out.
- Renaming a parameter at the Input renames it in every Sound FX
  parameters node naming that FX, edges and values included.
- The Sound FX tab has a number field per parameter in its header.
  Play uses those values, they are never written into the asset.
- A value counts from the start of a voice. Changing a playing voice
  is #315, a Mix node is #316.

Tests:
- soundfx.test.ts 22 (+11): parameters in the plan, held values, a
  0-by-default stage, EQ band, save with defaults, wrong port types,
  default command with undo, Sound FX parameters into Play sound,
  defaults of picked ones, node problems, mismatch, rename with undo
- node-catalog 368 (+3): Play sound fx params, Sound FX parameters
- e2e 34: ALL PASSED - 28 checks (+2: header field plays depth 5,
  a Sound FX parameters node gives the game's voice depth 7)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 240 test
  files, 3636 tests green
- Counter-check: with fxChainOf ignoring the values and the rename
  not followed, 5 of the new tests fail.
- Browser probe: header fields, inspector Default and the picked
  parameter looked at in two screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 17:26:20 +02:00
adminandClaude Opus 5.5 de14f0f9e2 Play a sound through a graph of gain, pitch and EQ effects #311
A sound could only be played as it was uploaded. A Sound FX asset is
a node graph like a shader: Input, effects, Output. Play sound has a
new input fx that sends the voice through it.

- New asset type soundfx ("Sound FX"), not placeable, with a graph
  and its own tab. The heading in the asset panel is "Sound effects",
  so it does not take the click meant for the + menu entry.
- Nodes in core/soundfx/nodes.ts, category sound, port type audio
  that only fits audio: Input, Output, Gain (dB), Pitch (semitones),
  EQ (80 Hz and 12 kHz shelves, peaks at 250 Hz, 1 kHz and 4 kHz).
- compileSoundFx walks back from the Output with the shared graph
  emitter. An input takes one edge, so the result is one line: a
  pitch and a list of gain and filter stages. A node without input
  or a graph without Output reports a problem on the node.
- Pitch is the playback rate of the source. It applies to the whole
  sound and also changes its length, the node description says so.
- The BehaviorSystem resolves fx and hands the line to the AudioSink.
  An fx that is missing or does not compile plays the sound dry.
- SoundLibrary wires source, stages, volume, destination in that
  order. stats().last now also names pitch and stage count.
- The tab header picks one of the project's sounds and plays it
  through the graph as it stands. Stop there ends only its own voice.

Tests:
- soundfx.test.ts (new, 11), sound-library (9, +2 for the wiring),
  node-catalog (+1 for fx), graph and asset-groups adjusted
- e2e 34: ALL PASSED - 26 checks (+5: + menu opens the tab, palette,
  2 effects, tab Play and game Play through the FX at -12 st)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 239 of 240
  test files green. The red one was sound-library (its fake
  AudioContext had no playbackRate), fixed afterwards, gate not
  re-run in full.
- Counter-check: without the audio rule in portsCompatible the port
  test fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 16:45:42 +02:00
adminandClaude Opus 5.5 2aa635f453 Keep an output's name readable beside a long inline value (#306)
An input and an output in the same port row were cut to fit each on
its own. The input text could reach x = 123 and the output label could
start at x = 83, so a long inline value ran under the output's name.
At Animation playing a long animation name covered "progress".

- The output label is placed first and keeps its room. The input text
  is cut with an ellipsis 6 px before it, as decided in the issue.
- The rule is a pure function in src/editor/graph/portRow.ts. A row
  without an output keeps the input's old limit of 108 px.
- The value a run shows beside an output uses the same rule. Its left
  edge can no longer lie right of its right edge.
- New test hook __gm.graph.rowSpans(nodeId) gives each row's input
  and output text as cut and placed, in node units.
- NODE_WIDTH stays as it is, as decided in the issue.

Tests:
- Gate: 230 files, 3520 tests (6 new in port-row.test.ts).
- e2e 6: all passed, 149 checks (148 + 1).
- Counter-check: with the rule switched off, the input text reaches
  x = 121.4 under "progress" at x = 114.1, and the new check fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 18:33:06 +02:00
adminandClaude Opus 5.5 f02adabcf9 Show the type an arithmetic shader node really puts out (#219)
The result of Add, Multiply, Mix and the other arithmetic nodes of
a shader graph was drawn as any, whatever went in. The compiler
already lifts a colour on any side to a colour result, so the pin
said less than the code knew. A colour result could also be wired
into a number input, and the shader then failed to compile.

- liftedType in core/shader/nodes.ts is the one rule. The compiler
  reads it when it lifts two operands, and the editor reads it
  through liftedPortType for the ports it draws.
- A SharedPortGroup may bring its own rule as agree. Without one
  it is agreedType, as before. The thirteen arithmetic nodes share
  their type by liftedPortType.
- Only the any inputs decide. An input nothing feeds counts as the
  number typed into it. t, edge, exponent, min and max have no say.
- The type travels through a chain of such nodes without code of
  its own, because #210 hands a shared type on.
- In a ring the result stays any, unless a colour has settled it.
- A number may feed a colour input. Without that a number result
  no longer fitted Output.color, although the compiler spreads it
  over three channels. The rule sits in portsCompatible, but only
  the shader graph has colour ports.
- A colour result no longer fits a number input. An edge laid
  before the colour came in stays and is drawn in the danger
  colour, and the node at its end names the problem.
- The nine shaders in the stored projects (108 edges) all stay
  valid under the new rule.

Tests:
- Gate on melektaus-atx: 212 files, 3260 tests (3240 + 20), exit 0.
  The gate right before this commit ran on the tree of this and
  the next commit together, with the same numbers.
- e2e 28 on melektaus-atx: 81 checks, all pass.
- e2e 1-31: 1059 pass, 1 fail in module 18 (the editor clock read
  1.97 s after a stop). A rerun of 1-18 passed with 602 checks and
  0.18 s. 1-31 was not run in full again.
- No full run and no smokes. The sum of 1676 (1673 + 3) is reckoned.
- Twenty unit tests in shader-port-types.test.ts, one of them runs
  all thirteen nodes through every mix of number and colour and
  compares what is drawn with the code made.
- Two tests in shaders.test.ts now lay the edge first and bring the
  colour in after, the only order that still wires such a graph.
- Three e2e checks in module 28 with the real mouse: a colour into
  Multiply, the red edge with its message, and the colour result
  refused at alpha and taken at color.
- Fifteen unit counter-probes and two browser counter-probes all
  fail their tests.
- Not checked in the browser: the one-input nodes, Mix and the
  ring, and a number wired straight into a colour input. Nothing
  was looked at after the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 16:50:50 +02:00
adminandClaude Opus 5.5 6d79cf59a3 Move a large graph instead of drawing it again (#292)
game-maker / gate (push) Successful in 2m44s
game-maker / suite (push) Successful in 13m55s
In a graph of many nodes the frame rate dropped while panning, and
more so while one node was dragged. Every pointer move rebuilt every
box, every text and every curve, and a drag also announced a changed
project, so the panels rebuilt along with it.

- Panning and zooming move the picture. GraphCanvas.applyView sets
  position and scale and draws anew only the grid and the rubber
  band. It used to call redraw().
- A node draws its box and makes its texts only when what they show
  has changed. NodeView keeps a signature of what redraw reads and
  one of what rebuildTexts reads, and returns early while they hold.
- A drag does not announce a changed project. GraphDrags writes the
  model on every pointer move and asks the canvas once a frame to
  follow (GraphCanvasHost.moved). state.preview() waits for the
  command of the release.
- Nodes outside the picture are not drawn. inView in graphView.ts is
  the rule, cull() applies it after every redraw and every change of
  the view.
- The graph is a render group, and box and pins go into the batch.
  The mask sits on a container above the group, on the group itself
  it would be panned and zoomed along.
- The rubber band and the drop mark of a dragged behavior are drawn
  on their own (drawBand), without a redraw of the graph.

Measured in the CI image with 388 nodes and 540 links, fitted to the
canvas, 240 pointer moves 16 ms apart:

- Pan, script per move: 25.2 ms before, 2.0 ms after
- Pan: 4.4 frames per second before, 18.7 after
- Drag a node: 2.7 frames per second before, 22.4 after
- The still picture: 9 frames per second before, 21 after

Not solved: the still picture of such a graph stays at 21 frames per
second in the test browser. What is left is the drawing itself, and
the frame rates are those of that browser, not of a desktop GPU.

Tests:
- Gate on melektaus-atx: 207 files, 3121 tests (3114 + 7), exit 0
- e2e 4,6,18,19,20,23,24,26,28,31,36,43,51,53 on melektaus-atx: 542
  pass, 1 fail. The fail is module 51 after module 43, an order the
  suite does not have, and it fails the same way without this
  change. Module 51 alone: 12 checks, all pass.
- No full run and no smokes. The sum of 1660 (1656 + 4) is reckoned,
  and the CI workflow is switched off.
- Seven unit tests: six for inView in tests/editor/graph-view.test.ts
  and one in frame-preview.test.ts
- Four e2e checks in block 6z-xii of module 06: pan, drag, zoom in
  and fit, a changed value
- Seven browser counter-probes fail 2 to 3 checks each

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:18:20 +02:00
adminandClaude Opus 5.5 c5ba21533d Pick a link on its line and delete it from there (#289)
game-maker / gate (push) Successful in 2m37s
game-maker / suite (push) Successful in 13m10s
A link could only be removed through the menu of its port, and the
line itself took no input. A transition of a state machine could only
be deleted in the list of the inspector. Now the line is the handle,
in a behavior's graph and between states alike.

- A click on a line selects that link and draws a halo behind it. A
  press counts within 6 screen pixels of the line, and where two cross
  the one drawn last wins.
- Ctrl-click or Shift-click adds a link or takes it away. The rubber
  band takes every line it crosses, into the same selection as the
  nodes and boxes it caught.
- Delete or Backspace removes what is picked as one undo step. A
  right-click on a line offers Hide link and Delete link.
- The inspector shows a picked link: the node and port at each end and
  the type it carries, with Hide link and Delete link below. For
  several it says how many.
- The arrow of a transition is picked the same way, on its name too.
  Delete or a right-click with Delete transition removes it.
- The menu of a port is unchanged, Disconnect included, as answered in
  the issue.
- editor/graph/edgeHit.ts holds the hit test as pure functions, and
  editor/inspector/edgeSection.ts builds the section. The selection
  has a new kind edge, and node and annotation carry edgeIds.

Decided here:

- A hidden link has no line and is never picked this way, also while
  it is shown on loan. Its mark at the port stays its handle.
- The menu of a line speaks about the whole selection, like the menu
  of a box. With nodes or boxes held alongside it reads Delete N
  items.
- Hiding picked links lets go of them, since no line is left.
- A link wins over the box it crosses, and a mark wins over a link.
- A transition has no Hide entry.
- With nodes or boxes in the selection the inspector keeps showing
  the node or box, not the link.

Tests:
- Gate: 201 files, 2982 tests (2967 + 15), exit 0
- e2e, full run: 1635 checks passed (1629 + 6), exit 0
- Smokes: 24 / 19 / 21, exit 0
- The full run was done for exactly this state.
- 15 unit tests in tests/editor/edge-selection.test.ts
- Six e2e checks with a real mouse, block 6z-xi in module 06 and 26e7
  in module 26
- 12 unit counter-probes all fail tests, run on stein2
- Three browser counter-probes fail, the build went through each
  time: no hit on the line, no halo, a band that skips lines
- Screenshots of a picked link and a picked transition looked at
  before the last build, none after it

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 20:51:15 +02:00
adminandClaude Opus 5.5 2aaca01929 Find the first matching item with a Find … Match block (#255)
Searching a list with For each needs the test result wired back into
break on the left of the loop node. The wires then run across the node
and the graph reads badly. Find … Match keeps the whole search flowing
left to right, while the test in between stays a free graph.

- Find takes exec and list and offers item and index. It sets them to
  each element in turn and has no exec output of its own.
- Match reads its bool input match once per element. The first true
  value continues at found with item and index of the hit. No hit or an
  empty list continues at not found with an empty item and index -1.
- The pair is derived from the wiring and stored nowhere. A Match
  belongs to the Find whose item or index its test is built from. Copy,
  paste and undo therefore need no extra code (findBlock.ts).
- An unpaired Find or Match, two Matches on one Find and a Match fed
  by two Finds show a warning on the node. At run time the flow ends at
  an unpaired Find and the console says so.
- Adding Find from the palette places its Match 480 px to the right in
  the same undo step.
- The graph draws a quiet frame behind Find, Match and the nodes of the
  test. Literals feeding the test from outside stay outside the frame.
- The test consists of data nodes only, like the break of For each.

Tests:
- ./check.sh: 184 files, 2694 tests, CHECK EXIT 0
- e2e GM_STEPS=1-6: ALL PASSED, 272 checks
- New find-match.test.ts with 12 tests, 2 catalog cases, e2e 6z-v
  with 3 checks using a real mouse.
- Counter-checks: ignoring the test fails 4 unit tests, no ambiguity
  check fails 2, framing everything fails 1. In the browser, no frame
  and no Match from the palette each fail their check.
- Check total in README: 1517.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:33:25 +02:00
adminandClaude Opus 5.5 ed29b2f3dc Split the debug hook into one file per topic (#215)
debugHook.ts had grown to 1097 lines of unrelated test hooks. They
now live in seven files under src/editor/debug/, grouped by topic.
debugHook.ts only assembles them and is down to 86 lines.

- The shape of window.__gm is unchanged for tools/. Measured in the
  browser before and after: 120 top-level keys and 313 leaves with
  their arity, byte-identical JSON.
- The Text import is explicit in the helpers. Without it the name
  fell back to the DOM type and instanceof would never have matched.

Findings:
- The comment for vectorArt sat above pixelArt. It is back in place.
- An orphaned duplicate comment on assetRow is gone.

Tests:
- ./check.sh: 145 files, 2192 tests, CHECK EXIT 0 (unchanged)
- e2e 1-16,37,39-43,47,48: ALL PASSED, 734 checks
- The shape probe turns red against a deliberately misnested hook.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 10:20:06 +02:00