Commit Graph
327 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 9917253751 Open a Compressor as a device in a window of one size (#379)
The tab from #378 shows a Compressor as an editor. The user wanted it
to look like a device as well, after a brushed aluminium plug-in, with
a meter of the gain reduction instead of the pictures. The tab stays
and is switched to per node.

- Hardware look is a switch under Settings, on by default for new and
  existing Compressors. Only the editor reads it.
- The panel is 820x280 px and opens straight in a window of that size.
  The window has no sizing corner and no Dock. A pane says so through
  `fixedSize`, and `keptSize` keeps the window's middle when it
  changes to that size.
- A Compressor in this look never sits in the tab row. Opening one
  floats it, and switching the look on moves its tab into the window.
- The panel has chrome knobs (threshold and makeup large), a meter
  with a needle that moves like a VU's, an LCD with the name and the
  reading, a lever with a lamp for auto-gain, and LEDs for the level
  going out. Everything is drawn in code.
- The Knob takes a size and a chrome look, and leaves out its caption
  when it has no name, so the panel engraves its own.
- `autoGainOn` is now `switchOn`, because the new switch reads the
  same way.
- Where parts sit, the meter's scale, the needle's speed, the LEDs and
  the plate's grain are in `hardwareView.ts`, apart from the drawing.

Decided myself:
- The meter's scale runs by the square root, so the first dB is about
  as wide as the last nine. It is red from 10 dB on.
- The LEDs light one every 3 dB from -39 to 0 dB and fall by 20 dB a
  second.
- Switching the look changes the graph's fingerprint, like any other
  setting of a node. The sound FX is built again once.

Findings, fixed on the way:
- Pixi's `arc` goes on from the last point of the path. The meter's
  scale had a line from the corner of the face until each arc got a
  `moveTo` to its own start.
- A text put into a Graphics makes Pixi warn that only Containers take
  children. The LCD is a Container now.
- The first browser check read the needle at one moment and missed the
  short sound. The panel keeps the most its needle and LEDs showed.

Tests:
- Unit: hardware-view (10 new), documents (1 new)
- e2e 34 (melektaus-atx): ALL PASSED, 122 checks (4 new). Played,
  the needle reached 20.9 dB and 5 LEDs lit.
- Gate (melektaus-atx): CHECK EXIT 0, 283 files, 4355 tests (11 new)
- Counter-checks: a window that keeps its corner instead of its
  middle, and a linear meter scale, each turn exactly their test red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 02:06:56 +02:00
adminandClaude Opus 5.5 2d4909d248 Fit the Compressor's tab to any size, make auto-gain a switch (#378)
Two things came up on the new tab. Floated and sized down, it spilled
its knobs out of its window, and sized up it left the window empty.
Auto-gain lifted far too much: it brought 0 dB back to 0 dB, which at
-40 dB, 4:1 and knee 6 is +28.1 dB, so a sound at -24 dB came out at
-6 dB. And as a knob from 0 to 1 it blended between makeup and
auto-gain, so at 1 the makeup knob did nothing.

Layout:

- The knobs stay on the bottom line, centred, with the help line
  above them.
- The levels fill the height left above. The curve is a square at
  their right, centred up and down. It grows with the tab from 180 to
  360 px and takes no more than 40 % of its width (picturesLayout).
- A floated window cannot be sized below what its pane needs. A pane
  says so in its minWidth and minHeight, and the Compressor's is every
  knob and the smallest pictures. Other panes keep 320 x 200.
- A pane put into an open window that is too small grows the window.

Auto-gain, as decided in #378:

- A Compressor's auto-gain gives back what it takes from a sound at
  -18 dB, so that one comes out as loud as it went in. At the numbers
  above that is +14.6 dB.
- Auto-gain is a switch on the Compressor, the Limiter and the
  Saturation alike, a setting and no longer an input. The makeup or
  output is added on top of it instead of being blended with it.
- A project from before reads a number as on above 0. Nodes never
  set keep their defaults: off on the Compressor, on on the other two.
- The tab shows the switch at the right of the knobs, with the dB it
  gives below it. With it on, the curve has a line at -18 dB from the
  curve up to the diagonal.
- Every level reading keeps the gain of its time. Before, the whole
  picture was read by the current makeup, so after a change the
  tinting of the last seconds was wrong or missing.

Findings:

- My first e2e run of the layout clicked Dock where it was before the
  window was sized up, so the window stayed open and the next check
  went red. The check reads the button again.

Tests:

- Gate (melektaus-atx): 282 files, 4344 tests (6 new)
- e2e 34 (melektaus-atx): ALL PASSED, 118 checks (2 new)
- Offline in Chrome: a sine at -18 dB through -24 dB and 4:1 came out
  at -17.92 dB with auto-gain on and -22.42 dB with it off.
- Counter-checks: the curve set at the top instead of the middle, and
  every reading read at a gain of 0, each fail exactly their test.
- Looked at the window in screenshots: at its least every knob and
  the switch show. At 1280 x 797 the levels fill the height, the
  curve is centred at the right and the knobs are at the bottom.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 00:57:26 +02:00
adminandClaude Opus 5.5 1df38bd430 Edit a Compressor in a tab of its own, with knobs and levels (#378)
A Compressor had only its number rows in the node. Its numbers are
easier to set by feel on a dial, and what it does is easier to judge
when the level going in and the level going out are seen side by side.

- Knob is a new widget in the toolkit: a slider bent into a circle,
  its name above and a number field below. A drag up or down turns
  it, Shift a tenth as far, a notch of the wheel a fiftieth of the
  turn, a double-click sets the default, the number takes a typed
  value. A taper gives the low end more of the turn.
- The Compressor's tab opens on a double-click, one per node, like
  the Parametric EQ's. It has a knob for each of the seven numbers,
  greyed while its input is linked.
- Its curve shows level in to level out from -60 to 0 dB. The point
  where it bends sets the threshold, the end of the curve sets the
  ratio that ends there.
- Its levels show the last 4 s on both sides of the node. Where it
  takes more than 0.5 dB away, the stretch below the level coming in
  is tinted. The makeup is left out of that.
- The Compressor is tapped like the EQ. SpectrumTaps listens to more
  than one node at once and reads the loudest sample of the last
  25 ms on each side.
- The node tabs share one map in the editor (nodeTabs), so a third
  kind needs no new plumbing.

Findings:

- CI task 614 for 23922ee was red on the memory check of the stream:
  the tab's renderer grew by 94 MB with nothing decoded. Play mode
  made garbage of its own and was read before a collection. Both
  readings in play now come after one, and the check compares the
  growth streamed with the growth decoded (3.7 MB against 59.8 MB).
- The ratio handle sat on the right edge of the picture, where a
  widget's hit area ends. The curve is inset by the grab radius.

Tests:

- Gate (melektaus-atx): 282 files, 4338 tests (17 new)
- e2e 34 (melektaus-atx): ALL PASSED, 116 checks (6 new)
- Counter-checks: an inverted ratio search, stop() letting go of
  every node and a drag without its least step each fail exactly
  their test.
- Looked at the tab in a screenshot: a blip at -4.4 dB came out at
  -16.7 dB, the gap tinted, the threshold line at -24.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:40:12 +02:00
adminandClaude Opus 5.5 23922ee4a2 Show the zoom of the music tabs and the EQ as a transition (#377)
game-maker / gate (push) Successful in 3m58s
game-maker / suite (push) Failing after 14m51s
The zoom transition of #309 left out the Pattern, Song and Sound tabs
and the Parametric EQ's curve. There a wheel step or Fit still jumped,
whatever "Zoom (ms)" in the general settings said.

- axisTween wraps ViewTween for a single axis. The music tabs zoom
  their time across and their rows, tracks or height down apart, so
  each keeps one tween per axis and either goes its own way.
- Fit by its button is shown as a transition too, as in the other
  tabs. The fit on opening a document still jumps.
- A middle-button pan first lands a transition under way, and saving
  a document's view lands it on the step it was heading for.
- The EQ's range is saved on the node at once. While the zoom is on
  its way the curve draws a range of its own and writes nothing.
  Its dB lines are those of the new range, sliding to their place,
  so no line shows a crooked number.

Found on the way, not part of #377:
- CI task 611 for 82e96e6 failed the stream check of e2e 34. The
  renderer had grown by 60.1 MB with nothing decoded. The check
  summed the RSS of every Chrome renderer, and the test Chrome runs
  four of them. It now measures the largest one, the tab's own, and
  writes all of them into the check's detail.

Tests:
- view-tween.test.ts: 18 tests, 2 new. They fail when axisTween
  writes the wrong offset.
- e2e 34, 64, 65 on melektaus-atx: ALL PASSED, 202 checks, 4 new.
  At 1000 ms each zoom is between its two steps a frame after the
  wheel and lands on the step a jump reaches.
- Stream check: the tab's renderer grew by 8.6 MB streamed and by
  66.9 MB decoded.
- Gate on melektaus-atx: CHECK EXIT 0, 280 files, 4321 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 21:28:50 +02:00
adminandClaude Opus 5.5 82e96e680f Decode a clip from a file of its own, not its whole sound (#349)
game-maker / gate (push) Successful in 4m3s
game-maker / suite (push) Failing after 14m58s
A clip was cut from its sound's file, so a game decoded the whole file
for it and held it for as long as the page was open. A long recording
played through a few short clips cost the recording. Every clip now has
a copy of its cut as Opus, with Stream on or off, and a game decodes
that instead.

- StreamKeeper makes the copy of each clip whether its sound streams
  or not. Stream only decides whether a sound gets a copy of its own.
- clipCopyTable says which cut decodes from which copy. The sound
  library loads the copy for a clip unless the whole file is decoded
  already. Then the clip is cut from that as before.
- projectFiles decodes the whole file ahead only where something may
  play the sound itself: no clips, a clip without a fitting copy, or
  the sound's id anywhere in an asset that can name one. That last
  test walks the data, not the fields, so no place is missed.
- A copy that cannot be had falls back to the whole file. A library
  that bakes keeps to the whole files, as the bake's fingerprint does.

Tests:
- Gate: CHECK EXIT 0, 280 files, 4319 tests (7 new: streams +4,
  sound-library +3).
- e2e 34: ALL PASSED, 108 checks (2 new). With Stream off a fresh
  library decodes the ten-second reversed clip's copy and not the
  five-minute file. It is the cut made from the original to within
  0.0091 a sample and 0.013 dB in any 20 ms. Once a node plays the
  sound itself, the whole file is decoded ahead again.
- e2e 65: all passed with this change.
- Counter-checks red as they should be: the library ignoring copies,
  the whole file always decoded ahead, clip copies only with Stream.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:53:49 +02:00
adminandClaude Opus 5.5 2764919bb8 Stream long sounds from an Opus copy instead of decoding them (#349)
A sound was decoded whole as soon as the project opened, in the editor
and in a released game: five minutes of stereo held some 115 MB for as
long as the page was open. A sound with Stream on now plays from a copy
as Opus in Ogg, fetched a piece at a time and decoded a few seconds
ahead by WebCodecs, so a game holds a few megabytes for it.

- The Stream switch is a row of the sound, off by default. The Sound
  tab suggests it from a minute on and says how far the copy has got.
- StreamKeeper makes the copies in the browser, a moment after the
  last change, one at a time: the sound's own and one per clip of its
  cut, fades and Reverse baked in. A copy that is no longer wanted is
  taken off and deleted once the project is saved without it.
- streamTable says which played names stream from which copy. A clip
  without a fitting copy, a Sample and a Reverb impulse stay decoded.
  A sound with Stream on is never decoded ahead.
- The page fetches by Range and takes the whole file from a server
  that ignores it, as the CI's PHP server does. It keeps the bytes
  and the first two seconds decoded, the rest goes four seconds ahead.
- A jump decodes 32 packets before the place first. Measured in
  Chrome, what follows is then the same to the bit as decoding from
  the start. With 4 packets it was 0.06 off.
- The stream-player on the FX worklet reads the samples at the rate
  of the context along a Catmull-Rom curve. What comes late is silent
  and skipped once it is there, so a clip keeps its beat.
- The opening stretch goes with the player as it is made. Sent by
  message it came a few milliseconds late, and 557 samples of the
  attack were lost.
- Pitch on a streamed sound is a shifter after the player, as on a
  bus: the length stays and it is heard 42.7 ms late.
- Bakes of patterns and songs (#340) always stream now.
- The song timeline draws a streamed sound from its copy decoded at
  8 kHz, keeping only the peaks.

Tests:
- Gate: CHECK EXIT 0, 280 files, 4312 tests (31 new: ogg +3,
  stream-queue 6, streams 11, streaming 6, sound-library +5).
- e2e 34: ALL PASSED, 106 checks (7 new). Five minutes of mono,
  4.8 MB as WAV, 3.6 MB as its copy: streamed the renderer grows by
  5.8 MB, decoded by 69.6 MB. Offline at 48 kHz, start, loop seam and
  a reversed clip are the copy decoded whole to the sample (0).
- Counter-checks red as they should be: no pre-roll, no catch-up of
  late samples at the end, no opening stretch, a streamed sound
  decoded ahead.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:27:32 +02:00
adminandClaude Opus 5.5 84cd36f902 Bake a pattern or song to Opus, played in its place by a game (#340)
game-maker / gate (push) Successful in 3m49s
game-maker / suite (push) Successful in 15m6s
A pattern or song played by a game runs every note through the
scheduler, the instruments and their FX, live. Bake works that out
once, keeps it as a file on the asset, and Play pattern and Play song
play the file instead, as one voice, for as long as nothing it is made
of has changed. The tabs always play live.

- Bake is an icon in the header of the Pattern and the Song tab, lit
  while the bake holds. A click bakes, cancels a bake that runs, or
  offers Bake again and Remove bake. The toolbar shows the progress.
  The info of the tab says "baked" or "bake outdated".
- The bake holds everything up to the output of the pattern or song.
  The sound FX of the node, fx params, volume, fade in, bus, Master
  routing and stopping with a fade stay live.
- A print of the worked-out plan decides whether it holds: notes and
  clips, tempo, length, loop, tracks, the build of each instrument for
  each note, sound FX, files, cuts and levels. A rename keeps it, an
  undo back to the baked state makes it hold again.
- The file holds the straight run and then one more round of the loop
  as heard the second time, tails included. Looped, it plays to the
  loop end and then round that round, to the sample. Once, it fades
  out over its last 10 ms. Let ring fades it out over 0.3 s.
- It is worked out by a second SoundLibrary on an OfflineAudioContext,
  its scheduler woken by suspends of the offline clock, and what
  reaches the master is taken. A worklet probe tells whether that was
  mono, so a mono bake goes on exactly as the notes did.
- Opus in Ogg, 160 kbit/s stereo or 96 kbit/s mono, encoded with
  WebCodecs, the Ogg pages written by hand. Normalized to full scale,
  the peak kept and played back.
- The file goes up into the sounds of the account as "[bake] name",
  which the sound picker leaves out. An old bake file is deleted once
  the project is saved without it. Only a bake that holds is loaded.
- Ogg files are decoded at 48 kHz: resampled to 44.1 kHz, the loop of
  a bake lost a sample a round.
- Baking and removing a bake are no undo steps, like the EQ's zoom.

Findings:
- Chrome's AudioEncoder refuses opus.format 'ogg' (NotSupportedError)
  but hands out the OpusHead with a pre-skip of 312 for 'opus'.
- The Song tab's header is full at 1280 px: a captioned Bake pushed
  Fit off the tab. Hence the icon.

Tests:
- Unit: tests/core/ogg.test.ts (6), tests/core/bake.test.ts (16),
  four new in sound-library.test.ts, one in song-play.test.ts. One
  test cuts, reverses and fades a clip on a song's track: each change
  outdates the bake, each undo makes it hold again.
- e2e 64 (melektaus-atx): ALL PASSED, 36 checks (6 new). Live and baked
  rendered offline differ by at most 0.06 dB over 114 windows of
  20 ms, two loop ends among them. e2e 65 had no red check with the
  icon in its header.
- Gate (melektaus-atx): CHECK EXIT 0, 277 files, 4281 tests.
- Counter-checks: print without instrument builds, print taking the
  sound's file instead of the clip's cut, round taken from the first
  pass, bake voice without its looping source, Play pattern or Play
  song ignoring the bake: one unit test red each. Pre-skip set to 0:
  the e2e comparison 4.8 dB off, only that check red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 19:13:11 +02:00
adminandClaude Opus 5.5 3377524958 Zoom the Parametric EQ's dB with the wheel, saved on its node (#376)
game-maker / gate (push) Successful in 3m48s
game-maker / suite (push) Successful in 14m59s
Close moves of a few dB were hard to set and to see on a curve that
always spans -24 to +24 dB. The wheel on free space now zooms the dB
the curve shows, and the node's small curve shows the same range.

- The range is one of ±3, ±6, ±12, ±24 and ±48 dB, always the same
  either side of 0. Up zooms in.
- It is saved on the node as `range`, so it is back after loading.
  Like the game scale (#226) it is no undo step. EditorState gets
  `setNodeView` for such a setting of a node.
- The lines across the curve follow the range: every 1, 2, 3, 6 or
  12 dB. A handle whose gain lies beyond the range stays on the edge,
  in sight and in reach.
- The wheel over a handle still turns the band's Q. It no longer does
  so anywhere while a band is picked: after opening, a band nearly
  always is, and the zoom would be out of reach.
- `EqArea` carries the range, so the tab and the node map dB alike.
  The spectrum keeps its own scale.

Tests:
- Unit parametric-eq: 16 green, 5 new (range in compile and save,
  node picture, wheel steps, grid lines, handle on the edge)
- Counter-check: the node's picture without the saved range turns
  the new picture test red
- e2e 34 (melektaus-atx): ALL PASSED, 99 checks, 1 new
- Gate (melektaus-atx): CHECK EXIT 0, 275 files, 4252 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 16:36:33 +02:00
adminandClaude Opus 5.5 687377682c Draw the EQ's curve in its node and a spectrum behind it (#375, #374)
Both were asked for in #367 "for later". The node of a Parametric EQ
now shows its curve in small, and its tab shows what passes the node
while it is seen.

#375, the curve in the node:

- NodeDef has an optional `picture`: a height, and shapes made from
  the settings as plain point lists (guide, area, line). It is
  general, the Parametric EQ is its first user.
- NodeView draws it in a box below the rows, again only when the box
  or the settings change. A drag in the EQ tab changes them, so the
  node follows it live.
- Without a band the box stays, flat on its 0 dB line, so the node
  does not grow at the first band.
- The axes of the curve, `eqCurvePoints` and `fillShapes` move from
  editor/soundfx/eqView to core/soundfx/parametricEq. Tab and node
  draw the sum from the same function.

#374, the spectrum:

- A node marked `tapped` gets a `tap` stage in front of its own
  stages and one behind them when compiled, in a sound FX and in an
  instrument alike. Its id is asset and node, since a copied asset
  keeps its node ids.
- A tap is a gain of 1. SpectrumTaps (new, viewport/spectrum.ts)
  holds the tap of every voice and bus while it plays.
- While the EQ tab is seen, in the tab row or in a window, the taps
  of that node feed one analyser per side (8192 points). Nothing is
  made before a tap of the node plays, so no AudioContext is opened
  early.
- The tab draws both behind the curve, on a scale of 0 to -96 dBFS:
  the sound coming in faint and grey, the sound going on in the
  colour of a sound port. The analyser smooths it, and once the
  sound has gone the sum still hands it silence, so it falls away.
- Once the tab is not seen, Editor.tick lets the analysers go, like
  the meters of the Song tab.
- A tap does nothing to the sound, so `stats().last.stages` leaves it
  out, and a bypassed EQ keeps its taps.

Decided on my own:

- Every sound passing the node counts: Play of the sound FX tab, an
  instrument's keys, a song, a run. The issue proposed that.
- The spectrum has no labels of its own. Its scale is in the wiki.

Tests:

  Gate (melektaus-atx)     275 files, 4247 tests (11 new), EXIT 0
  e2e 34 (melektaus-atx)   ALL PASSED, 98 checks (2 new), twice

Counter-checks, each put back by copy and compared with cmp:

- The node's curve drawn without its bands: 2 unit tests fail.
- The spectrum without the loudest bin between two points: 1 fails.
- SpectrumTaps.stop leaving the taps linked: 1 fails.
- Taps that never feed the analyser: e2e 34 fails in exactly the
  spectrum check (frames 0). Run in the container only.

The screenshots of the second run were looked at: the blip as one
peak behind the curve, and the dip at 4 kHz in the node.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:58:53 +02:00
adminandClaude Opus 5.5 25084f8576 Refactoring round 10: split SoundLibrary, fold sound duplicates (#85)
game-maker / gate (push) Successful in 4m3s
game-maker / suite (push) Successful in 14m52s
Refactoring round 10 covers everything since round 9 (808e1ee): 110
commits with about 47 000 new lines, nearly all of them sound, sound
FX, instruments, patterns and songs. Behaviour is unchanged.

Duplicate code (jscpd over src, 50 tokens, TypeScript only, measured
on 808e1ee and here alike: 47 clones / 426 lines before, 33 / 245
after; round 9 itself ended at 22 / 160 by this count):

- PreviewParams (new, editor/soundfx) is the header's parameter bar
  of the Sound FX and the Instrument tab: values, defaults, fields
  and the voices a moved field reaches. Both tabs had it line for
  line.
- fxWorklet: an Effect base runs the bit crusher, phaser, flanger,
  limiter, LFO and bus shifter, a Source base the pitch player and
  the Chip. Start is the one wait for a voice's first sample, which
  four processors wrote out each.
- nodes/shared has checkPort, detachedPort, fxParamsPort and
  letRingPort. The Play and Stop nodes of sounds, notes, patterns and
  songs spelled each port out, up to five times.
- parameterValues builds both Sound FX parameters and Instrument
  parameters, which differed in name and text only.
- SetLoopCommand sets the ruler loop of a pattern or a song. It
  replaces SetPatternLoopCommand and SetSongLoopCommand.
- addLink in music/routing is the one rule for a link that both the
  song routing and the Master routing keep.
- eqCurves works out each band and their sum for the EQ tab, which
  did that in its drawing code. It replaces eqCurveDb, which only a
  test called.
- Smaller ones: the eight neighbour directions of a tile cell, and
  drawFloatingBox for the shadowed box of Popup and FloatWindow.
- Left on purpose: Play pattern and Play song stay two parallel node
  definitions, and the smaller clones under ten lines stay.

Architecture:

- SoundLibrary.ts goes from 2897 to 2188 lines. What a stage of a
  sound FX becomes as Web Audio nodes, and how the knobs of a playing
  voice move, is now viewport/fxNodes.ts. None of it keeps state of
  the library.

Dead code (TS language service, references per export and member):

- soundRefIds, LFO_SHAPE_INDEX, TREMOLO_ROWS, VIBRATO_ROWS and
  REVERB_ROWS had no reader. The four routing node defs are
  registered without an unused exported name.
- soundFileOf and portTypeOf were called by tests only. The tests
  now ask findSound and portOf, which the editor uses. DRY moves
  from src into the one test that uses it.
- 51 values used only in their own file lose their `export`. Types
  and the node catalogues stay exported.
- Kept on purpose: neighboursOf is the cell by cell reading the
  indexed neighboursIn is checked against, and PitchShifter.latency
  is the test's one view of how late the shifter is.

Comments and docs:

- Seven comments told history ("no longer", "any more", "as
  before", "of before #354"). Nine comment blocks ran far past the
  line width. Proof that this changed no code: the bundle was md5
  identical, and the touched tests and e2e modules were identical
  after esbuild.
- README: sound FX, instrument, pattern, song and bus in the asset
  list, the pages Instruments, Patterns and Songs, 1919 checks.
- Wiki: see its own commit.

Tests:

  Gate (melektaus-atx)    274 files, 4236 tests, CHECK EXIT 0
  e2e 34, 64, 65          ALL PASSED, 180 checks
  Unit, touched areas     16 files, 804 tests

No check was added, the e2e sum stays at 1919. Counter-checks, each
put back by copy and compared with cmp:

- addLink without the loop rule: 2 tests fail, one per routing.
- eqCurves with the sum of the last band only: 1 test fails.
- Start in the worklet never waiting: e2e 34 fails in exactly the
  four checks that hang on a voice's first sample (Flanger, Tremolo,
  Chip, a pitched note planned ahead).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:31:33 +02:00
adminandClaude Opus 5.5 3f12a77aea Preview a sprite at the end of its inspector, placed or as an asset
A sprite's inspector listed its rows but never showed what they add up
to. The picture, its frame, nine-slice, tint and shader could only be
judged in the scene, often far from the object being edited.

- SpritePreview draws the sprite through syncSpriteMesh, the function
  the scene draws it with. Slices, padding, tint and shader come out
  the same without a second path. syncSpriteMesh now takes only the
  three fields of a DrawItem it reads.
- The subject is resolved by previewPicture from the Shader tab, so a
  placed sprite shows its own overrides.
- previewFit is the rule for size and place: whole device pixels per
  unit from 1 on, at most 8, and the corner on a whole device pixel.
  Pixel art stays sharp. A sprite larger than the group shrinks freely.
- A shader with a Time node keeps the preview redrawing once a frame
  while it is on screen. A folded group or a hidden panel stops it.
- New test hook __gm.inspectorSpritePreview().

Finding: the preview redrew on a model change in a microtask at first.
A drawn picture whose revision moved on is retried once, in a
microtask queued by the scene's synchronous redraw. That retry ran
before the preview had let go, and the old pixel art sheet stayed
waiting (e2e 48l-iii read waiting [1,1,1]). The preview now redraws
at once on a model change, as the scene does.

Tests:
- unit: 238 files, 3592 tests (+5 in preview-fit.test.ts), and the
  group list of a placed sprite in sections.test.ts ends in PREVIEW
- e2e 48: ALL PASSED, 47 checks (+2: 48l-i asset preview with
  the frame, 48l-iii placed preview with its shader values)
- counter-checks: without whole-pixel zoom 2 unit tests fail; with
  the microtask redraw 48l-iii fails with waiting [1,1,1]

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 14:27:35 +02:00
adminandClaude Opus 5.5 1665576fb9 Let a pixel perfect camera draw on the game view's pixel grid
game-maker / gate (push) Successful in 3m6s
game-maker / suite (push) Successful in 16m1s
A camera that follows smoothly stands between pixels most of the time,
and pixel art then wanders between them. The new camera switch draws
what the camera shows on the game view's own grid, while positions in
the model keep their fractions.

- `Pixel perfect` is a camera row, off by default. It works at every
  fixed game scale and at Auto, but not at Fit and not in the Scene
  tab, where one works with the fractions.
- The grid has one step per device pixel of a world unit. At 100% that
  is whole units, at 500% fifths. The view carries it (`View.grid`),
  so no view draws with the grid of another.
- The view looks from a point that puts the world's origin on a whole
  device pixel (`lookFrom`). This also covers odd camera sizes and
  views that cut the picture to an odd size.
- Sprites, texts and tilemaps snap their top left corner when they are
  unturned, so an odd size lands on whole pixels too. A turned object
  snaps its pivot (`snapPlacement` in `pixelGrid.ts`).
- Under a camera shader the picture is taken the same way, and the
  objects in it use the picture's grid. With Camera pixels that is one
  step per camera pixel.
- An overlay camera has its own switch and snaps only while the main
  picture is at a fixed scale.
- Particles are drawn where they are.
- New test hook `__gm.gameDrawnRect(id)` reads where a sprite's picture
  is drawn, which `gameRect` (the model's) cannot tell.

Found: the e2e fixture at 300% drew the crate at y 205.5 device pixels
without moving the camera, because the view cut to an odd height puts
its centre on half a pixel. With the switch on it is at 206.

Tests:
- Gate: 237 files, 3587 tests (+10 in pixel-grid.test.ts)
- e2e 2,3: ALL PASSED, 75 checks (+1, 3j)
- Counter-checks: without the origin snap 3 unit tests fail, with the
  centre snapped instead of the corner 2 fail

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 13:30:31 +02:00
adminandClaude Opus 5.5 3f57cf731d Keep a pixel frame worn through a shader alive while it is drawn
Changing a palette colour of pixel art flooded the console with Pixi
warnings: "[BindGroup] a 'textureSource' was destroyed while still
bound to a shader", and the same for its sampler. #293 had stopped
this for a drawing, but a frame of pixel art is worn as a cut of the
sheet. The cut has a source of its own, so the sheet looked unbound,
was freed at once and took the cut with it under the shader.

- The check whether a replaced picture is still in use gets its key
  too. TextureLibrary then asks the picture and every cut taken from
  it.
- A sheet with a bound cut waits like a bound picture did since #293,
  and both go together once the shader has taken the new frame.

Found on the way:

- The project the report came from has a sprite wearing a frame of
  an eleven-frame pixel art through a shader asset.
- A nine-sliced sprite wearing the frame showed no warning, even
  without the change. The first try of the e2e check used it.

Tests:
- Gate on melektaus-atx: 236 files, 3577 tests (+1)
- e2e 48: 45 checks (+1, sum 1741). 48l-iii puts a shader on the
  object wearing the second frame, changes a palette colour three
  times and counts the warnings.
- Counter-checks bite: without the cuts in the check the unit test
  fails, and 48l-iii counts 6 warnings for 3 changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 00:30:00 +02:00
adminandClaude Opus 5.5 c74b6b1cab Show where an inspector row can be dragged and answer the pointer
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Failing after 16m38s
After #310 rows could be dragged by their mark, but nothing said which
marks take a drag, and the pointer on one changed nothing but the
cursor.

- A mark that drags is now a Grip: the same widget wrapped, the same
  size, so the value column stays where it was. Once sortBlocks takes
  it, it carries six faint dots at its left edge.
- Marks that cannot drag stay plain: the variables of a placed object
  and the fields of a typed struct show no dots.
- With the pointer on a grip its dots light up and the whole block that
  would move is washed in the accent colour, a struct with its fields.
  While the block is carried the wash gives way to the dimming, and the
  grip stays lit.
- While a block is carried the other grips let the pointer pass: no
  lit dots, no wash. Every grip of the column shows grabbing instead of
  grab until the drop.
- The wash first used controlHover like list rows. In the inspector it
  is darker than the panel and vanished next to the dark fields, so it
  became the accent at 15 percent, the colour of the drop line.
- __gm.inspectorMark also reports the dots: none, idle or lit.

Tests:
- Gate on melektaus-atx: 236 files, 3576 tests (+4 in
  block-drag.test.ts, one of them a drag passing over another grip).
- e2e 22: 40 checks (+1, sum 1740). 22f-iii reads idle dots, moves the
  mouse onto the mark and reads them lit.
- Two counter-checks bite: no wash on hover fails 1 test, grips never
  made grabbable fail 3. A third: hover ignoring the drag fails 1.
- Screenshots of a lit single row and a lit struct block looked at.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 00:11:41 +02:00
adminandClaude Opus 5.5 2c19c89878 Let variables, fields, ports and list items be dragged into order (#310)
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Failing after 19m34s
Variables of a behavior, the fields of a struct, the ports of a start
or end node and the items of a list could only be added and removed.
Changing their order meant removing and adding them again. Now each of
them is dragged by the mark in front of its row.

- sortBlocks (ui/blockDrag.ts) makes the rows of one column sortable.
  A block is every row it covers, so a struct moves with its fields and
  a list item with its nested list. The block is dimmed while it is
  carried, an accent line shows where it lands, and a scrolled panel
  follows the pointer at its edge. Less than 4 px stays a click.
- The arithmetic is pure and lives in ui/sortable.ts: blockGap,
  gapLineY, dropSlot and edgeScroll. dropIndex of the tile strip moved
  there too, so the reorder maths sits in one file.
- MoveVariableCommand, MoveStructFieldCommand and MovePortCommand
  build on the existing MoveCommand. Undo moves back.
- Lists need no command. InlineList replaces the list as a whole, as
  it does for every other edit of its items.
- The grip is the kind mark, for a list item its number. Moving only
  happens among siblings: a field stays in its struct.
- On a Struct asset the move runs through WithStructTypes. Typed
  variables, Pack/Expand ports and split outputs follow the new order.
- Values and edges hang on names, so only the order changes. Nodes
  running a behavior read their ports from the start node, the new
  order reaches them without a copy.
- Not sortable by design: the variables of a placed object, the fields
  of a typed struct (moved on the Struct asset) and the picked ports
  of Variables/Properties nodes.
- Test hook __gm.inspectorMark(label) finds the mark of a row.

Tests:
- Gate on melektaus-atx: 235 files, 3572 tests, CHECK EXIT 0 (+9).
- tests/core/reorder.test.ts: a variable, a field two levels deep, a
  Struct asset reaching a typed variable and Pack, and start ports
  reaching the calling node with edges and result kept.
- e2e 22: ALL PASSED, 39 checks (+4, sum 1739). 22f-iii drags a
  variable past a struct of several rows, then a field inside it.
- Counter-probes: dropSlot by top edge instead of middle and a field
  move that ignores its path fail 3 unit tests. With sortBlocks
  switched off, the three order checks of 22f-iii fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:45:04 +02:00
adminandClaude Opus 5.5 cf6043a066 Show a wheel step or Fit as a short zoom transition (#309)
The wheel and the Fit button used to jump to the new view. Now the
view takes a short way there, 200 ms by default, everywhere the editor
zooms. The zoom steps stay the same, only the change is shown.

- viewTween: tweenView is the way between two views as a pure
  function. The scale moves by equal ratios, and the world point that
  sits at the same place on screen in both views stays there. After a
  wheel step that is the point under the pointer.
- ViewTween drives it on the ticker. A surface hands it reading,
  writing and drawing its own view and wraps its wheel and Fit code in
  change(). A step during a transition starts from where that one was
  heading, so quick steps add up to exactly as many steps.
- Anything else that moves the view ends the transition. A pan jumps
  to the target first, and saving a view saves the target.
- Wired into FreeViewport (Scene, Container, animation preview),
  SheetCanvas (Texture, Curve, Pixel art, Vector art), GraphCanvas,
  panAndZoom (Tile board, plugin node board) and the timeline.
- Menu > General settings... sets the time in ms, 0 jumps at once. It
  is kept in this browser like the panel sizes, not in the project,
  and it is not an undo step.
- A document that opens still comes up framed at once. The animation
  preview frames a new subject itself instead of calling fit().
- The pixel art readout names the step the view is heading for.

Measured in the scene view at 200 ms on melektaus-atx, where every
frame of the transition is a full redraw:

- 500 sprites: redraw 6.7 ms, 16 frames, mean 18 ms
- 1000 sprites: redraw 13.0 ms, 9 frames, mean 27 ms
- 2000 sprites: redraw 32.2 ms, 5 frames, mean 58 ms

Tests:
- The harness sets 0 ms on every load, so the existing modules read
  the step and not the way.
- e2e 46i samples one wheel step at 1000 ms a frame later: zoom 1.033
  between 1 and 2, the point under the pointer kept at (134, -40). It
  lands on the view a 0 ms jump reaches.
- e2e 46 and 49 expect the new menu entry.
- Gate (atx): 234 files, 3563 tests, CHECK EXIT 0 (+15)
- e2e 46,49 (atx): ALL PASSED, 43 checks (+3, sum 1735)
- Three counter-checks fail view-tween.test.ts as expected. e2e 46i
  fails when the scene view does not carry its centre along.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:01:10 +02:00
adminandClaude Opus 5.5 3e05cbbed5 Let pixel art and vector art be nine-sliced and sorted (#308)
Nine-slice and the sort line hung on the texture frame alone. Drawing
and sorting already read both off the TextureRef every picture hands
out, but the generated pictures always said "no slice, no line". So
the feature moves from the frame to the picture, without a second
copy of any rule.

- PictureCut (border, fill, sortLine) is one type. TextureFrame
  extends it, PixelArtAsset and VectorArtAsset carry it as a whole.
  The texture file format does not change, and no migration is needed.
- The rules in texture.ts take a cut and a size: cutSortLine,
  setCutSlice, rawCutSlice and the rest replace the frame* versions.
  serialize.ts reads all three through one readCut.
- cutTarget.ts resolves a target to cut and size: a texture frame, a
  pixel frame's size or the vector canvas. It lives apart from
  texture.ts because vectorart.ts reaches texture.ts itself.
- SetSliceCommand and SetSortLineCommand take that target instead of
  (assetId, frameId). They refuse an asset that draws no picture.
- generatedRef fills slice and sortLine from the drawing. The whole
  strip of a pixel art asset with several frames gets none, it is no
  picture of that size. With one frame asset and frame are the same.
- Nine-slice scale is one shared schema row, now also on pixel art and
  vector art.
- cutSection.ts holds the NINE-SLICE and SORTING rows once. The frame
  inspector and the drawing inspector both build them.
- SheetCanvas draws a drawing's lines that are set, dashed as in the
  Texture tab. They are not dragged there, the painting tools own the
  canvas (as proposed in the issue).
- drawOrder falls back to the picture's height when a ref has no
  rect, or a sort line on vector art would have been ignored.

Tests:
- Gate: 232 files, 3542 tests (+8: drawing-cut.test.ts, and vector
  art in sort-by-y.test.ts). Three counter-proofs bite: no cut on a
  drawing, a cut on the whole strip, no height fallback.
- e2e 48: 44 checks (+1, sum 1732). 48l-ii reads red and blue where
  12-pixel borders at scale 2 put them. Without borders both spots
  read green.
- Looked at: the Pixel art tab with the lines, and the sliced sprite.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 19:53:51 +02:00
adminandClaude Opus 5.5 d9c6bbfa4d Add a node that names the render layer of an object (#305)
game-maker / gate (push) Successful in 3m14s
game-maker / suite (push) Failing after 14m18s
The issue asked for Set render layer, Set sees and Render layer of. As
with #211, a probe showed that writing already works. A Properties
node of the object's type writes Render layer during a run, Inherit
included, and one of type Camera writes Sees. The next picture follows
both. As agreed, only Render layer of is built, and writing stays with
Properties.

- Render layer of is a data node with the input object and the outputs
  name and number. It answers the layer that holds, so an object
  without a choice of its own names its parent's.
- NodeContext.renderLayerOf answers the number with the same rule the
  drawing uses (renderLayerAlong). The new field renderLayers on
  GraphLookup brings the names to the node.
- hasRenderLayer in PropertySchema says which types are drawn.
- Decided here: for an object that is not drawn (a camera, a
  behavior, a collider) the name is empty and the number -1, as Layer
  of does without a collider.

Changing the render layer or Sees during a run had no test so far.
Three unit tests now hold the proof from the issue.

Tests:
- Gate: 231 files, 3534 tests (3526 + 8), exit 0
- e2e 6: 149 checks passed, e2e 63: 13 checks passed (+1)
- Unit: the coin moves into the overlay with Set and back with
  Inherit, a HUD container takes its sprite along, the main camera sees
  a second layer once its Sees is set, and Render layer of names the
  inherited layer, and none for a behavior
- Node catalog: four cases for Render layer of
- 63c3 moves a sprite onto UI in a Play run: the main camera no longer
  draws it, and the log reads "UI" and "1"
- Three counter-probes fail 1, 1 and 2 tests: without inheriting in
  the node, without the check for a drawn type, and without
  inheriting in the drawing
- "layer of" in the palette still finds Layer of first (6z-x)
- The e2e sum is 1731 (1730 plus 1)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 19:25:47 +02:00
adminandClaude Opus 5.5 70f3608733 Let Mouse position and Is hovered see through any camera (#304)
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Successful in 16m23s
An overlay camera from #302 can stand elsewhere and zoom differently.
A HUD button only it shows lay somewhere else in the world than the
mouse of the main camera, so Is hovered never found it. Both nodes now
take a camera and see the mouse through that camera's picture.

- New input `camera` on Mouse position and Is hovered. Left open, both
  read the main camera exactly as before.
- `pointerThrough` in core/properties/camera is the rule as a pure
  function. It fits the camera's picture into the main one and centres
  it, the same way overlayView draws it.
- The game view reports where the mouse lies on the main picture, as a
  part of its width and height. The world turns that into a camera's
  view, so a main camera on the move does not drag the mouse across
  the HUD while the mouse stands still.
- `in view` is true only on the camera's own picture. A camera that is
  not drawn (switched off, a second plain one, not a camera) never has
  the mouse on it.
- On click and Mouse button stay with the main camera, as agreed in
  the issue.

Also fixes a unit test that 1d0fa7b broke. play-settings expected 8
to be no game view scale, but the steps go up to 20 since then. It now
checks 20 as the top and 21 as no choice.

Tests:
- Unit: the rule lands on the same world point as overlayView plus
  screenToWorld at four screen points for two cameras. One mouse gives
  (100, 50) through the main camera and (1050, 25) through an overlay
  at (1000, 0) with zoom 2.
- e2e 63c2: the real mouse 30 units right of the picture centre hovers
  the overlay's square through it, through the main camera not.
- Counter-checks: Math.max instead of Math.min in the rule, and no
  check for "drawn", each fail one unit test. The view reporting the
  centre of the picture always fails 63c2 with x 2000 instead of 2015.
- Gate: 231 files, 3526 tests (+6). e2e 63: 12 checks (+1), sum 1730.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 19:09:53 +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 808e1eefc2 Clean up duplicates and dead code, and fix the + menu check (#85)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 15m29s
Refactoring round 9 covers everything since round 8 (14972d0): 62
commits with about 29 000 new lines in src, api, tools and tests.
Behaviour is unchanged. The one fix is in a check: e2e 04 counted 25
asset types, and the shader function from #303 makes 26, so the run
of a526e1b failed there.

Duplicate code (jscpd over src, 50 tokens, without the two licence
texts: 35 clones / 289 lines before, 29 / 232 after):

- ShaderPicture (new, viewport/shaderPicture.ts) is the picture a
  camera's shader and a particle field's shader are laid over. It
  keeps the render texture while its size holds and frees the
  replaced one once the shader holds the new one. CameraShade and
  ParticleField.shadeField drew it the same way, line for line.
- CameraShade builds its mesh on the first draw. Before, every redraw
  of a view without a camera shader built a mesh and threw it away.
- emptyHost in inspector/host.ts builds the empty host the Inspector,
  the Variables tab and the Tilemap panel start from.
- paddedQuad(null) is the plain unit quad. symbols.ts and
  shaderPasses.ts each wrote it out by hand.
- In graph/nested.ts, calls of shader functions and On behavior
  nodes are followed by one walk, `reaches`, over ids `namedBy` a
  node type.

Dead code:

- ShaderEditor.colorFieldOf and the getter CurveCanvas.snapping had
  no reader.
- 22 values used only in their own file lose their `export`. Types
  and the node catalogues of shaders and particles stay exported.
- Kept on purpose: PhysicsSystem.holdsJoint is read by tests only,
  but it is their one view of whether a joint holds.
- A pass with stricter lint rules over every file changed since
  round 8 found no bug. PixelArtEditor.started is now readonly.

Comments and docs:

- Ten comments told history ("since #190", "used to", "any more").
  They now describe what is. The bundle is md5-identical before and
  after, and the four e2e files minify to the same bytes.
- README: joint and shader function in the asset list, joints on the
  Physics row, what the Shaders page covers, two CI runners.
- e2e 04 keeps the number of asset types once, as ASSET_TYPE_COUNT.
- screenshot.png in the README is a new picture of the editor
  (3840x2160 instead of 1825x1140), taken by the user.

Tests:
- Gate on melektaus-atx: 229 files, 3514 tests, CHECK EXIT 0
  (+3 for emptyHost, +1 for the unit quad).
- e2e 1-4, 31, 63 on melektaus-atx: ALL PASSED, 195 checks. That is
  the + menu of 04, the field shader of 31 and the camera shader of
  63, both through ShaderPicture.
- No new e2e check, so the sum stays 1728.
- Counter-checks, each put back and compared with cmp: reaches that
  never goes on fails 1 test, listensTo reading the wrong parameter
  fails 1, emptyHost dropping what a panel hands in fails 1, folding
  without a relayout fails 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:38:39 +02:00
adminandClaude Opus 5.5 a526e1b40f Use a shader graph as a node in other shaders (#303)
game-maker / gate (push) Successful in 3m16s
game-maker / suite (push) Failing after 14m37s
A calculation needed in several shaders (a greyscale, a noise, an
outline) had to be built again in every one of them. A shader
function keeps it as an asset of its own, called like a behavior is
since #16.

- New asset type `shaderfunction` ("Shader function"), edited in the
  Shader tab. The panel beside the graph shows no picture, the
  readout counts its inputs and outputs.
- Two new nodes: `Function input` and `Function output`. Their
  declared ports, numbers or colours only, are the ports of every
  call. One of each per function, like Start and End.
- The call is node `ShaderCall`, named after the function. The
  palette lists every function, it can be dragged in from the Assets
  panel, and a double-click opens it.
- The compiler sets the function in where it is called
  (`inlineFunctions`). It renames the copied nodes `<call>/<node>`
  and turns an unconnected port into a constant. Passes, Time, the
  Edge cut and the corner walk then see a plain graph.
- A problem inside a function is reported at the call, in the
  function's words. The function's own tab checks it on its own
  (`checkShaderFunction`).
- `ShaderLibrary` keys a shader on its graph and on every function it
  calls, however deep, so a change reaches every caller.
- The port commands mirror a new, renamed or removed port into every
  call, as for a behavior's Start and End. `NodeDef.portKinds` holds
  the two ends to Number and Color.
- As agreed in the issue: no `Property`, `Color property`, Output or
  Vertex output in a function, and `Time` is the caller's clock.
- Own decision: a `Pass` may stand in a function. It becomes a pass
  of the calling shader, so a wide blur can be a function.
- A function calling itself, also through another, says so at the
  node and is not set in. The palette does not offer such a call.
- The Shader tab showed only the compiler's problems. A call nothing
  reaches was never compiled and looked healthy, so a call now also
  shows its own problem there, as in a behavior.

Tests:
- Gate: 228 files, 3510 tests, CHECK EXIT 0 (+13: 11 in
  tests/core/shader-functions.test.ts, 2 for the new icon)
- e2e 28: 100 checks, all passed (+3 in 28l-viii). Called and in
  place both #606060/#a2a2a2, halved in the function #303030/#515151.
- Counter-check: a fingerprint without the called functions fails 1
  unit test, and in the browser the change check (#606060 stays).
- The first e2e runs found two faults, both fixed: a double-click
  only selected the function, and an unreached call of itself
  showed no problem.
- e2e total 1728 is computed (1725 + 3).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:09:53 +02:00
adminandClaude Opus 5.5 2e55071fa5 Lay a shader over a camera's whole picture (#299)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m59s
A shader so far worked only on its own wearer. Effects over the whole
game picture, such as a vignette, grey, scanlines or a red flash on a
hit, had no place to live. A camera now wears one, drawn the way a
field shader of a particle source is (#170).

- The camera gets a Shader row and, while one is picked, a Shader
  resolution row. The shader's properties follow as camera rows. They
  load, animate and appear in a Properties node under Type Camera.
- Every view keeps masks and objects in one container. CameraShade
  renders it into the camera's picture, cleared to the background,
  and draws the shader over the frame. Game tab and play.html take
  the container off the stage while the picture stands in for it.
- Screen pixels gives the picture as many pixels as it covers on
  screen. Camera pixels uses View width x View height and scales up
  without smoothing.
- A pixel counts as a camera pixel in both (the user's choice). The
  uniform uPixelScale makes Texture size read View width x View
  height, so a Blur keeps its reach at any game scale.
- Each camera wears its own shader, overlay cameras included. A red
  flash on the game camera leaves the HUD of an overlay camera alone.
- The scene view's eye has a Shader switch on the Camera row, off by
  default. With it on, the main camera's shader lies over its frame,
  below symbols and gizmos, and the world around it stays drawn.
- New tool tools/perf-camera-shader.mjs measures the cost.

Measured on stein2 (HD 630, Game tab at Fit 1310x679): a camera
shader that hands the picture through stays inside the scene's own
spread of 3 to 5 fps between runs. A Blur of 4 cost 4 to 8 fps.

Tests:
- Gate on melektaus-atx: 227 files, 3497 tests (3487 + 10).
- e2e 63 alone: 11 checks (6 + 5), e2e sum 1725 counted.
- 63e-63i: pass-through is byte-equal and upright at 100%, flat red
  reaches the corners while the overlay keeps its green, Texture
  size reads 640 x 360 in both resolutions at Fit, no shader draws
  as before, and the scene view shows it only with the switch on.
- Counter-checks: a camera left out of the shader wearers fails 1
  unit test. Counting screen pixels fails 63g with #ab6000.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 16:03:09 +02:00
adminandClaude Opus 5.5 b2326085ed Show each camera only its layers and lay overlay cameras on top (#302)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m26s
A camera could only show the whole scene, so a HUD drawn in the world
would run through a camera shader (#299) with everything else. Render
layers say which cameras see an object, and overlay cameras draw their
own picture over the main one.

- The project has a list of up to 16 render layers, edited in Project
  settings next to the collision layers. It is a list of its own, read
  by the same rules (`layerNamesOf`).
- Sprites, texts, tilemaps, particle sources and containers carry a row
  `Render layer` under their switches. Its default `Inherit` takes the
  parent's layer, at the top the first one.
- A camera has `Sees` (all layers by default) and `Overlay`. The main
  camera is the first one switched on without Overlay, so two plain
  cameras still draw through the first one only.
- Every view through a camera keeps only what that camera sees and lays
  one see-through view per overlay camera over itself. That view is a
  `WorldViewport` of its own, handed its view and frame from below.
- An overlay is fitted into the main camera's whole picture without
  distortion. One of the same size and zoom covers it exactly.
- `z` sorts within one camera only. The pictures lie on top of each
  other as a whole, which is what a shader per camera (#299) needs.
- The Game tab's preview now collects the scene once per redraw. Before
  it collected it twice, with the cameras it would have been five times.
- `SetCollisionLayersCommand` became `SetLayerNamesCommand`, which
  takes the list it sets.

Follow-ups: #304 (the mouse through a chosen camera) and #305 (change
the render layer at run time).

Tests:
- Gate: 226 files, 3487 tests (3480 + 7)
- e2e 63 (new): 4 checks. A green overlay sprite at z -10 covers a
  red main sprite at z 1000, in the preview and in the running game.
  A `UI` sprite in front of the main camera and a `Default` one in
  front of the overlay stay away. Without Overlay the second camera
  draws nothing. The settings dialog adds a render layer at the end.
- Counter-checks: inheriting from parents switched off fails 1 unit
  test. Overlays never drawn fails the two overlay checks in e2e 63.
- e2e total 1720 (1716 + 4), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:32:52 +02:00
adminandClaude Opus 5.5 f03ca0d382 Draw a shader in passes with a Pass node (#301)
game-maker / gate (push) Successful in 3m3s
game-maker / suite (push) Successful in 14m43s
A Blur stops at radius 8 in one pass, and bloom needs a softened copy
of the picture beside the original. A Pass node cuts the graph: what
feeds it is drawn into a picture of its own first, and the nodes that
read a picture read that one when it feeds them.

- Pass has color and alpha like the Output, a Resolution setting
  (Full, Half, Quarter) and a picture output. Texture color, Texture
  alpha, Sample texture, Blur and Texture size get a picture input.
  Unconnected it is the wearer's own picture, so the original stays
  readable beside any pass.
- picture is a port type of its own. It plugs only into a picture
  input, not even into an any port.
- The walk shared by the compilers can stop at a node (cut). The
  shader compiler draws each Pass it meets as a fragment of its own,
  earlier passes first. A ring through a picture says Feeds itself,
  and more than 8 passes say so at the node.
- A pass draws untinted. The tint comes on when the last part reads a
  picture, so a particle source draws its passes once for all of its
  particles (user decision).
- A pass's picture is the wearer's picture and its Padding, at the
  pixels of the picture times Resolution, at most 2048 per side. It is
  read with the picture's own filter and continues past its frame as
  the Output's Edge says.
- PassPictures keeps one render texture per pass and wearer. It draws
  again only when picture, size, Padding or a uniform changed. A
  field's picture is a render texture that changes under the same id,
  so a field draws its passes every time.
- Sprite, sliced sprite, text, particle source, field shader and the
  Shader tab's preview all draw passes. syncShader takes a fixed
  picture for a 9-slice, which holds its corners but keeps the margin.
- texelAt and blur take the sampler they read. Existing shaders
  compile to the same program apart from that argument.
- A field shader's Blur and Texture size count a pixel as a unit of
  the frame (uPixelScale), not of the screen. Before, a field's blur
  grew when zooming out and shrank when zooming in. This came with
  #170 and #300 and is fixed here because passes inherit it.
- tools/perf-shaders.mjs and tools/perf-field-shaders.mjs measure two
  passes with GM_PERF_PASSES=1 and GM_PERF_PASS_RESOLUTION. Below Full
  an open Pass shrinks the picture first, as the wiki's recipe does.

Found on the way:
- Destroying the pictures before the shader made Pixi warn that a
  texture was still bound. The shader goes first now, and a picture of
  a new size is resized rather than replaced.
- Two passes in a row could draw plain white the first time. Pixi
  builds the code that binds a program's resources once and finds them
  by position. A pass of one graph is often the same program as a pass
  of another with fewer slots, so it bound a placeholder. Every shader
  now declares all 8 pass slots and its uniform group.

Tests:
- Gate on melektaus-atx: 225 files, 3480 tests (3467 + 13), exit 0.
- e2e 28 and 31 on melektaus-atx: 97 checks (94 + 3) and 44 checks
  (43 + 1), all passed, no Pixi warning in the console.
- 28l-vii: a Blur across, a Pass and a Blur down draw the 5x5 spot of
  a Blur of Both (difference 0.000). On a grey sprite a pass's picture
  added to the original is 231/60/60, each tinted once. Two Passes in
  a row after a graph with one show red and green, not white.
- 31v-iii: a Blur of 8 fades a field's frame edge over 8.0 units at
  50 % and at 200 % zoom.
- Counter-checks: a tinted pass fails 1 unit test. Pictures never
  bound fail both e2e checks (spot 0.20 instead of 0.04, 243/158/158).
  Pass slots by the number of passes draw #ffffff, and a field without
  its pixel scale ramps over 16 and 4 units: exactly the two new
  checks fail.
- e2e sum 1716 is counted, not yet measured (1712 + 4).
- Measured on stein2 (HD 630, one run per row): 50 field shaders at
  radius 8 go from 11.4 to 41.3 fps in two passes, 44.4 at radius 16
  (three passes at Half). 800 sprites at radius 8 go from 13.9 to
  24.5 fps. At radius 4 one pass stays faster from 400 sprites on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:51:18 +02:00
adminandClaude Opus 5.5 df61b08bd1 Soften a shader's picture in one pass with a Blur node (#300)
game-maker / gate (push) Successful in 3m3s
game-maker / suite (push) Successful in 14m26s
A blur already worked with Sample texture, but only by wiring every
sample by hand: 25 nodes for a 5x5. Averaging their colours also gave
a dark seam wherever a neighbour was transparent. The Blur node writes
the loop itself and averages the right way.

- Blur takes radius (pixels of the picture, 0 to 8, fractions allowed)
  and u/v like Sample texture, and gives color and alpha.
- Kind is Box (default) or Gaussian, Direction is Both, Horizontal or
  Vertical. Both are arguments of one prelude helper, blur().
- The samples are averaged premultiplied and only then made straight,
  so a transparent neighbour lowers the opacity and adds no black.
- The outermost ring counts by the part of the radius that reaches
  it, so a radius from a Property changes smoothly and compiles
  nothing again.
- A node may now declare prepare, a vec4 the compiler works out once
  into a local. Color and alpha read that one sum instead of blurring
  twice.
- A reached Blur counts as a shifted sample, so the picture comes
  with the Output's Edge. It cannot feed the Vertex output.
- Both perf tools take GM_PERF_BLUR=<radius>.

Wider blurs and bloom need several passes. That is #301.

Measured on stein2 (HD 630, one run per value, fps), Box blur:
- 48x48 sprites at 100/400/800: radius 2 59.8/58.4/55.6,
  radius 4 53.1/51.4/36.3, radius 8 46.6/24.4/14.4.
- 256x256 field shaders at 1/10/50: radius 2 60.2/56.0/49.0,
  radius 4 60.1/49.0/27.1, radius 8 52.4/34.9/11.4.

Tests:
- Gate: 224 files, 3467 tests, CHECK EXIT 0 (+7).
- e2e 28: ALL PASSED, 94 checks (+5 in 28l-vi). Pixels match the
  arithmetic to 1: the last red texel at radius 0.5/1/4 reads
  187/173/154 (expected 188/173/154).
- Counter-checks: Blur not counted as shifted fails 1 unit test.
  Blur output left premultiplied fails the seam and spot checks.
- e2e total 1712 is computed (1707 + 5).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 13:11:31 +02:00
adminandClaude Opus 5.5 d6d38a6422 Lay a shader over a particle source's whole field (#170)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m6s
A shader on a source runs per particle and stops at each quad, so a
glow or blur across the whole cloud was not possible. A source now has
a second shader row that is laid over everything it draws at once.

- New rows Field shader, Field width and Field height (256) on a
  particle source. The size rows show only while a field shader is
  picked (new `shownWhenSet` on a row definition).
- The particles are drawn into a RenderTexture of the frame, and a
  sprite mesh wearing the field shader draws that picture. The frame
  is centred on the source and turns and grows with it.
- UV run 0 to 1 across the frame. Texture color, Texture alpha and
  Sample texture read the picture of the particles.
- The picture has as many device pixels as the frame covers on
  screen, at most 2048 per side. A frame off screen draws no pass.
- The field shader's Padding and Vertex output do nothing: the frame
  is the edge, and its corners stay put as on a nine-sliced sprite.
- A name both shaders declare is one row, and both uniforms read it.
- The scene view draws the frame dashed round a selected source. The
  Particles tab preview wears the field shader too.
- `tools/perf-field-shaders.mjs` measures 1, 10 and 50 sources. On
  the HD 630 they ran at 60.0, 60.0 and 57.6 fps against 60.1, 60.0
  and 59.2 without, one run per row.

Tests:
- Gate: 223 files, 3460 tests (3452 + 8), CHECK EXIT 0.
- e2e 31: 43 checks, 3 of them new. Sum 1707 is computed (1704 + 3).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 12:24:51 +02:00
adminandClaude Opus 5.5 bf27e42e8a Let a shader declare a color the sprite sets (#298)
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Successful in 14m11s
A shader could only ask its sprites for numbers. A tint, an outline
colour or a glow colour had to be built from three Property nodes.

- New node Color property next to Property: Name and Default (a
  colour, white unless picked), output `color`. It becomes a colour
  row below the Shader dropdown and a vec3 uniform in the program.
- Number and colour properties share one set of names. A clash is
  the existing "Another property is named" problem.
- Like Color it cannot feed the Vertex output.
- Placed from the palette it is called tint, then tint2.
- The preview in the Shader tab shows a colour field for it. Like
  the sliders it starts at the sprite's value and never writes into
  the project.
- `declaredRows` takes the row builder, so the particle graph keeps
  its number rows unchanged.

Tests:
- Gate: 222 files, 3452 tests (3445 + 7)
- e2e 28: 89 checks (28l-v: default colour drawn, then the colour
  the sprite sets)
- e2e total 1704, counted (1703 + 1)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 11:43:54 +02:00
adminandClaude Opus 5.5 4f4c149211 Duplicate an asset from its right-click menu (#297)
game-maker / gate (push) Successful in 3m4s
game-maker / suite (push) Successful in 14m16s
A new asset that starts out like an existing one (a death animation
next to "Break", a second slime) had to be built again by hand. Now
the asset panel's right-click menu has Duplicate.

- The copy lands right below the original and is named the way a new
  asset would be ("Crate 2"). It is selected and its tab opens where
  it has one. A copied scene does not become the active one.
- One undo step takes it out again. A redo brings back the same id.
- The copy is a deep copy: values, graph, tracks, layers and objects
  are its own, and editing it leaves the original alone.
- Frames of a texture or of pixel art get fresh ids, because a sprite
  names a frame across the whole document.
- Objects of a scene or container get fresh ids the way pasted ones
  do. Parents and object references among them follow the copy.
- Whatever pointed at the original keeps pointing at the original: a
  sprite wearing it, an animation's root, a placed object.

Tests:
- 3 new unit tests (DuplicateAssetCommand). One counter-check run:
  without renaming the references the scene test fails.
- e2e 04: 2 new checks with the real menu (copy named "Crate 2" right
  behind the Crate and selected, one undo removes it).
- Gate: 221 files, 3445 tests, CHECK EXIT 0.
- e2e total 1703 is computed (1701 + 2). Full suite left to CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 11:17:02 +02:00
adminandClaude Opus 5.5 f1e3bd8378 Let a joint glide on a rail and drive it with a motor (#154)
game-maker / gate (push) Successful in 3m4s
game-maker / suite (push) Successful in 14m2s
Step 2 of the joints: a door that opens by itself, a lift and a
piston need a joint that slides along one line and a motor that turns
or pushes. A graph also needs to read how far such a joint stands.

- Slider: a fifth joint type on Rapier's prismatic joint. Its rail is
  the joint's own x axis, so turning the joint turns the rail. Joints
  now carry Scale, Rotation and Mirror like a sprite.
- Limit distance with Min and Max, in world units from where the
  object was placed.
- Motor on hinge and slider: Off, Speed or Target, with Motor speed,
  Motor target and Max force (0 = no limit). Target goes there at no
  more than the speed and slows down for the last stretch.
- Changing speed, target or force keeps the engine joint. Switching
  the motor on or off builds it again.
- New node Joint position: value and speed of a hinge (degrees,
  counting past a full round) or a slider (world units).
- Scene view draws a slider's rail dashed, with a tick at each limit.
- shownFor in the schema takes a list of choices that must all hold.

Findings, measured with a probe against Rapier 0.20:
- A prismatic joint holds both bodies at one angle. Held to the scene
  or to an object without a rigidbody, the joint's own anchor body is
  turned by the placed difference, so nothing jumps. Between two
  rigidbodies the held one is turned to match, and the console says
  so once.
- Rapier reads no joint angle back. The position is worked out from
  the two bodies.
- A hinge motor is weak on a small body at the end of a long arm
  (box 20 on an arm of 100 does not lift itself). More solver
  iterations would help but cost every scene. A door of 100 x 20
  reaches -90 and holds it. This is written in the wiki.

Tests:
- Unit: 16 new in joints.test.ts, 1 in joint-links, 3 catalog cases.
- e2e 41: 27 checks (25 + 2), block 41f with a real mouse in the
  inspector and the motor in play (59.1 of 60 units in 1 s).
- 9 of 9 unit counter-probes fail as they should.
- Gate: 220 files, 3436 tests (3416 + 20), CHECK EXIT 0.
- e2e total 1701 is counted (1699 + 2), the full suite did not run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:09:45 +02:00
adminandClaude Opus 5.5 4716726b6b Let a shader move the corners of the picture it wears (#79)
A shader could only say what colour a pixel has. Where the picture
is drawn was fixed to the four corners of its rectangle, so nothing
could wave, bend or wobble.

- The new node Vertex output takes x and y, in pixels of the
  picture, and moves every corner of the wearer's grid by them. The
  UVs stay with the corners, so the picture bends along.
- Subdivisions on that node says how fine the grid is: cells per
  axis, 1 to 64, 8 by default. 1 is the plain quad. A shader without
  the node keeps the quad every sprite shares.
- A graph holds one Vertex output at most. UV, Time, Property,
  Number and the math nodes may feed it, and one node may feed both
  outputs.
- Texture color, Texture alpha, Sample texture, Texture size and
  Color cannot feed it. The node says "Not available per corner"
  and the shader does not compile.
- Sprites, texts and the preview in the shader tab wear the grid.
  A nine-slice sprite and particles draw as if the node were not
  there.
- Picking, the selection frame, the size and colliders stay with
  the rectangle. A wearer with a Vertex output is never culled, as
  with Padding, and with Padding the grid covers the room around
  the picture too.
- tools/perf-shaders.mjs takes GM_PERF_SUBDIVISIONS to measure a
  grid against the plain quad.

Measured on stein2 (Intel HD 630), frames per second, one run per
row: at 800 sprites 58 with a shader on the quad, 46 with 8 cells,
41 with 32. Up to 400 sprites a grid hardly shows. Every sprite
holds its own grid.

Tests:
- Gate on melektaus-atx: 220 files, 3416 tests, CHECK EXIT 0.
- 15 new unit tests for the compiler and the grid.
- Four new e2e checks in modules 28 and 30: a fixed offset moves
  the picture, 8 cells bend only the lower half where 1 cell shears
  it all, Texture alpha is refused at the node, a text moves.
- e2e 28,30 on melektaus-atx: 110 checks, all pass.
- The e2e total of 1699 is counted (1695 + 4), the full suite did
  not run.
- No counter-probe, no screenshot. Not looked at: the preview, Time
  in the browser, flipped sprites, Padding together with the grid.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 00:14:00 +02:00
adminandClaude Opus 5.5 963f8a152a Open a scene framed, and thin out two inspector sections (#295)
Three small things asked for in one issue. A scene came up wherever
the view happened to stand, and the inspector carried a button and a
list that are better reached somewhere else.

- A scene comes up framed as if Fit had been clicked: after a
  project is loaded and when another scene is opened. From then on
  the view belongs to the user.
- An empty scene has nothing to frame and stands at the origin, one
  pixel per unit. A scene the running game loads is not framed anew.
- The Container tab is left out. It keeps the view of each container
  as before (#171).
- The Unpack button and the two lines under it are gone from the
  inspector of a placed container. Unpack container stays in the
  right-click menu of the hierarchy and of the scene view.
- The corners of a polygon collider are no row in the inspector any
  more. They are edited on the outline in the scene view. The new
  schema option noRow keeps a property out of the inspector while it
  stays a property.

Tests:
- Gate on melektaus-atx: 219 files, 3401 tests, CHECK EXIT 0.
- One new unit test in tests/core/polygon.test.ts: the corners are
  a property of the collider and no row.
- Three new e2e checks: a loaded project is framed like Fit (module
  03), an opened scene is (04), and after a real reload a click on
  Fit moves nothing (09).
- Module 09 unpacks through the right-click menu now and checks that
  the inspector offers no button.
- Full suite on melektaus-atx: 1695 checks, all pass. Smokes 24, 19
  and 21, all pass.
- No counter-probe evaluated, and nothing looked at after the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 23:52:49 +02:00
adminandClaude Opus 5.5 ca5b2db449 Keep where each divider was dragged to across a reload
game-maker / gate (push) Canceled after 2m35s
game-maker / suite (push) Canceled after 2m40s
A panel dragged wider was back at its first size after every reload.
The sizes are now kept in the browser, next to the folded groups.

- editor/panelSizes.ts holds one entry in localStorage,
  game-maker.panel-sizes: a name per divider and its width, height
  or share.
- A panel reads its size once when it is built, held to the bounds
  its divider keeps today. Every drag writes the new size.
- Kept are the columns left and right of the centre, the console,
  the split of the left column, the tilemap panel, the preview of
  the Shader, Particles and Pixel art tabs, each under its own name,
  and the split of the user management.
- The sizes belong to the browser, not to the project. They hold for
  every project opened there.
- A browser that refuses the storage, or holds rubbish under the
  entry, starts with the sizes the editor comes with.

Tests:
- Gate on melektaus-atx: 219 files, 3400 tests, CHECK EXIT 0.
- Seven new unit tests in tests/editor/panel-sizes.test.ts. All
  five counter-probes bite.
- Smokes on melektaus-atx: 24, 19 and 21, all pass.
- One new e2e check in module 48: the left column dragged 40 px
  wider is as wide after a reload, and dragged back after.
- Full suite on melektaus-atx: 1692 checks, all pass. It ran before
  the fix to the animation players of the commit before last.
- Browser counter-probe: without the write to the browser exactly
  that check fails.
- Only the left column is measured across a reload. The other
  dividers go the same way and have no check of their own.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 23:24:21 +02:00
adminandClaude Opus 5.5 7dd3ae1131 Tie two objects with a hinge, a spring, a rope or for good (#154)
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Failing after 11m41s
Two bodies could not be connected: no door on a hinge, no lamp on
a rope, no wheel on an axle. This is the first step of the issue,
the four joints without a motor. The slider and the motors follow
in a second step under the same issue.

- Joint is a new asset type, placed as a child of the object it
  holds, like a collider or a rigidbody. "Add joint…" in the
  object menu makes one or places one the project has. An object
  takes as many as it needs.
- Where the joint sits is the point it holds its object at. A
  hinge and a fixed joint have that one point only. A spring and a
  rope end at a connected anchor on the other object, counted in
  that object's own units, or in the scene's without one.
- The rows follow the type: length, stiffness and damping for a
  spring, length for a rope, an angle limit for a hinge. Length 0
  takes the distance the two ends were placed at. The limit counts
  from how the two were placed.
- The connected object is an object reference in the schema of the
  type. Pasting, containers and removing treat it as they treat
  every reference since #258.
- shownFor is a new schema option: a row is shown while an enum of
  the same bag holds one of the named values.
- The object needs a rigidbody, its own or one further up. Without
  one the joint holds nothing and the console says so once.
- A connected object without a rigidbody is a moving anchor: the
  joint has a kinematic body of its own that follows it.
- A connected object destroyed while playing makes the joint let go
  with a hint. Removed in the editor the reference empties, so the
  joint holds on to the scene. The issue asked for "inactive" there.
- "Add joint" ties two objects while the game runs, from a joint
  asset as the template. Destroy on the joint lets go, there is no
  Break joint node. Destroy with keep children takes the joints
  along with the object.
- The scene view draws a line from each joint to what it holds on
  to and rings the held point. A selected spring or rope has a
  round handle on its far end, and dragging it is one undo step.
- Joints hold in Play only. The editor run simulates nothing
  (#148), and the inspector of a placed joint says so.
- Rapier counts a revolute joint's limits absolutely, not from the
  start, so the placed angle is added. Measured with a probe.
- The + menu has 25 types now and no longer fits under its button
  on a canvas 800 high. It scrolls there, and e2e 04 scrolls to
  the last entry instead of expecting it in view.

Tests:
- Gate on melektaus-atx for this state: 218 files, 3390 tests
  (3336 + 54), exit 0.
- e2e 1-16,24,39-46,51,52,57,58 on melektaus-atx: 831 checks, all
  pass. Module 41 alone: 25 checks (21 + 4).
- 54 new unit tests: 40 in joints.test.ts (rope, spring, pendulum,
  limit, fixed, the other end, the node, containers, paste), 6 for
  the line the scene view draws, 4 catalog cases of the node. The
  remaining 4 come from tests that make a case per asset type.
- Four new e2e checks in module 41: Add joint from the menu, the
  rope to the hook with its line and handle, dragging the handle
  with one undo, the bob hanging in Play next to one that falls.
- e2e 04, 40 and 46 count the new type in their lists.
- 21 of 22 unit counter-probes fail their tests. The other one is
  equivalent: Rapier ignores removing a joint that left with its
  body, the guard stays.
- Three browser counter-probes fail their checks (2, 1 and 2).
- One screenshot looked at: icon, line, handle and the rope rows.
- The e2e sum of 1691 is counted (1687 + 4, 1687 measured by CI
  on e066613). The full suite and the smokes did not run.
- Not seen in the browser: spring, hinge with limit and fixed
  joint, the node Add joint, a connected object that moves, joints
  inside a container, the released game. Unit tests cover them
  but the last. Limits under a mirrored parent are not handled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:43:12 +02:00
adminandClaude Opus 5.5 e933fad446 Give a shader room to draw around the picture it wears (#69)
A shader ran only inside the rectangle of what wears it: the quad
has the size of the sprite, and outside of it no fragment runs. An
outline or a glow built with Sample texture was cut off at the
border. The issue still spoke of Filter.padding, but since #77 the
shader is no filter any more, the limit is the geometry.

- The Output node has a number Padding next to Edge: so many pixels
  of the picture per side the wearer draws beyond it. 0 is the
  default and draws as before, 256 is the most.
- The quad grows and its UVs grow with it, so the picture keeps its
  place and size. In the margin the UVs run on below 0 and above 1.
- Transparent is a fourth Edge mode: outside of the picture there
  is nothing. It is cut in the fragment (texelAt), so it needs no
  copy of the picture with an address mode of its own.
- Edge holds everywhere alike, also for Texture color, Texture
  alpha and unconnected inputs.
- Padding above 0 with Edge on Clamp puts the hint "Padding with
  Clamp smears the border" on the Output. The shader still
  compiles. A chosen Clamp and the default cannot be told apart.
- All four wearers draw the margin. A sprite counts in pixels of
  its frame, a text in its units, a particle source grows every
  particle about its centre.
- A nine-slice sprite gets a ring around its nine fields, as wide
  as so many border pixels. The fields themselves stay.
- Without a picture a pixel is one unit of the wearer's own size,
  or of the particle size.
- Particles now take the Edge mode of their shader. It had no
  effect on them before.
- An object wearing a padded shader is never culled, or its margin
  would vanish at the edge of the screen.
- The preview in the shader tab shows the margin and leaves room
  for it.
- Picking, the selection frame, the size and the collider stay with
  the rectangle without the margin.

Tests:
- Gate on melektaus-atx right before this commit: 216 files,
  3336 tests (3319 + 17), exit 0.
- e2e 28,30,31,37,41 on melektaus-atx: 178 checks, all pass.
  e2e 1-37,47,48,58 ran before the last change (no culling with
  padding): 1281 checks, all pass.
- 17 new unit tests: the compiler (padding, Transparent, the hint)
  and the geometry (quad, nine-slice ring).
- Seven new e2e checks: four at the sprite in module 28, one each
  for text, particles and nine-slice.
- 17 unit counter-probes all fail their tests. Three browser
  counter-probes fail their checks (5, 3 and 1 of them).
- Three screenshots looked at: the sprite with Clamp and margin in
  the scene, the preview in the shader tab, the text.
- The e2e sum of 1687 is counted (1680 + 7), the full suite and
  the smokes did not run.
- Not seen: the hint at the node in a picture, particles and
  nine-slice in a picture, the game view while playing, sprites
  without a picture, vector and pixel art pictures.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 20:33:20 +02:00
adminandClaude Opus 5.5 46c620ae3b Give a behavior more ways in and out, and hear it as an event (#294)
game-maker / gate (push) Successful in 2m48s
game-maker / suite (push) Failing after 13m34s
A behavior run by another one had a single flow port at its Start
and at its End, so it could not branch for its caller. And it could
not be used as an event: a call needs a pulse at its flow input,
and the events of a called graph never fire. An input like
"Confirm" (Space or Enter) had to be built again in every graph.

- A declared port of a Start or an End node can be of the kind
  Flow. It sits above the values and shares their names, exec stays
  reserved. Only these two nodes declare one, a struct does not.
- Run behavior shows a flow port of the Start as a further flow
  input. A call arriving through it leaves the Start through the
  output of that name and not through exec.
- Run behavior shows a flow port of the End as a further flow
  output. The call goes on through the one the End was reached by
  last, and then through exec. exec fires always, as before.
- On behavior is a new event node without a flow input. The
  behavior it names runs at the node for as long as the behavior
  around it runs, with all of its own events and one set of
  variables per node.
- Its outputs are those of the End. It fires once the inner pulse
  is through, by the output the End was reached by last, exec only
  for End.exec. A pulse that never reaches the End is not seen.
- The value ports of the Start are its inputs, read anew for each
  inner pulse. The Start itself never fires there.
- It nests to any depth. Under a Run behavior it stays silent. A
  behavior hearing itself, however far round, is not started and
  the node says "A behavior cannot listen to itself".
- The palette offers every other behavior with an End once more as
  "On <name>". A node naming one without End says so.
- An On node removed while the game runs ends its behavior with On
  disable and On destroy. The sounds of the entity end only with
  the behavior placed on it.
- Renaming and deleting a declared port follows the edges at On
  behavior nodes as it does at Run behavior nodes.
- The flow outputs of the Start of a behavior placed on an object
  never fire, like its exec.
- The engine prompt of the benchmark names flow ports and On
  behavior.

Tests:
- Gate on melektaus-atx right before this commit: 215 files, 3319
  tests (3278 + 41), exit 0.
- e2e 19 on melektaus-atx: 39 checks (+4), all pass. e2e
  1-6,17-24,26,36,51: 628 checks, all pass.
- 19 unit tests in flow-ports.test.ts, 19 in on-behavior.test.ts
  on a real world, the rest in the node catalog.
- Four new e2e checks in module 19: a flow port declared by mouse
  at the End, On Confirm in the graph, the call leaving through the
  further output while playing, Enter and Space on a real keyboard.
- 19 unit counter-probes all fail their tests. One did not at first
  (a removed node kept its instance), a test was added. Two browser
  counter-probes fail their checks.
- One screenshot looked at: On Confirm with exec and pressed, the
  second flow pin at the calling node.
- The e2e sum of 1680 is counted (1676 + 4), the full suite and
  the smokes did not run.
- Not seen in the browser: flow inputs at the Start, nesting, the
  ring, values through On behavior, the palette entry. No test
  holds that the sounds of the entity go on when a heard behavior
  ends.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:33:34 +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 9ca220a285 Hand a shared port type on through a chain of nodes (#210)
game-maker / gate (push) Successful in 2m51s
game-maker / suite (push) Successful in 14m44s
Since #207 the output of First not empty or Select takes the type
its inputs agree on. A second node of that kind behind the first
stayed any, because the first one answered with the any it was
registered with. That was the guard against a circle of such nodes
asking each other forever. The issue asks for the type to travel
through the chain. Answered there: measure with 50 nodes and build
no cache, and the painted input pins follow along.

- shapedDef in core/graph/nested.ts takes a Trail in place of the
  flag inherit. Its set open holds the nodes still being asked. A
  node reached a second time reports the any it was registered
  with, which ends a circle.
- The map done of the Trail keeps each answer of one question. A
  node feeding both inputs of the next is asked once, so the work
  does not double with every link of a chain.
- ownShape is the part of shapedDef that builds the ports before a
  shared group has its say. It is split off, nothing in it changed.
- Inputs stay any and only outputs inherit, as in #207. An edge
  that turns invalid further down is left in place and drawn in the
  danger colour.
- paintedInputs uses one Trail for all pins of a node, so the pins
  show the type handed on through the chain.
- Nothing is cached between two changes. A chain of 50 resolved in
  about 10 ms where it took 2 ms before, measured earlier in this
  round and not again for this commit.

Tests:
- Gate on melektaus-atx: 211 files, 3240 tests (3227 + 13), exit 0
- e2e 1-6 on melektaus-atx: 298 checks, all pass
- e2e 4,6,18,19,20,23,24,26,28,31,36,43,53: 558 checks, all pass
- No full run and no smokes. The sum of 1673 (1671 + 2) is reckoned,
  1671 is what CI counted for c88f57c.
- Fourteen unit tests in shared-port-type.test.ts: a chain of two
  and of three, mixed kinds, a mixed and an open input, undo at the
  front, a circle of two, a node feeding itself, behind a circle, an
  invalid edge further down, the chain of 40 asked once per node,
  the chain of 50, and two for the pins. The test saying the type
  does not pass through a second node is gone, hence 13 more.
- Two e2e checks in module 06: the second node takes number, and a
  text at the front opens the whole chain again.
- Four unit counter-probes and one browser counter-probe all fail
  their tests. With the old behaviour only the chain check fails.
- Not checked in the browser: the circle and the chain of three,
  which have unit tests only. Nothing was looked at after the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 14:41:30 +02:00
adminandClaude Opus 5.5 c88f57cf0a Let a project choose how its game link is zoomed (#279)
game-maker / gate (push) Successful in 2m52s
game-maker / suite (push) Successful in 14m31s
The page of a released game always drew the camera at Auto, the
largest whole step that fits. A camera of 300x180 in a window of
1280x800 stands at step 4 and leaves a border left and right. The
issue asks for Fit next to it. Answered there: a setting of its own
rather than the scale of the Game tab, and no switch for the player.

- The project has a field gameLinkZoom, 'auto' or 'fit'. A document
  without it reads as 'auto', so nothing changes for a project that
  is there already. No format bump.
- Project settings has a row "Link zoom" with a menu of Auto and
  Fit. It is an undo step of its own, SetGameLinkZoomCommand.
- GameScreen hands the field to cameraView where it passed a fixed
  'auto'.
- gameScale, the scale of the Game tab, is not touched and does not
  reach the link.
- The released copy is frozen, so the change reaches the link only
  with "Update release".

Decided here:

- The row is called "Link zoom", not "Game link zoom" as proposed.
  The longer label is wider than the label column of the dialog and
  pushed its button 12 px out of line with the others.
- The undo step keeps the name "Game link zoom", which is what the
  tooltip of the undo button shows.
- A note under the row says "The released game at the largest whole
  step that fits, or filling the window."

Tests:
- Gate on melektaus-atx: 211 files, 3227 tests (3219 + 8), exit 0
- e2e 60 on melektaus-atx: 19 checks, all pass
- e2e 35,46,59,60: 74 checks, all pass
- No full run and no smokes. The sum of 1671 (1668 + 3) is reckoned,
  1668 is what CI counted for 9e869df.
- Eight unit tests: the default, saving and loading, values that
  are not a choice, undo, gameScale left alone, the factor of Fit
  for a window larger and smaller than the camera, and the rule
  behind Apply.
- Three e2e checks in block 60i of module 60, with the real mouse:
  Auto to Fit in the dialog, update the release, open the link
  without a session and measure scale, frame and pixels. Fit reads
  4.267 where Auto reads 4.
- Nine unit counter-probes and three browser counter-probes all fail
  their tests.
- Not checked in the browser: Fit in a window smaller than the
  camera, which has a unit test, and Fit under a display scale above
  100 %. Nothing was looked at after the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 13:53:10 +02:00
adminandClaude Opus 5.5 9e869df063 Free a redrawn picture only once no shader names it (#293)
game-maker / gate (push) Successful in 2m48s
game-maker / suite (push) Successful in 13m44s
Editing a vector drawing made Pixi warn "destroyed while still bound
to a shader", twice with every change, once it had begun. It began
where an object wears the drawing through a shader asset. Each
change draws the picture anew and destroyed the one before it, but
the mesh of that object keeps its picture bound until it syncs. The
issue also asks for the button "Add shape" to go: a shape without
points cannot be given any, the Pen draws a new one.

- GeneratedPictures takes two more callbacks. inUse says that a
  picture cannot be freed yet, soon runs a retry once whoever asked
  is done.
- A replaced picture that is still in use waits in a list of its
  own. It is freed right after the redraw that asked, as a rule. On
  a later ask where its wearer was not part of that redraw.
- TextureLibrary tells a bound picture by the listeners for change
  on its source. Under WebGL the bind groups are the only ones that
  listen there. The retry is a microtask.
- The rule is asked for every drawn picture alike, whoever wears it.
- The inspector of a drawing and of a shape has no "Add shape" any
  more. "Delete shapes" for several selected shapes stays.

Decided here:

- Under the list of shapes a second note says "The Pen draws a new
  shape." while only the asset is selected.

Found on the way:

- Reproduced on a throwaway copy of the project the report came
  from: 6 warnings for 3 changes with the shader override on the
  object, none without it. After the change none, and no replaced
  picture is left waiting.
- The fixture project of the tests never showed the warning. No
  object there wore a drawing through a shader.

Tests:
- Gate on melektaus-atx: 211 files, 3219 tests (3209 + 10), exit 0
- e2e 47,48 on melektaus-atx: 113 checks, all pass
- e2e 28,30,31,39,40,47,48: 350 checks, all pass, run before the
  wording of the new note changed
- The first gate was red: an existing test read the wording of the
  note that had changed. Only three test files had been run after
  the change.
- No full run and no smokes. The sum of 1668 (1667 + 1) is reckoned,
  1667 is what CI counted for ec2fd90.
- Ten unit tests, five of them against the real bind group of Pixi
  in tests/viewport/bound-pictures.test.ts
- One e2e check in block 47b-ii of module 47: a drawing worn through
  a shader, three changes, no warning. The check on "Add shape" now
  reads that there is no such button.
- Nine unit counter-probes and two browser counter-probes all fail
  their tests. Without the change the new check counts 6 warnings.
- Not checked: a tilemap or a particle emitter holding a picture
  bound the same way. Nothing was looked at after the build, the
  new note included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 13:03:37 +02:00
adminandClaude Opus 5.5 ec2fd9084f Say what a button without words does when the pointer rests (#209)
game-maker / gate (push) Successful in 2m50s
game-maker / suite (push) Successful in 15m34s
The top bar, the magnet, the eye and many marks of the inspector are
pictures without a caption. Whoever did not know one could only try
it. The toolkit had no hint on hover, which also forced the point
menu of #195 to be words. The answers in the issue settle the open
points: a cut tab name shows in full, shortcuts are part of the
text, the point menu stays as it is.

- Button takes a tooltip, a text or a function asked each time. It
  shows on a small sign once the pointer has rested for half a
  second.
- There is one sign for the page, a TooltipLayer on the overlay
  above the menus. A control reports each pointer move and the
  pointer leaving, the layer does the waiting.
- A press, a key, the wheel or a blur of the window takes the sign
  away. initUI listens for them on the window.
- placeTooltip in ui/tooltip.ts is the rule for the place as a pure
  function: under the control and flush left, flush right at the
  right border, above the control at the bottom.
- toolbarTip says what the five buttons of the top bar do right now.
  Undo and redo name their step from CommandStack.undoLabel and
  redoLabel, as in "Undo Paint tiles (Ctrl+Z)".
- A SortableList reports its own marks with a key per mark: the eye,
  the duplicate mark, the cross and the plus.
- The magnet, both fullscreen buttons, the eye of the scene tab, the
  overflow of the tab strip, the plus of the assets panel, the marks
  of the inspector rows and the nine anchors of the resize dialog
  carry a text.

Decided here:

- Every button whose text is cut short shows the whole text, not
  only a tab.
- A row action of the inspector names the one thing a click does. A
  button that opens a menu says only Reset, Apply or Size from the
  picture.
- A button just clicked stays quiet until the pointer has left it.
- A greyed out button shows no sign.
- The switches of the eye popup, the cross of a document tab and the
  tools of pixel art have none. The tools carry words, other than
  the issue assumes.
- The marks of a list say Show or Hide, Duplicate, Remove and Add,
  whatever the list holds.

Found on the way:

- Signing out empties the overlay and would have destroyed a sign on
  screen with it. The editor takes the tooltip away first. This has
  no test of its own.
- The text hooks locate and has skip the sign, or it would answer
  for the button under it.

Tests:
- Gate on melektaus-atx: 210 files, 3209 tests (3176 + 33), exit 0
- e2e 46 on melektaus-atx: 20 checks, all pass
- e2e 1-14 on melektaus-atx: 508 checks, all pass
- e2e 1-9,14,39,40,44-48: 685 pass, 2 fail, both in module 14. It
  measures tabs that modules 10 to 13 open, and the chain 1-14 is
  green. The cut chain was not run on the state before.
- No full run and no smokes. The sum of 1667 (1664 + 3) is reckoned,
  1664 is what CI counted for 3452899.
- 33 unit tests in tests/ui/tooltip.test.ts
- Three e2e checks in block 46h of module 46: the redo button after
  the wait, taking the sign away, turning at the right border
- 50 unit counter-probes and four browser counter-probes all fail
  their tests. Three of the unit ones did not at first and got
  sharper tests.
- Not checked in the browser: the sign of a cut tab, the marks of
  the lists, turning upwards at the bottom, each other button alone

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 12:02:57 +02:00
adminandClaude Opus 5.5 345289982b Scale, turn and mirror the shapes of a vector drawing (#291)
game-maker / gate (push) Successful in 2m57s
game-maker / suite (push) Successful in 14m25s
A shape could only be moved and reshaped point by point. Whoever
wanted it larger or turned pulled every point alone, and for several
shapes or a group there was no way at all. The answers in the issue
settle the rest: the change is baked into the points, nothing of it
is remembered, and the line width stays.

- With Select the selection stands in a frame of eight squares and a
  knob, drawn like the one of the scene view. It holds one shape,
  several shapes or a group, the same selection that is dragged as
  one.
- A corner square scales from the opposite corner, a square on an
  edge in its own direction. Shift keeps the proportions, Alt scales
  about the middle.
- The knob turns round the middle of the frame, with Shift in steps
  of 15 degrees. After the pull the frame stands upright again.
- The inspector has a band TRANSFORM with X, Y, Width, Height and
  Rotate by, and the buttons Flip horizontal and Flip vertical.
- Points, handles, gradients and texture tiles are taken through the
  same matrix. The rule is a pure function in vectorTransform.ts,
  transformShapesCommand makes one undo step of any number of
  shapes.
- A press goes to a point or a handle first, then to the frame, then
  to a line. shapeFrame.ts holds where the handles are and what a
  pull of each means.

Decided here:

- The frame stands 15 pixels off the shapes. The points of a shape
  lie on its bounds, so a square on the bounds would cover them.
- The knob only turns. In the scene view it scales as well.
- A side cannot be pulled through the opposite one, the frame keeps
  at least 1 pixel.
- Coordinates are rounded to a thousandth of a pixel, so a quarter
  turn is exact.
- A texture tile stays upright under a turn and grows to the bounds
  of the turned tile. The bands of a gradient stay square to its
  axis under an uneven scale.
- The switch Scale stroke of the proposal is not built.

Found on the way:

- The inspector of a shape is now taller than the window. Two checks
  of module 47 no longer found their row or button on the screen and
  use the new hook inspectorButton, which scrolls there first.
- Not solved: with a shape at the top edge of the view the knob lies
  outside the tab. The wiki names it under the limits.

Taken over from #217: the e2e check for two selected shapes without
a group, and unit tests for the snap of the common offset and for
the gradients of the shapes dragged along.

Tests:
- Gate on melektaus-atx: 209 files, 3176 tests (3121 + 55), exit 0
- e2e 47,48 on melektaus-atx: 112 checks, all pass
- No full run and no smokes. The sum of 1664 (1660 + 4) is reckoned,
  1660 is what CI counted for 6d79cf5.
- 55 unit tests: 25 in tests/core/vector-transform.test.ts and 30 in
  tests/editor/shape-frame.test.ts
- Four e2e checks in block 47k of module 47: pull a corner, turn
  with Shift, type width and rotation, drag two shapes without a
  group
- 47 unit counter-probes and four browser counter-probes all fail
  their tests. Four of the unit ones did not at first: two showed
  dead code, which is gone, two got tests.
- Not checked in the browser: the edge squares, Alt, the cursors,
  the flip buttons and the rows X, Y and Height

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 11:20:55 +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 32a0af6e2c Put the text and boxes of the interface on device pixels
On a screen scaled to 125 % or 150 % the editor looked soft beside
a page the browser draws itself. The layout counts in whole CSS
pixels, and most of those fall between two device pixels there. The
GPU averages both: text loses its edges, and a 1 px line becomes a
pixel and a half of mixed colour. Now text and boxes are rounded to
device pixels, and a line is one device pixel wide.

- ui/pixelGrid.ts holds the rule. crispText() makes a text with
  Pixi's roundPixels, crisp() does the same for a Graphics of
  upright boxes, and hairline() is the width of one device pixel.
- Every text of the interface is made with crispText() instead of
  new Text().
- crisp() only rounds where the scale is not a whole number. At
  100 % and 200 % nothing changes.
- drawControlBox, drawHeaderBar and drawSectionBand draw their
  lines a hairline wide and flush with the edge. The widgets that
  draw lines of their own do the same.
- Two bands share exactly the line they draw, and a column still
  ends on a whole pixel.
- The stage is nudged by 1/32 px where the scale is not whole. At
  150 % every odd pixel is an exact half, and without the nudge one
  band came out a row shorter than its neighbours.
- Curves, icons and everything of the game stay unrounded. Rounding
  their points would bend them.
- The harness takes deviceScaleFactor as an option, and the hooks
  deviceColumn, edgeContrast and pixelGrid read the frame as the
  screen gets it.

Not in here: the subpixel smoothing a browser gives its own text.
Pixi draws a text into a transparent picture first, and there only
greyscale smoothing is possible.

Measured at 150 %, edge contrast before and after: top bar 31.5 to
47.8, the lists on the left 68.6 to 86.4, inspector 27.6 to 38.4.
At 100 % it is 46.5, 90.1 and 37.9, and the picture there is the
same as before pixel for pixel, apart from the fps display.

Tests:
- Gate on melektaus-atx: 206 files, 3114 tests (3104 + 10), exit 0
- Full run on melektaus-atx: 1655 of 1656 checks passed, smokes
  24/19/21. The one that failed was a condition of the new step
  62 itself: it scrolled an inspector that had nothing to scroll.
  The step now makes the window lower for that reading.
- e2e 61,62 after that fix: 14 checks. The full run was not
  repeated, and CI is switched off for now.
- Ten unit tests, nine in tests/ui/pixel-grid.test.ts
- Eight e2e checks in the new step 62, which runs at 150 %
- Eleven unit counter-probes fail tests
- Four browser counter-probes fail their checks. They ran before
  the fix to step 62 and were not repeated for it.
- Screenshots looked at for 125 % and 150 %

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:42:26 +02:00
adminandClaude Opus 5.5 275e50af01 Let a tile report a touch instead of blocking it (#160)
A tile could be solid, one-way and scaled, but not report without
blocking. Water, lava, spikes or a goal zone needed a trigger object
of their own laid over the map. Now a tile has a switch Trigger, and
the collision events name the tile and the cell they met.

- A tile has the switch "Trigger (reports, never blocks)" under
  Solid. Its cells hold nothing up: no Move, no falling body, no
  ray. They raise On collision enter, stay and exit with the tilemap
  as other.
- The three events have the outputs tile, cell x and cell y. Without
  a tile, tile is empty and the cell is -1, -1.
- The three events have the input per cell. Off, the default, gives
  one event per area: cells of the same tile that touch side by
  side. On gives one event per cell.
- The scene view outlines trigger cells in yellow like a trigger
  collider, merged to rectangles but never with solid cells.
- Is touching with the map counts trigger tiles, and Set tile works
  while the game runs.
- Both systems find the touches with the same overlap check in
  runtime/systems/tileTriggers.ts, not through the physics engine.

Decided here:

- Trigger wins over Solid. A tile with both does not block, as with
  a collider.
- Water beside lava is two areas, and so are two ponds that touch
  only at a corner.
- An area names the cell nearest to the centre of the collider, and
  on exit the cell it named last.
- The solid cells of a map still do not name their tile.
- Normal, impulse and point are 0, as with a trigger collider.
- Collision scale and outlines shape a trigger cell like a solid
  one. One-way, friction and bounciness have no effect.

Tests:
- Gate on stein2: 205 files, 3104 tests (3067 + 37), exit 0
- e2e 39,40: 106 checks. e2e 1-8,39-43: 490 checks. Both on
  melektaus-atx. No full run, the sum of 1648 (1645 + 3) is
  reckoned and CI measures it.
- 37 unit tests in tests/core/tile-triggers.test.ts, nearly all
  against both systems
- Three e2e checks with a real mouse in block 40l-iv
- 24 unit counter-probes fail tests. Two did not at first, tests
  were added for them.
- Two browser counter-probes fail their checks
- Two screenshots looked at (yellow outline, the node with per cell)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 07:28:39 +02:00
adminandClaude Opus 5.5 2ff3a78607 Put the shapes of a vector drawing on layers and in groups (#190)
game-maker / gate (push) Successful in 2m41s
game-maker / suite (push) Failing after 7h24m17s
A vector drawing was one flat list of shapes. With many shapes the
list got hard to read, and several shapes could not be kept or moved
together. Now the shapes stand on layers, as in pixel art, and can be
put into groups that nest.

- A drawing has layers, each with a name and an eye. A hidden layer
  is neither in the tab nor in the picture a sprite wears, and its
  shapes cannot be pressed. One layer is the one worked on: the pen
  and Add shape draw onto it, and SHAPES lists what is on it.
- The inspector has a list LAYERS over the shapes. Its plus adds a
  layer, the cross on a row removes it with all on it, the last one
  stays. A double-click renames, a drag sorts.
- Group (Ctrl+G) puts the selected shapes into a group, Ungroup
  (Ctrl+Shift+G) takes it away. A group stands over its rows in the
  list, the rows one step in, and a row is dragged into a group or
  out of it.
- In the tab a press on a shape takes its outermost group, and a drag
  moves the group as one undo step.
- The model has layers with a tree of shapes and groups instead of a
  flat shapes array. The rules are pure functions in
  core/model/vectorTree.ts. A drawing saved before opens with all its
  shapes on one layer.
- SortableList takes rows with a depth and drops into a tree. The
  flat lists of tilemap and pixel art run as before.

Decided here:

- A group has no transformation of its own and cannot be hidden or
  locked. Rotating and scaling is the follow-up #291.
- A group is never empty: the one that loses its last shape goes
  with it.
- Several selected shapes are dragged together, grouped or not, and
  a click on a shape of the selection keeps the selection. This is
  what #217 asked for.
- Shift+click selects like Ctrl+click. With Select, Shift pans only
  beside the shapes, as in the scene view. The middle button pans
  anywhere, and with the pen and Paint Shift pans as before.
- A row of the list picks one shape of a group alone.
- Shapes change their layer through a row Layer in the inspector,
  which is there from two layers on. Rows are not dragged between
  layers.
- A group cannot span two layers, the button is off then.
- The pen does not draw onto a hidden layer, the hint says so.
- Groups are always shown unfolded.
- The four order buttons work inside the own group or layer.

Tests:
- Gate: 204 files, 3067 tests (3008 + 59), exit 0
- e2e 47,48: 108 checks. e2e 39,40,47,48 before the Shift change:
  209 checks. No full run, the sum of 1645 (1639 + 6) is reckoned
  and CI measures it.
- 59 unit tests: 36 in tests/core/vector-tree.test.ts, 23 in
  tests/editor/vector-layers.test.ts
- Six e2e checks with a real mouse in block 47j
- 47 unit counter-probes for layers and groups and three for the
  Shift click all fail tests, run on stein2
- Three browser counter-probes fail their checks
- Two screenshots looked at (group in the list, hidden layer)
- Only unit tested: the row Layer, sorting and removing layers,
  copying a group, the Shift pan beside the shapes

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 23:13:43 +02:00
adminandClaude Opus 5.5 393caadc9d Head the groups of the inspector with bands that fold (#290)
game-maker / gate (push) Successful in 2m39s
game-maker / suite (push) Successful in 13m10s
The groups of the inspector had a small grey label as their title, in
the same grid as a property row, so with many rows one group hardly
stood apart from the next. Now every group has a band as its head,
from edge to edge of the panel, and a click on it folds the group.

- A band runs across the padding of its column in the header colour,
  with the title and a mark that says whether the group is open. The
  titles stay as they are, as answered in the issue.
- A click on a band folds its group: the rows go, the band stays and
  the next band moves up against it. A control in the band (Open,
  + Variable, + Property) does its own job and folds nothing.
- A placed object has a group SWITCHES under its name, asset and
  parent: Enabled, Keep on scene load and the switches of a behavior.
  An asset has SWITCHES and PROPERTIES, and a group without rows is
  left out.
- The same bands head the tilemap panel, the Variables tab, the side
  of the Pixel art tab and the shape list of vector art. A list with a
  title (Layers, Frames, Shapes) folds with a click on its header,
  clear of its plus.
- ui/sections.ts holds the rules as pure functions, SectionStack is
  the column and SectionHeader the band. Every title of the inspector
  goes through addTitle or sectionHeader in inspector/host.ts.

Decided here:

- A fold is kept for good, in localStorage of this browser. The issue
  asked whether for the session or for good and the answer left it
  open.
- A fold is remembered by title, per panel. PROPERTIES folded once is
  folded on every object, asset and node. A number in a title does
  not count.
- A behavior asset has all its rows under SWITCHES. A Variables asset
  and a state machine get a group SCOPE.
- A greyed out control in a band takes the click too. Without that the
  click fell through to the band and folded the group.
- The Curve tab has no column of this kind and is unchanged.

Found on the way:

- The inspector of a sprite is taller than the 800 pixel window of
  the checks now. The hooks that hand out a row scroll it into view
  first, and module 28 scrolls before it looks for a row by its text.

Tests:
- Gate: 202 files, 3008 tests (2982 + 26), exit 0
- e2e: no complete run for this state. Modules 28 to 61 passed alone
  (749 checks). A full run was cut off in the accounts module at 1492
  passes without a failure, the modules after it and the smokes are
  missing. The sum of 1639 (1635 + 4) is reckoned, CI measures it.
- 26 unit tests in tests/editor/sections.test.ts
- Four e2e checks with a real mouse, three in module 02 and one in
  module 48
- 25 unit counter-probes all fail tests, run on stein2
- Screenshots of the bands looked at before the last build, none
  after it

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 22:08:28 +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 0f85476b93 Add points by double-click and delete the picked one (#288)
game-maker / gate (push) Successful in 2m39s
game-maker / suite (push) Successful in 13m8s
Four editors edit points, and all of them put a point down on a single
press on the line and took one away on a double-click. A stray click
added a point, and there was no way to see which point a key would hit.
All four now work the same way: the Curve tab, the Vector art tab, a
polygon collider in the scene view and a frame's collision outline in
the Texture tab.

- A double-click on a line, edge or segment puts a point there, in the
  Curve tab on free space too. The point is picked and stays in place.
  It can be dragged with the next press, as answered in the issue.
- A click on a point picks it, and it is drawn filled. A double-click
  on a point takes nothing away any more.
- Delete or Backspace takes the picked point away. Without a picked
  point the key removes the shape, the object or the outline as before.
- A right-click on a point picks it and opens a menu with Delete
  point. In the Curve and Vector art tab the four point types stand
  below it. Alt-click stays.
- A polygon keeps three corners and a curve keeps its ends. The entry
  is greyed out then.
- The pick ends with a click beside the points, with another object,
  shape or frame, and after the point is gone.
- editor/pointGestures.ts holds the rule as a pure function, and
  editor/pointMenu.ts builds the menu for all four.

Decided here:

- A single click on a line no longer adds anything. In Vector art it
  drags the shape, on a polygon it drops the pick, and in the Texture
  tab it makes that outline the active one and drops the pick.
- In the Texture tab a click inside the frame still appends a corner,
  and that corner is picked. Delete takes the last corner first. To
  remove the whole outline, click one of its edges before.
- The point the Pen put down last is picked, so Delete takes it and
  not the shape.
- Delete hits the picked point also when the tab has lost the keyboard
  focus, after a click in the shape list or after the menu.
- A vector shape that loses its last point is removed whole. Before,
  an empty shape stayed in the list.

Findings:

- Fixed: the new hint line in the Texture tab was cut off at the edge.
  The shorter text was not looked at in a picture again.
- Not fixed: in the scene view the collider's name label covers a
  corner that sits near the centre. That was so before.

Tests:
- Gate: 200 files, 2967 tests (2944 + 23), exit 0
- e2e, full run: 1629 checks passed (1625 + 4), exit 0
- Smokes: 24 / 19 / 21, exit 0
- After the full run an unused parameter and a comment were tidied.
  For that final state the gate and e2e 42,47,53 (105 checks) ran
  again, the full run did not.
- 23 unit tests in tests/editor/point-gestures.test.ts, for the rule
  and for each of the four editors
- Four e2e checks with a real mouse, two in module 42 and one each in
  47 and 53. The existing checks for adding and removing a point use
  the new gestures.
- 20 unit counter-probes all fail tests, run on stein2
- Two browser counter-probes fail, the build went through both times.
  Without the Delete wiring the key removes the collider. Without the
  right-click hook the menu is missing, and that run stops in module
  42, so 47 and 53 were not reached with it.
- Three screenshots looked at, the picked point is filled. None of
  the Vector art tab.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 19:36:13 +02:00
adminandClaude Opus 5.5 1aa824ecb4 Keep objects through a Load scene with a switch (#165)
game-maker / gate (push) Successful in 2m37s
game-maker / suite (push) Successful in 13m2s
A Load scene destroyed every object of the old scene. A player, a HUD
or a music object had to be built again in each scene, with its state
pushed through shared variables. A top-level object with the new switch
Keep on scene load now travels into the next scene as the same entity,
with everything below it.

- The switch is a common property right under Enabled, off by default,
  on the asset and on a placed object. The inspector shows the row on
  top-level objects of a scene only, as answered in the issue.
- runtime/keptObjects.ts holds the rules as pure functions.
  keptEntities picks what travels, objectsToBring copies the stored
  objects as the run parents them, and bringObjects puts them into the
  next scene.
- World.instantiate takes a handed entity as it is instead of making
  one. The next syncToModel then writes the run's values into the
  scene.
- BehaviorSystem.release takes the running instances out before the
  old world is destroyed, and the next system adopts them. They hear
  no On destroy and no second On start, and their sounds play on.
- PhysicsSystem.resume gives a dynamic body the velocity and spin it
  had.
- Duplicates: the object brought along wins. The next scene does not
  build its own object with the same id, which is the way back into
  the scene the object came from.
- Decided here: the next scene does not build a top-level object of
  the same asset that is kept itself either. The issue only names the
  id. With the id alone a level that places its own player would hold
  two after a swap.
- Decided here: kept objects land behind the scene's own, the switch
  is no animation row, and collisions are found anew.

A finding, fixed along with it: Load scene did not build a scene as it
is stored, but as the run had left it. A moved object stayed moved and
a destroyed one stayed gone. The way back into a scene needs a clean
build.

- GameRun copies a scene's objects and groups before it first builds
  it and puts them back before it builds it again.
- GameRun.end puts every such scene back. The player calls it on stop,
  so spawned objects no longer stay for "Click to play again".
- The consequence: an edit made in a scene during Play is gone the
  next time that scene is loaded.

Tests:
- Gate: 199 files, 2944 tests (2929 + 15), exit 0
- e2e, full run: 1625 checks passed (1619 + 6), exit 0
- Smokes: 24 / 19 / 21, exit 0
- 15 unit tests in tests/core/keep-on-scene-load.test.ts
- Six e2e checks in module 35: the switch is set with a real mouse,
  the child has no row, the object is in the new scene, its counter
  still reads 1, its sound plays on, and the stored scenes are
  unchanged after Stop
- Eleven tests with fixed row lists only count the new schema row
- 16 unit counter-probes all fail tests, run on stein2. One did not
  fail at first (same id not left out), it has its own test now.
- The browser counter-probe fails 4 of the 6 new checks
- Not looked at in the browser: the switch as a port of the Properties
  node, and a released game with a kept object

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 17:30:16 +02:00