The height cap used to be a constant 420, and the check wrote that number down.
Since #43 the cap is the canvas minus a tenth at either end, which is 640 on an
800px screen - so CI failed on a picker that is behaving exactly as intended.
The check now reads the budget off the screen and reports rect, budget and
screen height when it trips, so the next change to the margin cannot strand it
again.
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>
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.
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>
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.
`Sqrt` already exists in the behavior graph (`data/Sqrt.ts`) and in particles
(`ParticleSqrt`); the shader was the only graph without it. `Pow` with exponent
0.5 does the same job, so this is convenience, not a missing capability -- a
radial falloff no longer needs a node whose purpose has to be read off its
parameter.
Like `Pow` it cannot go through `unary()`: GLSL leaves `sqrt` undefined below 0,
so the value is held there with `max(value, 0.0)`. That form takes a float
second argument for a `vec3` too, so unlike `pow` the exponent broadcast has no
counterpart here.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`Variables` pushed `Font` under the menu's mask edge: `locate` still finds the entry, a click there
lands on nothing, `__gm.fontPicker()` is null and reading `.captions` throws. Only step 31 carried
the scroll workaround, so step 30 fell. The helper moves to `lib/scaffold.mjs` as `pickAssetType()`
and both steps use it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`nodeUnder()` recomputed the node's face as `0 <= x <= w`, while the pointer events follow the
`hitArea`, which reaches `PORT_HIT_RADIUS` past the edge. An input port sits at exactly x = 0, so the
global point rounded back landed a hair outside: the drop counted as one on empty canvas, the node
palette opened and swallowed every later click – four checks of step 6 at once. `NodeView` now
answers from that same `hitArea`, and the step also checks that no palette is open.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The default of the Edge param and the address mode the shared sheet physically
carries were the same constant; changing the value would have turned every
sentinel with it and given each shader sprite a full copy of its texture.
SHEET_EDGE ('mirror', what TextureLibrary uploads) is now separate from
DEFAULT_EDGE ('clamp'). A graph whose Sample reads nothing but its own pixel
draws with the plain sheet whatever the Edge says, so the common shader costs
no second copy.
Without a shader the quad's coordinates never leave 0..1, and mirror-repeat
reads like clamp within a texel - so clamp is what a sprite shows anyway.