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.
- `.gitignore` said `index.html` unanchored, which also caught the Vite source page;
a fresh clone could neither `dev` nor `build`. Anchored to `/index.html`, page added.
- Removed GM_REMOTE (tools/remote/gm-browser.ps1 and the ssh/scp branch in browser.mjs):
the Windows test machine is gone and the only flaky check that lived on it is closed (#37).
- Removed `npm run preview`, undocumented and unused.
- Comments: wrong number in collider.test.ts (250 → 200), the "declarations used to…"
history in listItems.ts and friends, the 24 px/28 contradiction, section banners in
nodes/index.ts, node-catalog.test.ts and api/index.php, name paraphrases, and the stale
step numbers in tools/e2e/11-…23- from the old global count.
- README: asset types include `animation`, kind order Number/Text/Boolean, tagged colour
and texture items, 6/5 kinds, the `Texture` node, `./build.sh`, PROJECT_FORMAT_VERSION,
and the file tree (kinds.ts, listItems.ts, propertyPorts.ts, Breadcrumb.ts, beads.ts,
tools/assets/).
- tests/helpers.ts takes the duplicated `findObject` and `sceneWithCamera`.
Proof: ./check.sh 797 tests, full e2e ALL PASSED 633 checks against this bundle.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The aspect button now carries two offers, so it becomes a menu: fit one
side to the texture ratio, or set both sides to the exact pixel size as a
single undo step.
Dropping a row on the outer quarter of another row inserts it into that
gap instead of parenting into it, reordering among the siblings there.
Order is the stored order, so ReorderObjectCommand is a splice; equal z
falls back to tree order, which makes this the way to draw one object in
front of another. Rejected on container content like the other structural
edits.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Menu entries are left-aligned and live in a ScrollContainer capped at 320 px, so a
long list (the parent picker holds every object of the scene) scrolls instead of
running off the screen. `Menu(items, { searchable: true })` puts a filter box above
the scroll area; Enter takes the first match. Filtering forces a relayout because
two queries with the same hit count leave the height unchanged, which would keep
the stale row positions.
Fields that open a menu are a new `Dropdown` widget: the value sits flush left and
the chevron is drawn flush right instead of being written into the label. A menu
opened below a field is never narrower than that field.
New debug hooks `overlayTexts()` / `overlayRect()` make the popup contents
assertable; e2e step 11 covers the cap, the scrolling and the search box.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
measured against the existing style); Markdown excluded because table-cell
padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
"this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
tests in one go.
Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.
Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
events now; the DOM handlers are thin adapters.
Compare fell back to == without a configured operator although the schema
default is <; aligned.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>