Commit Graph
5 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 53fa63441b Group scene objects in the hierarchy, for the editor only (#241)
game-maker / gate (push) Successful in 3m58s
game-maker / suite (push) Failing after 9m58s
A scene with a hundred crates fills the hierarchy with a hundred rows.
Groups bundle top-level objects under one folder row that folds away.
They exist for the editor only. Parenting, positions and the game do
not see them.

- Model: a scene or container template holds a list of groups, an
  object may carry a groupId. Old projects load unchanged. Loading
  drops empty groups and members that are no longer top level.
- Only top-level objects can join a group. Parenting a member takes it
  out of the group, and Undo puts it back. There are no groups in
  groups.
- Order: treeOrder lists the members together, where the first one
  stands. The same order decides drawing at equal z, in the editor and
  in the game, so the hierarchy and the picture cannot disagree. The
  stored object list stays untouched when grouping.
- Hierarchy: a group row shows a folder icon, the name and the member
  count. Clicking it selects all members and keeps it folded. Selecting
  a single member elsewhere unfolds it. Folding lasts for the session.
- Create with "Group..." in the object menu. A name dialog asks first,
  so creating is one Undo step and Cancel creates nothing.
- The group menu has Select members, Rename... and Ungroup. The object
  menu adds "Remove from group".
- Drag and drop: onto the group row appends, into a gap between members
  inserts there, next to a row outside leaves the group. Dragging the
  group row moves all members as a block. The drop rules live in
  hierarchyDrop.ts as a pure function.
- Copy and paste keeps a top-level copy in the group of its original.
  A container built from group members takes their place in the group.
- Clicking an object that is already selected together with others now
  keeps only that object selected. ListView narrows the selection on
  release, so a drag starting on such a row keeps the selection.

Not checked in the browser: groups in the container tab, "Remove from
group", Ctrl-click on a group row and a drag out of a multi-selection.
The code path covers them.

Tests:
- check.sh: 177 files, 2552 tests, CHECK EXIT 0
- e2e 1, 51, 52: ALL PASSED, 31 checks (new module 52)
- 19 new unit tests in object-groups.test.ts and hierarchy-drop.test.ts
- 9 counter-probes, all fail as expected (7 unit, 2 in the browser)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 01:17:46 +02:00
adminandClaude Opus 5.5 2b89292eb4 Copy and paste scene objects and graph nodes (#240)
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Failing after 9m5s
Copy and paste only existed for animation keys. Building a scene or a
graph meant placing every object and node again by hand, even when the
same arrangement was needed twice.

- Ctrl+C copies the selected objects with their whole subtree, or the
  selected nodes with their links, groups and comments. Ctrl+V pastes
  into the scene, container or graph of the visible tab.
- The copy is a snapshot in the editor's own clipboard, in memory. It
  holds asset ids, so the system clipboard is not used. It is cleared
  when another project opens.
- A paste lands under the mouse pointer when it is over the view, and
  keeps its arrangement. Otherwise it lands one grid step beside the
  original. Each further copy that still exists moves one step on, so
  an undone copy does not count.
- Objects get new ids for the whole subtree. They paste into the one
  selected object and keep their look under the new parent. If that
  object is the original or an earlier copy, the paste lands beside it
  instead of nesting deeper with every Ctrl+V.
- A placed container stays a container. Content copied out of a
  container pastes as plain objects. Pasting a container into its own
  template is refused.
- Nodes paste only where the palette would offer them. A second Start
  or End, a State in a behavior or a behavior calling itself is left
  out, and a notice names what was dropped.
- Menus: Copy and Paste in the object menu, a new Paste menu on empty
  scene space, Copy in the node and box menus, Paste in the palette.
- Ctrl+V still imports a picture from the system clipboard when the
  copy does not fit the tab. While objects are copied, the scene and
  container tabs use Ctrl+V for them, as the timeline does for keys.

Not checked in the browser: paste in the container tab, in state
machine, shader and particle graphs, and from the hierarchy menu. The
shared code path covers them.

Tests:
- ./check.sh: 175 files, 2531 tests, CHECK EXIT 0
- e2e 51 (new): ALL PASSED, 11 checks with real keys and clicks
- 13 unit tests in tests/editor/clipboard.test.ts, one of them pins
  the grid step after undo found during e2e
- 7 counter-checks all fail as expected (6 unit, 1 in the browser)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:25:51 +02:00
adminandClaude Opus 5.5 abf3b1f618 Pick an existing collider or rigidbody from the object menu (#222)
game-maker / gate (push) Successful in 3m8s
game-maker / suite (push) Successful in 9m52s
"Add collider" and "Add rigidbody" could only create a fresh asset.
Reusing one meant creating a copy by hand, and a new box collider
never matched the sprite it was added to.

- "Add collider…" and "Add rigidbody…" open a second menu at the same
  spot: a search field, "Create new …", a separator, then every asset
  of that kind sorted by name. Enter takes the first match.
- An existing asset is placed as a shared child, not copied. An asset
  the object already carries is greyed out.
- The rule for when the entries are available lives in one place in
  the collider commands. An object without a resolvable asset is
  greyed out again, as with the old canAddCollider.
- "Fit to sprite" in the menu of a placed collider sizes it to its
  sprite and centres it (position 0,0, z kept) as one undo step.
- Fit writes overrides of that placement, not the asset, because a
  collider can now sit on several sprites. A value equal to the asset
  value clears the override instead.
- Fit removes the collider's own scale, swaps width and height near
  90 degrees and gives a circle the radius that fits (min/2). It is
  greyed out for polygon and frame outlines and off a sprite.
- Menu has no submenus, so a second menu opens instead, similar to
  "Add Component" in Unity. That costs one click more than before.

Tests:
- ./check.sh: 152 files, 2234 tests, CHECK EXIT 0 (before 151/2228).
- 6 new unit tests in tests/core/collider-parts.test.ts.
- 3 new e2e checks in 08a: submenu with search and greying, an
  existing collider via search and Enter, Fit on oc2.
- 09, 40 and 41 follow the new labels.
- e2e 1-16,39-41 on the final build: ALL PASSED, 596 checks.
- Counter-checks: no greying, existing asset ignored and fit without
  centring each fail at their own check. Breaking the override rule
  fails 2 unit tests.
- CI confirmed 1345 checks at 2cf7202 (task 265). New total 1348,
  calculated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 18:29:34 +02:00
adminandClaude Opus 5.5 1aae97b335 Open a sprite's texture or shader from the menus and inspector (#221)
game-maker / gate (push) Successful in 2m52s
game-maker / suite (push) Successful in 8m58s
A sprite's texture and shader were only reachable by hunting for them
in the asset panel. Every place that shows such a reference now leads
straight to it.

- Object menu (hierarchy and scene view): "Open texture" and "Open
  shader" sit right below "Open asset" when the sprite has one. The
  object's own values count, so an overridden shader opens the
  override.
- Asset context menu: the same entries at the top.
- Inspector: every asset field with a value shows its label as a blue,
  underlined link. One click selects the asset, a double click opens
  it. An override stays gold and gets the underline too.
- The first click rebuilds the inspector, so the second one lands on a
  different row. The inspector catches that second click before any
  row sees it.
- New pure rule `references.ts`: the asset behind a reference field. A
  frame leads to its sheet. Kinds without a tab (palette, font, sound)
  get no menu entry.
- `followsPress` in `clicks.ts` keeps the double-click window and
  tolerance in one place.
- `activateAsset` in `actions.ts`: opening means the same everywhere
  as a double click in the asset panel, so a scene also becomes the
  active one. The asset panel uses it too.

Tests:
- ./check.sh: 150 files, 2226 tests, CHECK EXIT 0 (before 148/2214).
- 12 new unit tests: 6 for the reference rule, 4 for the link in
  createFieldRow, 2 for followsPress.
- 5 new e2e checks in 28l-ii: both menus, the link's look, click
  selects, double click opens.
- e2e 1-16,26,28,35,39,40 on the final build: ALL PASSED, 732 checks.
- Counter-probes: no "Open ..." entries, no underline and a second
  click never recognised each fail exactly at their checks.
- Check total 1341 (CI counted 1336 at fd6af84), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 16:44:19 +02:00
adminandClaude Opus 5 8c5846f956 Right-click in the scene view opens the object menu (#204)
The object menu lived only on the hierarchy rows. Now a right-click in
the scene view opens the same menu for the object under the cursor.

- The menu moves out of HierarchyPanel into src/editor/objectMenu.ts.
  Hierarchy and scene view call the same function, so their entries
  cannot drift apart. Only the hierarchy adds "Expand all" and
  "Collapse all".
- Which object the menu is for follows the press rule from #203. A
  selected object under the cursor, even a hidden one, keeps the
  selection and the menu acts on all of it. Otherwise the topmost
  object is selected first.
- The rule is the pure function menuTargetOf in src/viewport/pick.ts,
  next to pressOn.
- Empty space, including an empty tilemap cell, opens no menu.
- The container tab gets the same, because ContainerCanvas extends the
  scene view.

Tests:
- ./check.sh: 142 files, 2094 tests, exit 0 (was 2090)
- e2e 39,40 fresh: ALL PASSED, 80 checks
- e2e 1-16,39,40 fresh: ALL PASSED, 565 checks
- New block 40r (3 checks): menu on a hidden selected crate, topmost
  object without a selection, no menu on an empty cell.
- Counter-check: a right-click that always takes the topmost object
  fails 2 unit tests and the hidden-crate e2e check.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 19:47:31 +02:00