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>
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>
The pixel-art check falls over sporadically, and its follow-up hid it. That one only
asked whether some pixel across the border is blended – but in the failing case the
`nearest` reading is already blurred, so the `linear` one is too, and the check passed
while saying nothing about whether the switch had any effect at all.
It now also demands that the picture actually changed against the `nearest` reading:
the summed colour distance over the five sample points must exceed 150. Measured on the
readings recorded in the note, a working switch drifts 425 and a hung one 0 – and 30
even if every channel were off by two, so the threshold is not brittle against noise.
Exact equality was the first draft and would have gone green on a single wobbling bit.
Both checks now carry `__gm.textureFilter(file)` in their message, so a failure says by
itself whether the model never switched, the switch missed the GPU sampler, or the
pixels were measured wrong.
The cause of the sporadic failure is still unknown; four hypotheses are measured and
ruled out in the note, which is filed with that stated plainly.
"+ → 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.
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.
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.
Dropped in via the share during the last task: asset drag and drop,
graph edge drag UX, multiple cameras, nested override reset, and gold
text colour for assets. Nothing implemented yet.
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.
Sprite width/height stay fractional. They are geometry, not counts: the
aspect-ratio buttons compute height * w/h and legitimately produce values like
9.090909090909092 (compared with a 1e-9 tolerance), and both axes are scrubbable.
Rounding them would break the ratio the buttons just established.
Only fields that are integral by meaning round (slice grid, frame rect, camera
view, font size) - that is what 1b16a55 fixed.
Things that come up while something else is already running have nowhere to go: interrupting the
running task is wrong and remembering them is unreliable. A file per topic here keeps them, and
moving a finished one to done/ keeps what was asked next to what was built.
Contains the two notes already written (override display colour, sprite size decimals).