Commit Graph
150 Commits
Author SHA1 Message Date
adminandClaude Opus 5 60d0146bde The topbar is icons only: the leading Project dropdown, the Scene picker and the labelled Play/Pause buttons are gone and in their place stand five icon buttons - menu, undo, redo on the left, play and pause in the middle - while Notice, the save state, fps and the Account menu keep the right side; the Play button swaps its icon for a stop square while the project runs and Pause swaps for a second play sign while it is held (Button.setIcon()), and iconSpace() drops the gap between icon and label when a button has no label, which is what kept a 24 px icon button 3 px off its own centre; the menu carries New project, Open project..., a separator and Project settings..., where the picker (src/editor/OpenProjectDialog.ts) preselects the open project and marks it "open", opens on a double click and puts Delete on the left of Cancel and Open - it closes itself before it asks whether to delete, because two modals on top of each other would have left the question standing over a list it no longer speaks about - and the settings dialog (src/editor/ProjectSettingsDialog.ts) holds the name, the "Play starts" switch (Start scene / Active scene, a preference of this browser and so no command) and the collision layers from #152, which retires CollisionLayersDialog.ts and the "Collision layers..." entry; what Apply actually writes is the pure function settingsChanges(), so renaming and the layers are each their own undo step and each drop out when nothing differs; the Scene dropdown falls away without replacement, the active scene is switched by double clicking it in the Assets panel, which is the way that was there anyway; new module 46 runs last with 9 checks (no label left in the bar, the run buttons in edit mode, the four menu entries, the picker with the open project preselected, Cancel leaving the project standing, the settings dialog on the state of the project, renaming with undo and redo through the icon buttons) and it neither opens nor deletes a project, because that would pull the project out from under every earlier module; modules 8, 18 and 35 and the harness follow the new bar, 6 unit tests cover settingsChanges and 3 the icons (#183)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 16:34:14 +02:00
adminandClaude Opus 5 4f55f85ad4 Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the names a project starts with, so the three places that have to agree read the same function: the editor run through CollisionSystem, the Solids sweep per pair and Rapier, where the mask becomes the collider's interaction groups; the project file gained collisionLayers: ["Default"] (default one layer, no formatVersion bump), the collider schema two new kinds - layer as a dropdown of the project's layers and layerMask as a menu of tickboxes that stays open while it is ticked (Menu.ts learned rows that do not close on a pick) - and the names are edited through "Collision layers..." in the toolbar's Project menu, not a Project tab, which is the decision I made myself because the question ran into the MCP timeout: the dialog (src/editor/CollisionLayersDialog.ts) holds up to 16 names, Add layer appends "Layer <n>" and Apply writes all of them as one undo step (SetCollisionLayersCommand); a mask read from a file goes through a check that refuses anything that is not a finite number, because Number(null) is 0 and a collidesWith: null would silently have meant "meets nothing"; 9 new e2e checks in module 8 cover the menu entry, the dialog, Add layer, Apply and its undo, both inspector rows, the tickbox menu, and the mover walking straight through the crate that 8c blocked on once their layers no longer meet, and 21 new unit tests cover the rule, the schema and the command (#152)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 15:31:22 +02:00
adminandClaude Opus 5 c830c7a3aa Changing the password: the Logout button at the far right of the toolbar became an Account menu that names the signed-in account in an entry of its own that cannot be picked, with Change password... above Logout, and the new dialog (src/editor/auth/PasswordDialog.ts) asks for the current password, the new one and its repetition, all three as bullets, and stays standing when the server refuses so that it can say why, unlike the other form dialogs; the rules for empty, too short, new equal to old and a differing repetition sit as the pure function passwordProblem() next to loginProblem(), the API gained POST ?r=auth/password which answers 204, insists on the current password although a session is there, enforces a minimum length of 8 in UserStore::MIN_PASSWORD_LENGTH and again in the client so the mask can answer without asking the server, and the new SessionStore::destroyAllFor($user, $keep) ends every other session of the account while the tab that changed the password keeps its own; the placeholders admin/admin and user/user stay as they are, which the length check does not touch because it only runs when a password is set through the API; e2e 45 grew by 8 checks for the menu, the dialog, both refusals and signing in with the old and the new password, and it sets the e2e account back at the end - a run dying in between leaves it on <password>-tmp, which a make-user.php call repairs (#182)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 13:46:40 +02:00
adminandClaude Opus 5 8e4bb6e1f9 User management: signing in is required before anything is loaded, the sign-in screen is drawn in the same canvas (user name, password as bullets, Enter moves on and submits) and the editor is built only after it; the API gained auth/session, auth/login and auth/logout while every other route answers 401 without a session, projects carry an owner and a foreign one comes back as 404, accounts live in data/users.json with a password hash and sessions as files in data/sessions with a sliding 30 days, so a build under the open tab does not sign anybody out; Logout sits at the far right of the toolbar and, as asked in the issue, does not reload the page: Editor.dispose() takes the editor down while the canvas stays, which is why the autosave, the focus handlers, the window listeners of the tilemap panel, the shortcuts and the plugins all got a way back; the tools sign in as e2e (tools/lib/auth.mjs, password from GAME_MAKER_E2E_PASSWORD or the git-ignored data/e2e-password.txt) and the browser gets the same session by cookie, new e2e module 45 covers the screen, the wrong pair, the bullets, logout without a reload and signing in again, new unit tests for HttpAuthStore and for what a session leaves behind (#177)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 12:50:52 +02:00
adminandClaude Opus 5 60ea56a2ce Open asset greyed out and real tab cards: Open asset in the scene object menu is only pickable for kinds with an editor of their own, the table of which asset opens which tab moved from Editor.ts into the new module assetTabs.ts with hasAssetEditor so the menu and the editor read the same list, Select asset stays as it was; tabs are drawn as index cards (new module TabButton.ts): the one showing is a light grey card instead of the aggressive blue, rounded above and square below, its name in plain weight and measured bold so it never clips itself, and a mouse down on the tab already showing keeps its colour; the padding left and right grew to 6 px in one place for both kinds of tab, Scene and Game carry an icon too (the scene one from the asset panel, a new game.svg play sign), Plugins and a plugin's own tab have none; new test hook menuEnabled next to menuRows and menuIcons, e2e 01 checks the greyed out entry on a sprite row, 14a-ii the card and the icons of the fixed tabs, 44a the icon at the wider padding (#176)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 11:40:01 +02:00
adminandClaude Opus 5 e3ebf44593 Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (#176)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 18:36:20 +02:00
adminandClaude Opus 5 010b6a7f6c A state can transition to itself: make transition and a second click on the same state connects a self transition, taking it fires On state exited and then On state entered every time, for local and global machines, while Set state into the current state stays silent as before; only states may connect to themselves, every other node is still refused, one self transition per state; the loop is drawn over the middle of the top edge with its arrow pointing down and its name at the apex, the preview already shows it while armed, and the inspector lists it once under Transitions out; new test hook transitionLabelAt, e2e 26e5 (#163)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:10:02 +02:00
adminandClaude Opus 5 cc285af10a Tabs are open documents: Scene, Game and Plugins stay as fixed tabs, every other asset opens in its own tab (double click or Enter in the asset panel, on creation, from the list button), several assets of one kind can be open at once, a tab is labelled with its kind dimmed before the name, cut at 160 px and renamed with its asset, closes with its x or a middle click and goes away when its asset is deleted; a tab always shows its own document instead of following the selection, the picker in the tab head is gone, zoom and scroll are kept per document for the session and dropped on close, a double click on a call node stays in the same tab with breadcrumbs per tab; one editor per kind is switched between documents, the placement rules live in the pure module documents.ts, and the test hook showTab stays as a compatibility path; new e2e module 44 documents (#171)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:49:54 +02:00
adminandClaude Opus 5 47eea2f6e4 Each tilemap layer has its own Z: an offset added to the Z of the placed tilemap, like a child's Z to its parent, default 0 keeps the previous order (layers right after their map, in list order), a negative Z sorts a layer below the map, on a tie layers keep their list order and follow the hierarchy against other objects; editor scene and game use the same order through the new pure function drawSlots, a tilemap draws into one container per layer, and the tilemap panel gains a Z field for the selected layer with one undo step per change (#174)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:03:20 +02:00
adminandClaude Opus 5 6a31f5e0ad One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid tiles, a contact blocks only when its normal is within 45 degrees of the blocking side, the new node Ignore one-way lets an object drop through for a while, and it all holds for Move and for dynamic bodies in Rapier, where the decision is made before each step because the hook may not touch the engine (#155); the new Raycast node answers hit, object, collider, point, normal and distance in our own f64 geometry, the same in editor run and play, and the editor run draws each ray for 0.25 s (#153); On collision stay gains an interval with its own clock per pair, and stay and enter gain the contact point next to normal and impulse (#149); fixes that every Rapier collider of a tilemap had the shape of its last cell
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 11:36:11 +02:00
adminandClaude Opus 5 32057a96fc Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (#151); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (#141, to be reworked)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:56:25 +02:00
adminandClaude Opus 5 d02bcca266 Rapier 2D (@dimforge/rapier2d-compat 0.20) comes in as the physics engine: the editor loads it once in the background right after opening a project from its own chunk, so the main bundle grows by 0.19 KB gzip and the first frame does not wait; loadPhysics, physicsStatus and the 100 px = 1 m conversion live in src/runtime/physics/engine.ts, __gm.physics() reports the state, unit tests pin free fall and a box resting on a box, and e2e module 41 pins that Rapier is ready from its own chunk without console noise (#145)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 16:56:47 +02:00
adminandClaude Opus 5 6d7d0005cf The tab headers are one TabHeader, the node board and the tile board pan and zoom through one helper, reordering tile pictures and tilemap layers goes through one moveItem, and a tilemap cell is one named type (#85)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 16:01:12 +02:00
adminandClaude Opus 5 5046ddb810 The tilemap painting tools move out of the inspector into their own panel beside the scene view, shown only while exactly one placed tilemap is selected in the scene tab; the free viewports keep their content in place on screen when they are resized (#142)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 11:46:23 +02:00
adminandClaude Opus 5 f53279d065 The active tilemap layer can be renamed from the painting section, and a Show setting fades or hides the other layers in the scene view while the tilemap is selected (#138)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 10:56:32 +02:00
adminandClaude Opus 5 bfbcbe604c The tile list in the tilemap section is a palette of pictures: each tile shows its lone tile (the four convex corners for floor and wall, the picture itself for none) with its name below, laid out with the image-picker grid (#139)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 10:15:51 +02:00
adminandClaude Opus 5 4c411c1ff3 Tilemaps can block movement: a tile gains a Solid switch, the solid cells of all layers are merged into rectangles and the placed tilemap takes part in the collision system as one body, reported as other in collision events (#132)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 09:47:03 +02:00
adminandClaude Opus 5 732f6518ae The autotile asset is renamed to tile and gains a plain None (1 × 1) kind, which is now the default; older projects load their autotiles as floor tiles (#131)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 08:01:07 +02:00
adminandClaude Opus 5 55bfa7521a The assets and scene objects panels in the left column are split by a draggable splitter that keeps its ratio when the window is resized
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 07:29:58 +02:00
adminandClaude Opus 5 33a7b1b63e Tilemaps are a new placeable asset type that is painted with autotiles in the scene view, with layers, brush, eraser and rectangle, and is drawn at runtime and in the export (#128)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 06:41:47 +02:00
adminandClaude Opus 5 1a9f07c4ac Autotiles are a new asset type with a tab that shows every tile of the floor (2x3) or wall (2x2) block and an animated sample pattern (#118)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 21:35:29 +02:00
adminandClaude Opus 5 c17b2b5426 Plugins are switched on and off in a Plugins tab, the server keeps the state in data/plugins/plugins.json, and switched-off plugins are never delivered (#114)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 20:15:51 +02:00
adminandClaude Opus 5 57a97ba94f Plugins in data/plugins are loaded at startup and can add a tab with a read-only node board, and the demo plugin shows every asset as a node (#113)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 19:00:03 +02:00
adminandClaude Opus 5 bf02c9e8b3 Timeline keys can be copied and pasted at the playhead, duplicated with Ctrl+drag, and frames inserted or removed from a right-click menu (#102)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 12:53:56 +02:00
adminandClaude Opus 5 4c92a9478f The animation tab's Fit frames the preview, and the separate Centre button is gone (#111)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 07:12:21 +02:00
adminandClaude Fable 5.1 89c46c30a0 An animation is previewed above its timeline: the root at the playhead, drawn but never written (#99)
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The Animation tab shows the root asset over the timeline, with every row's value at the
playhead written onto a copy of it – the sprite, text or container placed at the origin as a
scene would place it, a scene as itself. Rows reach the root through that placed object and its
children through the object's instance edits, the route a placed container's content takes,
so the ids match what the runtime gives them. The runtime player and the preview evaluate a row
through one function (trackWriteAt), relative rows included; past the end of a once-reset pass
the preview shows the starting values, as the player would. Play, pause and the ruler drive the
preview through the timeline's playhead; a drag pans, the wheel zooms, Centre frames it. The
document is never touched and undo never hears of scrubbing.

On animation finished no longer describes itself as hearing "a sprite of the owner".

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 21:00:18 +02:00
adminandClaude Opus 5 5af0a1c83a An animation's rows are edited on a timeline: double click sets a key, keys are banded, dragged and deleted, the ruler scrubs (#98)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:38:34 +02:00
adminandClaude Opus 5 193378e6a9 An animation is a timeline of rows over one asset, played on an object rather than worn as a picture (#97)
Part (a) of the animation rework: model, commands, saving, runtime and nodes.

- AnimationAsset holds a root (sprite, text, container or scene) and rows; a row keys one
  property of the root or of an object inside it, keys sit on whole frames.
- The last key decides the length (its frame counts as a frame of its own). The playhead runs
  between frames, so numbers and colors blend every tick even at 10 fps; everything else holds.
- Playback gains `once-reset`, which puts back what was there before the start. A row can be
  relative, adding to where its target stood.
- Play / Pause / Stop animation act on an object; each instance plays on its own, the later
  start wins on a shared property, and a behavior writing the same property still writes last.
- A sprite no longer wears an animation through `texture`. "Create animation from texture"
  builds a sprite plus a texture row keyed frame by frame instead.
- The Animation tab shows a placeholder until the timeline editor (part b) lands.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:02:25 +02:00
adminandClaude Opus 5 d3563897d8 Two compilers that walk a graph the same way walk it through one emitter (#85)
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Refactoring round two: the particle and shader compilers share emitGraph.ts (cycle detection,
duplicate names, emit order) and keep only their rules. FontLibrary and TextureLibrary sit on
FileLibrary (base URL, loading/failed bookkeeping, listeners); SoundLibrary keeps its own
contract. The three Create*Command share ImportFileCommand, the three renames share
RenameCommand - class names stay. bandBounds() in framing.ts and portNameField() in
portSection.ts replace in-file clones, and three comments that told history now state the rule.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 19:28:28 +02:00
adminandClaude Opus 5 36ccc7626f A box drawn around a part of the graph is part of it, so a fit frames it and a band catches it (#95)
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Fit measured the nodes alone: a group drawn around them was cut off, and a graph holding nothing
but a comment framed the empty origin. It now frames both sorts together.

The rubber band ignored boxes entirely. It catches them now, into the *same* selection as the
nodes — `nodeIds` and `annotationIds` side by side — so one drag moves all of it, one Delete
removes all of it, and one undo takes it back. A box counts only when the band holds all of it,
where a node counts on touching: a group wraps the nodes it holds and therefore overlaps every
band drawn over any of them, and since it drags those nodes along, catching it by accident would
be felt at once.

A node inside a selected group is moved once, not twice — `travellers()` collects everything one
gesture carries and lets each thing appear in it a single time.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 14:23:56 +02:00
adminandClaude Opus 5 be8f2331de A frame that keeps its corners can be stretched to any size (#41)
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TextureFrame carries optional `border` (left/right/top/bottom) and
`fill` (stretch | repeat); absent keys mean "not sliced", so no format
bump and undo restores the plain frame instead of four zeroes.

The sliced sprite builds its own geometry instead of the shared
UNIT_QUAD: a 4x4 grid, and for `repeat` one quad per tile carrying the
frame cell's real UVs -- tiling in the geometry, not in the sampler, so
a frame out of a sheet cannot pull its neighbour in. Above 64 tiles per
axis it stretches, to bound the buffer.

A sprite narrower than left+right scales both borders down together
until the middle is exactly 0, so the corners meet at a seam and never
overlap.

The texture editor gets four draggable border lines plus the same four
numbers in the inspector. Hit order is resize handles, then the lines,
then the frame body -- handleAt reports 'move' anywhere inside a frame,
so lines placed after it were unreachable.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 12:04:09 +02:00
adminandClaude Opus 5 b9f1a9d319 A graph that grew past one screen needs somewhere to say what a part of it is for (#38)
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The graph could hold any number of nodes and said nothing about which of them
belonged together. Groups and comments are two separate things, as decided in
the issue: a group is a titled box that carries the nodes it encloses, a
comment is free text that carries nothing.

Both live as optional arrays on Graph, not as registry nodes. A comment that
were a real node would run through the interpreter, show up in the drop
palettes and be compiled into a shader — the wrong place for a piece of text.
As arrays on Graph they exist in all four graph kinds at once, and a document
without them means exactly "no groups", so no format bump.

Membership is computed when the box is grabbed, never stored: the center of a
node inside the box travels with it, and a node dragged out is simply out. A
box inside a box travels with the outer one, its own nodes included. A group
is grabbed by its title bar only — its body stays transparent to the pointer,
or a rubber band could never be drawn across the nodes it holds. Deleting a
box deletes the box; the nodes stay where they are, because a box that
silently took ten nodes with it would be the most expensive surprise in the
feature.

The color is a free picker, and the title color follows from it: relative
luminance per WCAG, threshold at 0.179 where the two contrast ratios meet —
not 0.5, which would pick white on mid grey where black reads better.

Resizing snaps the far edge to the grid, not the width, so the corner that is
not being dragged stays put. The minimum size rises in whole steps for that
reason: 80 is no multiple of 24, so a box squeezed to the stop would have sat
off-grid in exactly the mode meant to keep it on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 11:24:34 +02:00
admin 7e5003b590 A test that waits for a deadline somebody guessed is waiting for the wrong thing, so it waits for the editor (#93)
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The suite spent 88% of its step time asleep: 564 s of steps, 496 s of
them in sleep(n) - fixed spans estimated by hand and then copied from
step to step. That is why it was slow, and why it flickered.

The signal is afterFrames(count, timeout) in ui/render.ts, exposed as
__gm.afterFrames(). It wakes the loop itself, because an editor that
draws nothing would never redeem a promise of a frame, and it gives up
after a timeout instead of hanging the run. settle() in the harness
waits two drawn frames (~32 ms) instead of 150-300 ms and falls back to
sleep(150) when the hook is missing (an old build): silently not
waiting would make every later check a coin toss.

Every action goes through it now - click, doubleClick, wheel, drag,
dragAsset, press, typeText, select, mutate, undo, redo - and with that
about 550 sleep() calls behind those actions became redundant, helpers
that are nothing but a mutate in a coat included. What a frame cannot
answer got its own condition instead: waitUntil(expr), play()/stop()
waiting on __gm.state.mode rather than on 300 ms, saved() for the
autosave (the two hand-written polling loops sampled at 300 ms for
something that arrives after a second), and showTab() as a real tool -
47 places called evaluate("__gm.showTab(...)") raw, and 24 of them
waited for nothing at all and read the old panel.

564 s -> 243 s of step time, the waiting share 88% -> 76%. Three kinds
of wait were kept, and each one bit when it was taken away: loading
bytes (textures, fonts), game time that a repaint cannot stand in for
(time scale, shader and particle clocks, the live values a running
graph carries), and the inertia the scroll step measures on purpose.

Two things the new speed uncovered, both real: 25-animation read the
frame menu unfiltered and had frozen an incomplete list (the CI failure
on c990dbc), and 33-render-on-change measured idleness while the
autosave of the step before was still painting - it waits for
saveStatus to leave dirty/saving now, so it measures that nothing
happens any more instead of that it waited long enough.
2026-09-16 08:08:10 +02:00
admin 150f2e0906 A row scrolled out of its list is not on the screen, so no test may click it
CI found the gap the hard way: with every kind of asset in the project
the new scene sits below the panel, and the right click for "Set as
start scene" landed somewhere under the list instead of on the row.
locate() only asked whether a text was visible, and a masked row still
is - it is merely clipped away.

locateAll and overlayTexts now walk the tree together (eachText) and
carry the clip of every ancestor, measured on the widget that owns the
mask: Pixi v8 hands a Graphics set as a mask to the mask effect and
reports empty bounds for it, so asking the mask itself declares every
masked text in the editor missing. Two hooks with two notions of
"visible" was the second half of the same bug.

The panel also scrolls the selected row into view now, the way the
hierarchy has always done - an asset selected elsewhere has to be
findable in the list, test or no test. And step 21 learned that scene
is a property kind.
2026-09-15 18:43:34 +02:00
admin 1e9d21cd5d A game that is more than one scene needs a way from one to the next, so the graph can load one (#39)
game-maker / suite (push) Failing after 11m6s
Load scene sets a flag on the World like Stop and Restart do; the swap
happens after the tick, and the last wish of a tick wins. Exactly one
thing crosses over: the SharedState, so global variables and global
machines keep what they know while everything local is built anew.
Loading the scene that is already running rebuilds it, which is what
"reset the level" means when the score must survive.

A run starts either from the start scene (a new project field, set from
the asset panel and marked with an arrow in the list) or from whatever
scene is open. The toggle next to Play says which question is asked and
remembers the answer in localStorage: it is a way of working, not part
of the game.

Sounds no longer end because a scene ends. A voice belongs to the
behavior that started it and stops right after On destroy, so the scene
swap is no longer a special case at all. For the enemy that plays its
explosion and destroys itself in the same breath there is now a
detached input on Play sound.

The scene selector stays usable while a run plays, because a double
click in the asset panel already did the same thing unguarded. It moves
what the editor looks at, not what the run plays.
2026-09-15 13:24:26 +02:00
adminandClaude Opus 5 3b039384c4 A search that ignores what a thing is called is no search, so the name wins (#43)
game-maker / suite (push) Failing after 10m23s
Typing "variable" into the node palette landed on `Run behavior`, because the
filter weighed label, type and description alike and then sorted by category.
`searchRank` in `src/ui/search.ts` now ranks a match: exact label or type, then
prefix, then label, then type, and only last a hit that lives in the
description alone. Category and alphabet order within a rank. The searchable
`Menu` uses the same function, so searching means the same thing everywhere.

The `+` menu grew to fifteen entries in declaration order. It is built in two
alphabetical groups now -- the types that go into a scene, then the ones that
stay in the library -- with a separator between them, the split `isPlaceableType`
already draws. `ASSET_TYPES` itself stays untouched: it is also the
serialisation and check order. A search flattens the groups and drops the lines.

Popups were capped at fixed heights (320 menu, 260 palette, 340 pickers) while
the canvas had room to spare. `Popup.roomFor()` measures its own chrome and
takes the window height minus a tenth at each end. Placement clamps
asymmetrically: the bottom margin is enforced, the top is only a budget, so a
menu anchored near the top stays at its button instead of being pushed off it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 10:21:20 +02:00
admin 5671a38044 A game that stays silent is only half a game, so a sound is an asset like any other (#45)
game-maker / suite (push) Successful in 12m1s
Sounds follow the road fonts already paved: the file goes to the server
content-addressed under its sha256, the project keeps a named asset that
points at it, and nothing is ever re-encoded. The format is read from the
file's own signature, not from what the browser claims - the same .m4a
arrives as audio/mp4, audio/x-m4a or as nothing at all.

Playing is two nodes. "Play sound" takes the asset and may raise or lower
its volume; every call is its own voice, so two jumps in a row are two
jumps heard. Its loop input is a choice of three - from the asset, on,
off - because a checkbox has to spend one of its two positions on "not
set" and would lose a case: an asset that loops could then never be
played once.

Below the graph core stays browser-free: NodeContext hands out an asset
id, BehaviorSystem resolves it against the project and folds the asset's
own volume and loop into the call, and only viewport/SoundLibrary knows
about Web Audio. A run without a sink plays nothing instead of throwing.

The CI browser is muted, so the ear is no witness: the debug hook counts
started and stopped voices, and step 34 reads that counter.
2026-09-15 07:54:28 +02:00
adminandClaude Opus 5 7babf88636 A state change is something the graph can react to, so the machine announces it (#53, #54, #55, #57)
game-maker / suite (push) Successful in 10m58s
Four issues that all reach for the same line: how the current state is
read and written. Splitting them into four commits would mean four
states of the tree that do not compile, so they arrive together.

#55 start state — the machine asset carries an optional `start` holding
a State node's id. Right-click a state to set or remove it, a ring in
the node's title says which one it is. A dead id (the state was deleted)
reads as "no start", so nothing has to clean up after a deletion.

#53 entered/exited — `On state entered` and `On state exited`, one exec
output per state. Every change now goes through a single `setState`
that reports it; BehaviorSystem delivers it after the exec flow that
caused it, `exited` of the old before `entered` of the new, round after
round until the queue is empty, with a cap that stops a ping-pong graph
with an endless-loop error. A local machine tells the instance that
switched, a global one tells every instance holding a matching event
node. The start state fires `entered` too: per instance for a local
machine, once per run for a global one.

#57 reading — `Current state` with `name` for showing and `id` for
comparing, `Is in state` with one boolean per state. Neither has a
`run`, so `read` learned `def` and `lookup`, and the catalog test knows
this third kind of node.

#54 seeing it — during a run the state machine tab marks every state
some instance is holding faintly, and the one held by the selected
scene object's instance strongly.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 06:18:20 +02:00
admin bc57f61c91 A still editor has nothing to draw, so the frame loop wakes on change (#44)
game-maker / suite (push) Successful in 10m46s
The renderer is taken off the ticker; the ticker itself keeps running, so
the clock, a live world and the panels still get their step. Drawing now
happens inside a 200 ms trailing window that every pointer, wheel and key
event, every Widget.invalidate/resize, every Stack.relayout, every
EditorState.emit and both library onChange hooks reopen. The window rather
than a single frame is what makes the ~70 direct redraw() calls that never
pass through invalidate() safe, along with repaints an event only starts:
a microtask, a texture upload, a resolved font.

Editor.movesByItself() keeps asking for every frame while Play or an editor
run is on, a time shader is on screen, or the particle or animation preview
is showing.

The FPS counter now counts drawn frames over the time the renderer was
awake. Idle seconds are not slow seconds, so it answers "how smooth while
it moves" and holds its last answer instead of falling to 0 at rest.

Measured on the built stand, 20 s per variant, CPU of all chromium
processes from /proc: kept awake 75.5 % of a core at 60 fps, render on
change 8.8 % with 0 frames drawn, awake again 83.9 % as an order probe.

No colour check can see a missing repaint: pixelAt extracts from the stage
on demand and is just as green on a screen frozen a minute ago. Step 33
watches the new __gm.renderStats() counter instead.
2026-09-14 21:41:50 +02:00
rootandClaude Opus 5 68c92daaa6 A transition carries a name, so a state needs no visible port (#52)
game-maker / suite (push) Successful in 10m22s
A state keeps its `in`/`out` exec pins in the model and the editor never draws
them. That is the whole trick: connecting, undo, deleting a state and saving all
keep working untouched, because `normalizeGraph` filters nodes and never edges,
and no edge ever checks its port key against a NodeDef. Only two places change --
`NodeView.redraw` stops drawing the row, and `portAt` refuses to hand one out, so
an invisible pin cannot be grabbed either.

Transitions are drawn by right-clicking a state, `Make transition`, then clicking
the target. The armed mode takes the same shape as a live drag, so the existing
preview draws it with no second code path, and it dies with Escape, a click on
empty canvas or a switch to another asset.

Removing the pins removed the only handle a transition had: edges have no
hit-test anywhere, and the pin right-click was the sole route to Disconnect.
The inspector's TRANSITIONS OUT / TRANSITIONS IN lists are therefore not a
convenience, they are the delete path.

`GraphEdge` gained an optional `label`, which `normalizeGraph` has to pass
through explicitly or a saved name is dropped on load. `State transition`
replaces `Next state`: it takes the machine on an input port and the name from a
picker, and resolves against the *current* state. Names are deliberately not
unique across a machine -- two states may both have an `alarm` -- so a node named
`alarm` moves whichever state has one, and an empty name follows the single
unnamed edge.

The geometry moved to a Pixi-free `transitions.ts`: a gap to the box border, and
a fan that puts a pair of opposite edges beside each other instead of on top of
each other. Keeping it as plain maths is what let a screenshot bug become a unit
test -- an earlier pin-to-pin line ran under the target node and took its
arrowhead with it, because `nodeLayer` sits above `edgeLayer`.

One limit stands and is not fixed here: `ConnectCommand` rejects a second edge
between the same two states ("Already connected"), because every transition
hangs off the same two ports. With names, `A --alarm--> B` beside
`A --seen--> B` is a sensible pair, so this is worth its own issue.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:05:18 +02:00
rootandClaude Opus 5 0e0a21dee1 One clock under everything that moves by itself (#90)
game-maker / suite (push) Successful in 10m4s
Particle age and shader time each read performance.now() off their own
library, and the world got the frame's delta straight from the ticker. Three
clocks, so a global time scale would have been three multiplications and a
pause three separate freezes.

core/time.ts holds one clock instead: it accumulates dt x scale per frame
rather than reading the wall clock, and Editor.tick hands the very step it
took to the play session, the editor run and the animation preview. Delta
time, particle age, shader time and that preview are the same quantity now,
so the scale is a single multiplication and a pause is that scale at 0 —
nothing underneath needs rebasing, because the clock itself stands still.
The Math.min(dt, 0.1) caps in PlaySession and EditorRun are gone: the cap
(MAX_FRAME) now sits on the raw frame before scaling, and capping twice would
make the world run slower than the particles at scale 2.

A pause gates the scale rather than overwriting it — effectiveScale() answers
0 while paused, and for anything that is not a positive finite number, while
gameClock.scale keeps its value. A slider later survives a pause that way;
the issue asks for none yet.

The clock goes back to zero at both ends of a run, so a run is reproducible
from second 0 and the scene view looks freshly loaded after Stop. Resetting
only on Stop would not do it: the editor clock runs on afterwards, and the
next Play would start at "seconds since the last Stop".

The trap in that: ParticleField keeps its origin as an absolute second of
this clock, so after a reset it lies in the future and every particle would
age backwards. One line in sync() starts such a field over, which covers the
scene, the game and the tab preview at once — and fixes an older bug of the
same shape, where releasing a particleTime() freeze left the preview empty
for good.

Found while measuring that: ParticlePreview stood at second 0.5 by computing
the clock reading that would mean 0.5 since the field started. Over 200000
random origins the round trip misses the last bit in 18.8% of them and shows
one particle too few in 9.4%, because floor(0.5 * 20) comes out 9. The check
had been flaky since it was written. The panel hands the field the age itself
now (ParticleField.hold), and the faked clock is gone.

833 checks (824 + 9), 931 unit tests (921 + 10).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 09:31:53 +02:00
rootandClaude Opus 5 78baf0c719 A source wears an icon without becoming decoration (#89)
game-maker / suite (push) Successful in 9m49s
Behavior and Container draw an icon because isSymbolType() is true for them,
but that predicate does not mean "draws an icon" — it means "is editor
decoration". Four places read it that way: collectWorldItems, GameViewport.
collectFrame and syncDrawOrder all drop symbols out of the running world and
the game picture, and placementOf() gives them an upright unscaled box.
Listing 'particles' there would have handed the source an icon and taken away
its particles, in the scene view as well as in the game.

So the two questions are two functions now. hasSceneIcon() says a type draws
an icon; isSymbolType() keeps meaning decoration. The icon itself is a
SceneViewport decoration, which is editor-only for free because GameViewport
never syncs decorations.

A ring (r 10, #c26a1f) with four sparks, upright and unscaled like the other
symbols, its middle left open — unlike Behavior and Container a source draws
something of its own, and the field is densest exactly there. The name sits
beside it and a dashed line runs to the parent, same colour.

Found while writing the tests: the source's grab box scaled with its transform
while the icon did not, so the two came apart. placementOf() returns only the
translation for 'particles', making the box the upright 24 x 24 that covers
its icon. The source's own transform still feeds every particle untouched.

824 checks (821 + 3).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 08:25:49 +02:00
rootandClaude Opus 5 fbb2d157f0 A held preview is rebased, not paused, and it wears the asset's own rows (#86)
game-maker / suite (push) Successful in 9m42s
Three reports plus one found on the way.

Hold only froze the *picture*: the preview computed a fake second while drawing,
the library clock kept counting underneath, so letting go jumped to "how much
would have passed by now". That is the flip side of the formula model — a thing
that is a function of the clock is not stopped, its origin is moved.
ParticleField.rebase() does that; hold(null) calls it with the second stood at.
The Hold label now mirrors the preview's state instead of its own click history,
so dragging the slider (which holds too) reads `Run`, and Restart puts a held
preview back to 0.00 s rather than leaving it on the second it stopped at.

previewProps only read defaultsFor('particles'), so the panel showed the type's
defaults while the inspector showed the asset's rows. AssetBase.props is a full
bag on a graph asset as well — asset.props now lie over the defaults, the
asset's texture is resolved instead of always drawing a white square, and the
slider's span follows its lifetime. The span is re-read in tick(), because the
rows are edited in the inspector and the tab hears nothing about it.

The preview moves from under the graph to beside it, past a draggable splitter:
a graph is read across, so width is what it can spare and height is not.
AssetTabEditor grows a body() hook for that — the base class still stacks header,
strip and canvas, a subclass may put something next to the canvas.

Found by the full run, not reported: the graph canvas's empty-state hint ran
38 px past its frame now that the preview takes 280 px away. It is cut with
truncate() like any other label.

816 checks (809 + 7).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 07:03:51 +02:00
root 0f9e1611d1 A particle is a function of its age, not a thing that is stepped (#73)
game-maker / suite (push) Failing after 4m22s
The asset type `particles` is placeable and carries a graph at the same time —
`behavior` was the blueprint. Because a continuous emitter gives birth to particle n
at time n/rate, the whole field is a function of the clock rather than of the frames:
no ring-buffer bookkeeping, exact time jumps, reproducibility as a measurable property.

compile.ts follows compileShader's frame but emits JS closures into a Float64Array
instead of GLSL, and without eval; a node with two consumers is evaluated once.
Drawing is one Pixi ParticleContainer per source, so one draw call.

Collision, wind and braking in flight are out for good — that is the price of the
formula model, not an omission.

The tab count goes from nine to ten, which is exactly the case #84 was built for one
day earlier: at 1280 px the row no longer holds every tab, so guard 14b now asks for
hidden.length > 0 instead of === 0.
2026-09-14 05:44:25 +02:00
DeveloperandClaude Opus 5 f83c568999 Tab row: what does not fit goes behind a menu, the active tab always stays (#84)
game-maker / suite (push) Successful in 9m18s
Nine tabs need 631 px; at 1280x800 the centre column offers 666 px, so the tenth
tab would have spilled under the inspector - the same overflow CI caught in run 5.

TabStrip replaces the bare HStack: it fits the longest prefix that stays inside
the budget, always appends the active tab, and offers the rest behind a fixed
28 px button. The button's width is fixed on purpose - deriving it from the
number of hidden tabs would make width depend on the count and the count on the
width.

The rule itself is a pure function (tabRow.ts), so it is checked without a
browser. setActive() calls relayout() itself because Widget.resize only lays out
on a changed size, and switching tabs does not change any size.

Adding a tab now needs no space arithmetic - only a line in TAB_ORDER,
TAB_LABELS and panes, all three Record<CentreTab, ...>, so forgetting one is a
type error.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 22:06:46 +02:00
rootandClaude Opus 5 4f240a50fd Texture tab: one masked container for everything the view moves (#82)
Only the picture was masked, so the checkerboard, the frame outlines, the
handles and the name plates were drawn over the panel next door once the
sheet was zoomed past the tab. The dark block in the report is the
checkerboard's base: checker.ts fills the whole image rect and clips only
the light squares to the widget.

Everything that pans and zooms now sits in one masked container, the
pattern WorldViewport and AnimationCanvas already use. A check samples
pixels outside the tab and names the frames drawn past it; a guard in
front of it asserts that zooming really pushes the sheet over every edge,
or the pixel probes would measure nothing and stay green forever.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 21:17:21 +02:00
rootandClaude Opus 5 86b5363a01 Fonts: a new asset type, picked from the server or dropped in, worn by text objects (#74)
game-maker / suite (push) Successful in 9m10s
A font asset holds a file and nothing else, the twin of a texture: the server keeps it
content-addressed under data/fonts/{sha256}.{ext}, with the format read from the file's own
four-byte signature (finfo reports fonts inconsistently across libmagic versions). A text
wears one through its ordinary Font property, so overrides, reset, undo and the Properties
node come for free; no font means the editor's own typeface.

The picker lists everything the server holds and renders each row in the face it offers.
The family name is gm-font-<hash16>, never the name inside the file, so two "Regular" cannot
collide. WorldViewport.syncText is the single place that draws it, which covers scene, game
preview and play at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 20:09:59 +02:00
rootandClaude Fable 5.1 102a649a35 Shader library: fingerprint without node positions, a drag no longer recompiles (#65)
game-maker / suite (push) Successful in 9m5s
shaderFingerprint(graph) covers node id/type/params/ports and edge endpoints only;
x/y, collapsed, folded and edge ids stay out. ShaderLibrary keys on it and counts
compiles (__gm.shaderCompiles()). Measured before: one compile per preview step of a
node drag (12 for a harness drag); after: 0, a param change exactly +1.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 18:00:48 +02:00
rootandClaude Fable 5.1 016e83c9b5 Transform: scale, rotation and mirror as properties, world transform as a matrix chain, oriented colliders (#76)
game-maker / suite (push) Successful in 9m5s
Four new rows on sprite, text, collider and container (block TRANSFORM):
scale, rotation in degrees clockwise, mirrorX, mirrorY. As properties they
get override/reset/apply, loading of old projects, write-back after play and
the Properties node for free; camera and behavior have none.

The hierarchy composes T*R*S per level (composeAlongChain replaces
sumAlongChain), so children rotate and scale with their parent. Reparenting
and grouping keep the look (carriedTransform). Drawing goes through
placeNode, the gizmo is a polygon, cull and objectRect use the AABB, drags
are computed in the parent's system.

Colliders are oriented boxes: SAT for box/box, box-circle in the box frame;
exitDistance replaces axisSeparation/axisCorrection, moveAndSlide moves along
the object's own axes.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 17:25:06 +02:00
rootandClaude Fable 5.1 f85606427b Shader graph: UV, Sample texture, Texture size, Time, Sin/Floor/Fract/Step; edge mode on Output (#78)
game-maker / suite (push) Successful in 8m38s
Fragment-side coordinate nodes instead of vertex nodes: the quad stays the
quad, a UV read plus a sample at a computed coordinate covers flip, scroll,
wave, pixelate and scanlines. Time is a uniform only when a Time node reaches
the Output; a viewport that drew a Time shader redraws from the ticker so the
Scene tab animates without a running world. Edge (Mirror/Repeat/Clamp) is a
second texture variant in TextureLibrary because WebGL binds no TextureStyle
resource of the shader. The compiler now emits #version 300 es first: Pixi
only compiles as ES 3.00 when the fragment says so, and textureSize needs it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 16:18:22 +02:00