A held key fired once and then nothing, so sliding a Tetris piece sideways or
walking a menu meant building a timer next to every key node. Two settings on
the node do it now: Repeat after and Repeat interval, both in milliseconds so
the usual values stay whole numbers (300, 50) instead of 0.3 and 0.05. A delay
of 0 keeps the node exactly as it was, an interval of 0 means every frame.
The browser's own auto-repeat is deliberately not used - Input.press has always
dropped it - because its delay and rate are an operating-system setting of the
player's, not a game's. The repeat is built from the measured hold time instead,
per node, so two nodes on one key keep their own clocks. The rule itself is a
pure function in keyRepeat.ts and is checked without a world.
Both rows stay off the node body while the delay is 0: two lines of "0" on every
key node in every graph would be noise, and the screenshot said so. NodeDef gains
hiddenParams for that; the inspector still shows them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A link can be folded away from the canvas: instead of a curve running clear
across the graph, each end grows a short stub with a mark naming the node at
the far side. The curve comes back while either of its two nodes is selected,
so following a connection is a click rather than a search, and a link carrying
a live pulse is always drawn so the trace keeps its thread.
Marks are collected per port, not per link, because several hidden links on one
port used to stack stubs, dots and labels on identical pixels. A bundle reads
"Move +1" and its dot selects every node the port feeds, as one undo step.
The whole thing is one optional flag on the edge; the interpreter never sees it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The board is a list of 200 numbers now instead of 200 characters, so a cell is
Item at and a landing is Set item instead of seven nodes of string surgery.
The bigger change is that the one 219-node graph is gone. Each step of a frame is
a behavior of its own - Spawn piece, Next move, Fits, Draw piece, Lock piece,
Clear lines, Show lines, Draw board, plus Piece cell for where one of the four
cells of a piece sits. None of them holds state: what they need arrives through
their inputs, every answer leaves through their outputs. That is what lets Fits
answer for turning, moving and falling alike, and Piece cell serve the fit test,
the drawing and the landing instead of being the same twenty nodes three times.
Tetris itself is down to 84 nodes and only says in which order the steps run and
which variable each answer lands in. The smoke test holds it to that: it fails if
a loop or a list access reappears in the master graph.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A behavior node that cannot run looked exactly like a healthy one: no
start node, no behavior picked, a deleted behavior or a self-call were
all silently skipped. The call still had to be forgiving at runtime -- a
dangling reference must not abort a game -- so the fix is diagnosis, not
an exception: describeProblem() names the one reason, the node draws it
in red under its title, and the inspector repeats it where you pick the
behavior. A missing end node is deliberately not a problem: a call is
always synchronous, and the end node only decides which values come back.
Two ways in: a behavior dragged from the asset panel lands in the graph
under the pointer, and double-clicking a call node opens the graph it
runs. Both reuse machinery that already existed -- the asset panel
already starts the drag, and list views already report double clicks.
The e2e module needed its assets at the head of the asset list: after 18
modules the list is long enough that a newly appended row scrolls out of
view, and the press then lands on the panel behind it, starting no drag
at all. That looked exactly like a rejected drop and cost two full runs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A behavior that has a Start and an End node can now be dropped into any
other graph as a node of its own. What is declared on the start node
becomes the inputs of that node, what hangs on the end node its outputs;
the port list is derived from the sub graph, not copied, so declaring a
port in one graph grows the node in the other without touching it. The
node carries the behavior's name and the palette lists behaviors by
name, so a call is one grab instead of a node plus a dropdown.
An embedded behavior has no object and therefore no place for
variables: every call starts on the asset defaults and communicates
only through its ports. That is the conservative direction - state can
still be added later, and shared state already has a home in a behavior
object in the scene. Node ids are unique per graph only, so each call
gets its own pulse cache; without that, two graphs would collide.
Renaming a port used to silently drop the value typed on the calling
node. It is carried along now, project wide, like the edges.
A Tetris example project needs to draw 200 board cells and scan rows
for a full line. Neither is expressible without iteration, so the node
system gets a Repeat node plus the missing text side: Substring, Find
text and To number. The interpreter drops its data cache once per
round -- otherwise every round would recompute with the first round's
values.
Object by name takes its name as an input now, not just as a setting;
addressing "c" + index is impossible otherwise. An unconnected input
reads the stored setting, so saved projects are untouched.
The board itself is a 200-character text, "." for empty. That makes
both operations of Tetris a single expression instead of a loop, and
each frame attempts exactly one move -- rotate beats sideways beats
fall -- so the fit check exists once in the whole graph.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Pause is a sub-state of play, not a third mode: the toolbar button and
Ctrl+Enter stop ticking the world, the clock included. A held frame still
drops the input edges, so resuming does not fire a pause worth of keys in
one go.
The editor run missed the case it is most wanted for. hasEditorRun only
looked at the stored scene objects, so a behavior inside a placed
container never started one; the world now builds from resolveObjects and
writes back through objectRef, keeping the move as an instance edit
instead of baking the instance out.
Keys and clicks go to the run while the Game tab is on screen, where no
key means anything to the editor, and are handed back on leaving it -
held keys released, so nothing keeps walking unpressed.
A behavior object carries a "Run in editor" switch next to Enabled. When
it is on, the behavior ticks outside of Play and works on the saved model
directly - Unity semantics: what it moves is a real change, autosaved and
not undoable.
Input stays with the editor, so On key never fires while typing. The
editor run never bakes placed containers into the model, since that would
silently drop their instanceEdits.
syncToModel reports whether it wrote anything, and the dirty flag is only
raised on change - otherwise a behavior moving something every frame
would trigger ~60 saves a second.
The game tab held a "Press Play" hint where the picture belongs. It now
previews the scene through the active camera, and says "No active camera"
when none is switched on.
Camera choice and its world position moved into activeCamera.ts so both
are testable without Pixi. Entity.x/.y are parent-relative; the viewport
used them as the camera's spot, which framed a parented camera at the
wrong place.
The game view took whatever camera came first in the scene, ignoring the
switch, so `enabled = false` on a camera did nothing and a second camera
never got its turn. `World.activeCamera()` now decides: of the cameras
switched on – the whole parent chain counted, as for any object – the
first in hierarchy order, and none on renders nothing at all. It is asked
per frame, so a graph switching cameras hands the view over immediately.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
"+ → Texture" opened the machine's file dialog, so a picture that was uploaded once
but lost its asset – an undone import, a deleted asset – was unreachable from the
editor while still sitting on the server. Nothing collects those files, by design.
It now opens a grid of every picture the server holds, with thumbnails: pick one and
"Use image" makes a texture asset on that file, "Upload…" is the way in for bytes the
server does not have yet and lands in the same import as a drop. A tile captioned with
an asset name is one this project already wears – picking it selects that asset instead
of making a second one, since two assets on one file would fight over `filter`.
- `GET ?r=textures` now reports `width`/`height`; a texture asset holds the pixel size,
and reading it off the GPU texture would tie the asset's correctness to load timing.
- `TextureLibrary.load(file)` loads without touching `scaleMode` – a thumbnail must not
restage the filter of a picture the scene is drawing with.
- The grid geometry lives in `texture/imageGrid.ts` as pure functions; inside the widget
no test could reach it.
- The part after an upload is now one function shared by the drop import and the picker,
so "one file = one asset" is stated in a single place.
12 new E2E checks; the strongest one undoes an import, leaving the file on the server
with no asset naming it, and picks exactly that file back out of the dialog.
The inspector already marked an asset value that differs from its schema
default, but the Assets panel gave no hint, so a changed asset looked
like an untouched one until you opened it.
The rule sits next to the existing objectDeviates as a pure function:
assetDeviates asks whether any marked property differs, markedAssetSchema
says which rows the inspector marks at all. buildAssetSection now builds
its rows from that same list, replacing the behavior/rest split it used
to carry, so the list cannot claim a deviation the inspector then fails
to show.
A behavior's variables are deliberately not in it. Their default is
declared on the variable itself, which means the asset value *is* that
default; counting them would paint the fixture's Mover gold while the
inspector beside it marks nothing.
Three things the graph view did differently from the scene view, or not
at all:
Panning moves to the middle button, which works from anywhere – a node
under the pointer included, since NodeView now lets that one button
bubble up. Shift-drag on empty canvas pans too. The left button pulls a
rubber band instead and no longer pans.
Nodes can be selected several at a time: by band, by ctrl/shift-click,
moved together, deleted together, each as one undo step. The selection
model gains `nodeIds` alongside the objects' `objectIds`.
Fit really fits. It used to pin the zoom at 1 and merely centre, so a
graph larger than the view always left nodes hanging out, and it sized
every node with one guessed height although real ones vary with their
port count. Both sums now live in editor/graph/framing.ts as pure
functions, which is what made the defect testable at all.
The band selects any node it overlaps rather than one whose position it
contains, unlike the scene view: nodes are large rectangles, and a band
drawn visibly across one has to catch it.
Pixi only fills `detail` on the `click` event it synthesises; on
`pointerdown` it is always 0, so every `e.detail === 2` branch was dead
code. Asset rows, hierarchy folding and select-all in text fields never
responded to a double-click.
A shared click counter in src/ui/clicks.ts replaces the three readings of
`e.detail`. A finished double-click ends the run, so two in a row count
2 and 2 rather than 3 and 4.
The harness could only send `clickCount: 1`, which is why no test caught
this: every "activate" check went through Enter. It can send real
double-clicks now, and five checks drive the three paths separately.
An instance edit was dropped as soon as its value matched the template
object. With nested containers the template is not what the value falls
back to: the outer container holds an edit for the object below it, and
that one wins. If the inner template happened to carry the same value the
user typed, the edit was thrown away and the value jumped to whatever the
container in between says.
Reported against the Jump-and-Run project: a coin narrowed to 8 inside
"level", then set back to the sprite's own 24 in the scene, snapped back
to 8. Reproduced through the inspector before touching anything.
InstanceTarget now offers `base`: the template with the edits of every
container in between woven in. Everything that judges deviation uses it -
setOverride/setName/setPosition, both Revert commands, and the gold marks
in the inspector. Writing still goes into the real template, which is
where "apply to container" belongs.
`base` is built on every read. Apply writes into the template and then
asks whether the edit still deviates, so a base captured beforehand would
answer for the template as it was - the e2e suite caught exactly that.
Also in here, because it corrects the commit before it: placing an asset
by double-clicking its row is gone, as asked for in asset-doppelklick.md.
Dragging is the only way to place now. That took AssetPanel.place, the
PlacementTarget interface, Editor.placementTarget and the two worldCenter()
methods that existed only to feed it. A double-click on a scene asset still
makes it the active scene.
The context menu entry is gone; dragging replaces it entirely. The drop
target is the view under the pointer, not the active tab, so the same
gesture works for scenes and for container templates.
While dragging, an outline shows the footprint the object will have plus
a crosshair on its origin, turning red when the drop would be refused.
Preview and command share one function (placementRejection), so the
outline cannot promise something the drop then rejects.
A left-press used to select the list row immediately. Since the container
tab follows the selection, it switched to the very container being dragged
and every drop would have nested it inside itself. The list now selects on
release without a drag: picking something up is not the same as choosing it.
Releasing an edge over empty space opened the node palette but dropped the edge
drawing, so the connection being made was invisible exactly while its target was
being chosen. The finished drag is now held in `pendingDrop` and drawn like a
running one until the palette closes, by pick or by Escape.
The e2e check for the Escape path exposed a real defect underneath: `Popup.open()`
blurs the focused widget, `close()` did not. A field inside the popup therefore kept
the keyboard bridge's DOM focus after the popup was gone, and every later Delete or
Ctrl+Z went into that invisible input. The suite caught it one check later ("Delete
removes the node and its edge" found the node still there). `close()` now blurs,
mirroring `open()`.
Verified remotely on the Windows host: 287 editor checks and 24 jump-and-run smoke
checks, no failures.
Dragging an edge now rings the port it would connect to and snaps the line
there. A drop on a node's body takes that node's first free compatible port,
or the last compatible one when none is free, replacing its link. A drop into
empty space opens the palette filtered to the node types the edge could reach
at all, and the picked node arrives wired - node and link as one undo step,
so a single undo takes back the whole gesture.
The decision of what fits what lives in core/graph/dropTarget.ts as pure
functions, tested directly; the canvas only draws the answer. The palette
takes an optional filter rather than knowing about drags.
Verified remote on the Windows box (GPU): ALL PASSED, 284 checks.
An inspector label whose value deviates from its base was drawn bold, which is
easy to miss next to the regular labels and says nothing in the hierarchy, where
a folded subtree could hide a change entirely.
The colour now lives as a theme token (`override`, #f2c84b) used by both the
inspector labels and the hierarchy rows. Whether a row deviates is decided by
`src/core/properties/deviation.ts`: `objectDeviates` compares an object against
what it follows -- the container template for content, the asset otherwise --
and `deviationMarks` carries the mark up to every ancestor, so a folded subtree
still shows that something inside was changed.
`deviationMarks` takes the stored holder, not the resolved one: in the resolved
view container content looks like an ordinary object and `instanceTargetOf`
would compare against the asset, marking every instance.
Covered by 3 unit tests and 5 e2e checks, including one that strips an object's
own overrides to prove the row stays gold for a deviating child and restores
them byte for byte. Full suite remote on the RTX 4070: 275 checks, all passed.
`decimals` only reached `formatNumber`, so it changed the label and nothing else: typing 640.5 into
a field with `decimals: 0` stored 640.5 and displayed 641. The two existing users got away with it
because rounding happened outside the widget (`normalizeFrameRect`, the slice dialog), which their
comments had to point out.
`NumberField.clampValue` now rounds before it clamps, and every path that sets a value goes through
it (typing, scrubbing, arrow keys, the constructor), so the stored number matches the shown one and
`min`/`max` stay exact. The rounding is `roundTo` in math.ts, which `snapToStep` already did inline.
With that safe, camera `View width`/`View height` and text `Font size` become integers – they were
showing 640.000 and 32.000. Everything else that looked integral is not: positions, sprite and
collider sizes and zoom are all scrubbed, and `z` is a summed coordinate (walk.ts), not a layer.
Verified remotely against the RTX 4070 host: 270 checks, all passed (step 10 gained a check that the
field text has no decimal point and survives a reopen). `npm run check` green, 407 tests.
The leash that ties the Windows browser to the run never held. Three
findings, each measured:
- stdin is not a signal: only the first chunk a caller writes reaches
the remote command, so the stdin heartbeat looked like a dead caller
and killed a run at check 44.
- a dropped SSH connection does not kill the remote command; Windows
OpenSSH leaves it running. Six orphaned chrome.exe survived a
SIGKILLed tunnel -- this is what locked up the desktop.
- Get-NetTCPConnection goes through WMI, which is denied to the
non-admin test account; the broken CIM session took a browser down
mid-run.
The launcher now watches the forwarded CDP port with .NET sockets: a
connected client means the run is alive, 45 s without one ends it. A job
object with KILL_ON_JOB_CLOSE and a 30-minute cap catch the rest, and
the caller shoots the browser on the way out instead of waiting for the
idle window.
Measured: survives 80 s of an idle held connection, gone 44 s after
kill -9 on node, immediately on an ordered end. Full suite 267 checks in
128 s and 24 smoke checks in 16 s against an RTX 4070, with this machine
at load 0.04.
The harness forced software WebGL (--disable-gpu --use-gl=swiftshader) on every host.
Measured here on an idle editor page over 20 s: that costs 373% of a core at 8 fps,
while the Intel HD 630 via ANGLE/Vulkan costs 69% at 56 fps. The full suite now runs
in ~124 s. Note the app is not rendering 60 fps as previously assumed - in software
it only reaches 8, and a single frame costs more than any throttle interval would save,
which is why capping the framerate had measured no effect.
--use-angle=gl and --use-gl=egl look cheaper still but get no WebGL context at all,
so the app never renders. They are not usable and are named in the comment as such.
There is deliberately no software fallback: a host without a usable GPU should fail
loudly rather than drag the machine to a standstill. None of the 267 checks reads the
rendered image anyway - they read window.__gm.locate() and the debug hook, and the
screenshots assert nothing - but Pixi needs WebGL2 to run at all.
The browser launch moves out of harness.mjs into tools/lib/browser.mjs, which also
supports GM_REMOTE=user@host via an SSH-forwarded CDP port. That path is unfinished:
the tunnel degraded until the suite crawled at ~25 s per check, and forcing software
WebGL on a desktop with a real card brought it to its knees. README says so plainly
rather than advertising it.
Also: the jump-run HUD check asserted a fixed "Coins 1/10", which fails on a faster
host where the same walk sweeps up two coins. It now asserts the HUD against the count
the run actually reached - the real guarantee is that HUD and state agree.
Verified: npm run check green (404 tests), 267 e2e ALL PASSED and 24 jump-run checks
ALL PASSED against the GPU flags. The fallback removal leaves the flag set on this host
identical (same flags, different order), so it was not re-run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A run whose chromium died stopped mid-step and exited with code 0, silently
reporting success for checks it never ran: CDP.send() left its promise pending
when the socket closed, and an unsettled promise does not keep node alive.
Waiting on the server had the mirror problem – a bare fetch keeps its socket
open, so a stalled response hung the run forever.
Every wait can now time out, the socket rejects what it can no longer answer,
and reaching process exit without a summary reports RUN DIED with exit 1.
Chromium's stderr and exit signal are kept, so "killed by SIGKILL" is visible
rather than guessed at.
Co-Authored-By: Claude Opus 5 <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>
A scene now stores only the container object; its content is resolved from
the template on every read, with deviations kept as sparse instanceEdits on
the container object. This drops the propagation bookkeeping entirely --
templateSync.ts is gone and the three structural gaps (add, remove, reparent)
cannot diverge any more.
Values stay editable on an instance, structure does not; Unpack writes the
content into the scene, keeping ids. Play mode bakes containers into the
throwaway copy before entities are built. No migration: formatVersion is 2
and the seeders write the new format.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Container tab reuses SceneViewport against any object holder, so a
container template is edited exactly like a scene. Right-click no longer
changes the selection, which previously made nesting impossible: opening
the menu on a container loaded it, and "Place in container" then targeted
itself.
Template edits (move, rename, override) now reach already-placed instances
per slot, through a shared templateSync used by both the apply path and the
plain object commands. Copies the user has touched keep their own value.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Add ↔ next to Width and ↕ next to Height in the inspector. Each sets its
field so the sprite matches the ratio of its assigned texture or frame,
reading the frame's own rect rather than the sheet's.
The buttons reuse the existing FieldActions convention, so they simply
do not appear when no texture is assigned, when the sprite is already
proportional, or on assets whose schema has no texture property.
Comparison is a cross product with a relative tolerance: 3135 of the
40000 size pairs up to 200x200 do not survive a round trip through a
division, so an exact check would leave the button standing after its
own click.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Remove comments that only restate the code, keeping the section banners
and the notes that carry a reason, a measured fact or an external
contract.
ButtonOptions.width claimed to be a fixed width but only set minWidth,
so the Graph and Texture pickers grew with the name they showed. It is
now what it promises, with a separate minWidth for the buttons that have
two forms. Narrow buttons shrink their padding, otherwise a 24px icon
button had 8px left for its glyph and truncate dropped it entirely.
__gm.labelsDropped() guards that class: the overflow guard only saw text
that was too wide, never a label truncated to nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- NumberField takes a decimals option (default 3); frame rects and the
slice dialog use 0, matching their integer model.
- Button truncates its label to the drawn width; Dropdown reserves the
chevron slot. NodeView reuses the shared truncate().
- Setting scaleMode leaves the style's shared resource id in place, so
the old GPU sampler stayed in use until a reload. Call style.update().
- Graph gets a header bar like the Texture tab: GraphEditor is now the
frame, the former editor is GraphCanvas. A selection the tab does not
concern no longer unloads the behavior.
- New e2e step 14 guards text overflow across all widgets.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A new Texture tab next to Scene/Game/Graph shows a texture sheet and lets
frames be drawn on it: drag to create, move, resize via eight handles, edit
name and rect in the inspector, Delete to remove. Every change is a command,
so one gesture is one undo step. "Slice..." cuts a grid from columns and rows
with optional offset and spacing, previewing the resulting frame count and
cell size live.
Sprites pick a frame instead of the whole texture through the same `texture`
property: it now holds either a texture id or a frame id. Frame ids come from
the same generator and are document-wide unique, so one picker, one property
and one set of instance overrides cover both cases, and every sprite written
before this still means the same thing.
A Graphics fill ignores a Pixi sub-texture's frame and draws the whole image,
because it derives its uvs from the shape bounds and the inverted style
matrix. The cutout is therefore a matrix (`viewport/textureFill.ts`), which
keeps a sheet at a single GPU upload no matter how many of its frames are on
screen at once.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Images are uploaded to a content-addressed blob endpoint and stored as
data/textures/<sha256>.<ext>; the project only keeps the file name. The
sprite points at a texture asset through an ordinary property of the new
kind `asset`, so instance overrides, "Apply to container", "Reset to
asset", undo and `Set property` work without any extra code. The new kind
also replaces the ad-hoc asset picker the graph nodes faked as an enum.
Import goes through + -> Texture, drag & drop onto the canvas or Ctrl+V.
Images wider than 2048px are downscaled client-side and re-encoded to
WebP if needed, because nginx caps uploads at 1MB; an image that already
fits is uploaded byte for byte so pixel art is never resampled.
The sprite colour default changes from red to white, since colour tints
the texture multiplicatively and a tint of white shows an image as it is.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Number fields derived their display precision from `step`, so `step: 1`
(X/Y/Z, width, height, font size) rendered a stored 100.234 as "100" — and
because `onChange` parses the text, touching the field wrote the rounded
value back into the project. `formatNumber` now renders every number with
three decimals, independent of `step`, which is left to control the scrub
and arrow-key increment only.
Dragging now snaps to the increment's grid (`snapToStep`), so a scrub at
`step: 1` always lands on whole numbers even from a fractional start, while
Alt (x0.1) and the 0.1-step fields keep their precision. Typed values and
arrow keys are untouched.
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>
- SceneObject.editorOffset (x/y): shifts only where an object is drawn in
the Scene tab, cascades to children, undo-able with a reset action.
Never written into container templates.
- On click without an owner now fires for any click inside the camera
frame instead of hit-testing the (editor-only) behavior symbol.
- seed-jumprun: coins are a "Coin" container (sprite + trigger), nested
containers are expanded recursively, Destroy targets the coin's parent,
and the clock uses a Ceil node instead of ToText.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Inspector rows compute their reset/apply entries through providers, so an
entry that would not change anything is dropped; a single remaining entry
renders as a direct button instead of a menu, none removes it entirely.
- Bold and buttons now follow the same rule (deviatesFromAsset /
deviatesFromTemplate in core/properties/resolve.ts).
- Hierarchy panel is a collapsible tree: chevrons, arrow keys, double click,
expand/collapse all. Everything starts collapsed; selecting an object
expands its ancestors and scrolls it into view.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Engine additions that the example game needed:
- `enabled` as a shared property of every placeable asset (default on, an
override on the scene object). A switched-off object is not drawn, does not
collide and its behavior does not run - and neither does anything parented
below it. Disabled objects are now hidden in the scene view as well, so the
editor shows what the game shows; they stay in the hierarchy panel, which is
where they are selected and switched back on.
- Asset type `text` (text, fontSize, color, align), rendered in scene and game.
- Pointer input in the game view: `On click`, `Mouse position`, `Mouse button`,
`Is hovered`, hit-tested against colliders, else sprite/text footprints.
- New nodes: Set/Is enabled, Set text, Is asset, Name of, Equals, To text,
Join text, Floor/Ceil/Round, Modulo, Random, Time, Restart game.
Tooling: shared CDP harness (tools/harness.mjs), central project registry with
a guard that keeps destructive scripts off the playground (tools/projects.mjs),
plus smoke suites for the demo scene and the jump-and-run game.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Move with "Collide with solids" now steps in sub-steps of at most half the
thinnest collider, so a fast step can no longer jump across a collider (the
crates are only 60 high, which is why it showed up mostly on the y axis). A
pre-existing overlap is still never resolved, but it can no longer be
deepened either, so a small overlap cannot open a wall permanently.
seed-demo.mjs now writes the saved demo scene: a "Player" container (green
sprite with collider and the Mover behavior) against two "Enemy" container
instances, camera at zoom 0.5, Spawner dropping another enemy on Space.
The e2e checks assert against the old two-crate layout and locate widgets by
text, which the demo can no longer provide (three identically named sprite
instances, both crates nested in containers). Its fixture therefore moves to
tools/seed-e2e.mjs so the shipped demo can evolve without rewriting 100+
checks: seed-e2e -> e2e -> seed-demo.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Collider property isTrigger (no blocking, still reports enter/stay/exit)
- Node 'Move and slide' with blocked x/y outputs, axis-wise resolution
- axisSeparation/axisCorrection geometry for box/box, circle/circle, box/circle
- Amber outline for trigger colliders in the viewport
- Demo mover uses Move and slide; E2E step 15b, 7 new unit tests
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- Asset type 'collider' (box/circle) placed as child of a body object
- 'Add collider' shortcut (hierarchy context menu + inspector)
- CollisionSystem with enter/stay/exit pairs, sibling colliders excluded
- Nodes: On collision enter/stay/exit, Is touching
- Green outline in edit mode, hidden in play
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>