Commit Graph
100 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 3e8c88c66d Add a node that names the collision layer of an object (#211)
game-maker / gate (push) Successful in 2m36s
game-maker / suite (push) Successful in 13m16s
The issue asked for three nodes: Set layer, Set collides with and Layer
of. A probe showed that the finding behind the first two is outdated.
The Properties node of type Collider already writes both settings while
the game runs, and both collision systems see the change at once. As
agreed, only Layer of is built, and writing stays with Properties.

- Layer of is a data node with the input object and the outputs name
  and number. The name is what the project calls the layer.
- NodeContext.collisionLayerOf answers the number, and the new field
  collisionLayers on GraphLookup brings the names to the node.
- layerHolderOf in solids.ts says whose layer counts. An object stands
  for its first collider child, a collider or tilemap for itself.
- Decided here: a collider that is switched off counts too, because
  its layer is set either way.
- Decided here: without a collider the name is empty and the number
  is -1.
- The node is a read, not a run, so it answers at the moment it is
  asked. Right after a Set in the same flow it names the new layer.
- The output number was not asked for. It fits the layer port of
  Properties as it is.

Changing the layer during a run had no test at all so far. Five tests
now hold it in both systems.

Tests:
- Gate: 198 files, 2929 tests (2914 + 15), exit 0
- e2e 1-6: 285 checks passed (06: +2 for block 6z-x)
- Five unit tests for the change during a run: a mover is blocked,
  passes and is blocked again, a ray with a layer filter follows the
  change, and a dynamic body falls through the ground in Play
- Six unit tests for Layer of, three against each system, and four
  cases in the node catalog
- 6z-x finds the node in the palette, checks its ports and logs
  "Ghost" and "1" for the owner's collider in a Play run
- Two counter-probes for the change during a run fail 1 and 4 tests,
  and only new ones, so those places were unguarded before
- Six counter-probes for Layer of fail 2 to 3 tests each. All eight
  ran on stein2, not in the container.
- The browser counter-probe fails 6z-x with "Layer 1" and "1"
- The e2e sum of 1619 is calculated (1617 measured in CI run 276,
  plus 2). Neither the full suite nor the smokes ran for this state.
- Not looked at in the browser: that the layer port of Properties
  shows the same picker as the inspector.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 16:16:43 +02:00
adminandClaude Opus 5.5 d39bf83ea9 Pick the frame's outline when adding a collider to a sprite (#218)
game-maker / gate (push) Successful in 2m49s
game-maker / suite (push) Successful in 13m30s
"Add collider" on a sprite always made a box of the sprite's size,
even when the sprite's picture is a frame that has a collision outline.
The outline then had to be picked by hand as "Frame collision".

- newColliderProps in colliderCommands.ts is the rule as a pure
  function. A sprite whose picture is a frame with an outline gets a
  collider with shape "frame" and that frame. Anything else keeps the
  box of the sprite's size.
- The frame is the one the sprite shows when the collider is added,
  also when only this placement overrides it.
- Decided here, the issue says nothing about size: a frame collider is
  as big as its frame, so a sprite drawn bigger or smaller with the
  same proportions gets the collider's scale set to match.
- Decided here as well: a sprite stretched out of the frame's
  proportions keeps the box, because an outline cannot be stretched
  in one direction.

Tests:
- Gate: 198 files, 2914 tests (2911 + 3), exit 0
- e2e 8,42: 46 checks passed (42: +1 for 42e-ii)
- Three new unit tests in tests/core/collider-parts.test.ts: the
  frame with undo, the scale with an overridden frame, and the cases
  that keep the box
- 42e-ii goes through the context menu: "Frame collision" with scale
  2 on the sprite wearing the wedge frame, a box on a sprite without
  a picture
- Five unit counter-probes fail, 1 to 2 tests each. They ran on
  stein2, not in the container.
- The browser counter-probe fails 42e-ii with shape "box"
- The e2e sum of 1617 is calculated (1616 + 1). Neither the full
  suite nor the smokes ran for this state.
- Vector art has no test of its own, it takes the same branch as a
  whole texture.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 15:03:05 +02:00
adminandClaude Opus 5.5 defc34bd09 Add a single prompt that builds the engine from scratch
The prompt is meant as a benchmark: one agent, one prompt, and the goal
is a finished engine rather than a measure of how far it gets.

- The scope follows the decisions made on 2026-10-01. In: projects,
  scenes with a hierarchy, camera, containers with nesting and instance
  edits, behaviors, shaders and particle effects as graphs, colliders,
  animations, text with custom fonts, textures and sprites, state
  machines, variables assets, structs, typed lists, sound, the console
  and custom curves.
- Out: accounts, plugins, the performance panel, export and player,
  tilemaps, the pixel art and vector art editors, run in editor,
  snapshots and hierarchy groups.
- The stack is fixed except for the UI framework, which the agent
  picks itself. The interface is DOM, Pixi only draws the views.
- "Done" is checkable: three sample games with smoke tests, numbered
  acceptance criteria and an ACCEPTANCE.md the agent has to fill in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 14:44:52 +02:00
adminandClaude Opus 5.5 d6171fd386 Preview pixel art and curve fields once per frame too (#274)
game-maker / gate (push) Successful in 2m37s
game-maker / suite (push) Successful in 13m24s
The previous commit left two findings open: in the pixel art tab the
palette colour and the opacity of a layer still told the editor about
every input, and so did the place fields of the curve tab. They now
follow the same rule as the inspector rows.

- PixelArtSide writes colour and opacity into the model on every
  input and requests the preview through a FramePreview. Both commits
  cancel a waiting preview first.
- CurveCanvas.movePicked does the same for the t and v fields of the
  picked point. Showing another curve cancels a waiting preview.
- Also fixed: when the colour picker ended on the colour it started
  from, the model was put back but nobody was told, so the previewed
  colour stayed on screen. commitColor now says so, as the opacity
  already did.

The gain was not measured for either tab, only the behaviour is
tested.

Tests:
- Gate: 198 files, 2911 tests (2907 + 4), exit 0
- e2e 47,48,53: 117 checks passed
- Four new unit tests in tests/editor/frame-preview.test.ts: colour,
  opacity, curve fields and the return to the starting colour
- Seven counter-probes fail, one test each. They ran on stein2, not
  in the container.
- No new e2e check, the sum stays at 1616. Neither the full suite nor
  the smokes ran for this state, and there was no counter-probe in
  the browser.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 12:02:12 +02:00
adminandClaude Opus 5.5 c4a9280140 Preview inspector edits once per frame, not per input (#274)
Scrubbing a number in the inspector and dragging a colour stop of a
gradient told the editor about every input. Pixi repeats each pointer
move shortly after, so both gestures paid for two previews per move.
The issue asked to measure first and to build only from 10 % per
move. The measurement showed about 50 %.

- previewingHandlers still writes the model on every input but
  requests the preview through a FramePreview of its own. The commit
  cancels a waiting preview first.
- The preview handler of the GradientBar in shapeSection.ts does the
  same.
- Wider than the issue describes: the row handlers also serve typing,
  the arrow keys and the colour picker. All of them preview once per
  frame now.

Measured on stein2, fixture project with 120 extra objects, 120 moves
8 ms apart, three runs each:
- Scrub: 236 project events before, 51 to 61 after. 45 to 50 ms per
  move before, 22 to 27 after.
- Colour stop: 238 project events before, 50 to 51 after. 44 to 49 ms
  per move before, 22 after.
- One preview still costs 13 to 17 ms. That price per frame is what
  remains.

Finding, not fixed here: in the pixel art tab the palette colour and
the opacity of a layer still preview on every input
(PixelArtSide.ts), and so do the head fields of the curve tab.
Neither was measured.

Tests:
- Gate: 198 files, 2907 tests (2903 + 4), exit 0
- e2e, full run: 1616 checks passed (1615 + 1), exit 0
- Smokes: 24 / 19 / 21, exit 0
- Four new unit tests in tests/editor/frame-preview.test.ts, two for
  a row and two for a colour stop
- One new e2e check in module 02: a held scrub gave 10 project events
  in 12 frames, and the value is there before the release
- Four unit counter-probes fail, 1 to 2 tests each. They ran on
  stein2, not in the container.
- The browser counter-probe fails the new check with 50 events in 16
  frames

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 11:25:37 +02:00
adminandClaude Opus 5.5 c1cc80bb45 Add nodes that ask whether an animation still runs (#233)
A graph could start, pause and stop an animation and hear it finish,
but it could not ask in between whether one runs or how far it is.
Two data nodes answer that now.

- Animation playing takes an object and an animation and gives
  playing, progress and time left (s). It answers at the moment it is
  read: right after Play animation in the same pass it says on, and in
  the frame On animation finished fires it says off.
- With Animation at None it answers for the running animation started
  last on the object.
- Animation length gives the seconds of one pass, from the timeline
  and the frame rate alone.
- The rule is a pure function in src/core/model/animation.ts
  (playerStatus, leadingPlayer). The nodes reach an animation's
  length through a new field animation on GraphLookup.
- animationPort is exported so both nodes show the same picker as
  Play animation.

Decided in the issue: a Once (reset) counts as running while it blends
out, and progress and time left also hold for Loop and Ping-pong, at
the place of the playhead. On Ping-pong progress falls again on the
way back and time left counts to the next turn.

Decided here, the issue says nothing on it:
- A paused animation does not count as running. Progress and time
  left stand still.
- One that Stop animation fades out does not count as running, and
  its time left is 0.
- Time left of a Once (reset) includes its blend out. While it blends
  out progress is 1 and time left is the rest of the fade.

Finding, not fixed: on the node the name of the chosen animation
overlaps the output label progress in the same row. That comes from
the fixed node width in NodeView and was seen in the Fit view only.

Tests:
- Gate: 198 files, 2903 tests (2891 + 12), exit 0
- e2e 1-6: 282 checks passed, 06 has +2 for block 6z-ix
- Nine unit counter-probes fail, 1 to 4 tests each
- The browser counter-probe fails 6z-ix with ["false","false"]
- e2e total 1615 is computed, not measured in a full run. The smokes
  were not run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:57:31 +02:00
adminandClaude Opus 5.5 26cc6324af Stop resolving every object in every frame of a run (#287)
World.syncToModel runs after every frame of a run and resolved each
object of the scene anew to compare it with its entity. With 222
entities that was most of the Editor line in the performance panel,
also for entities that are never drawn.

- The world keeps per entity what the model said when it last read
  the object (syncFromModel, spawn) or wrote it. A frame compares the
  entity with that and resolves nothing while both agree.
- A place that differs is written as three numbers.
- A value that differs is written as an override, and that one object
  is resolved again. An override can bring rows of its own, such as a
  sprite's shader.
- The objects of entities that left the run are dropped only in a
  frame in which one left. World.remove notes that.
- Editing during a run works as before: the editor has the model read
  again on every project event, which renews what the world keeps.

One difference: a write to the model that goes past the editor and
does not have it read again now stays. The next frame used to
overwrite it with the entity's state. No code does that, during a run
only the world writes.

Measured on stein2 with a copy of the reference project of #284, ms
per frame: syncToModel alone 0.92 to 0.12 (Node, 600 frames), the
Editor line in the browser 1.14 / 1.20 / 1.29 to 0.25 / 0.25 / 0.27.
Physics and Drawing are unchanged.

Tests:
- Gate: 198 files, 2891 tests (2887 + 4), exit 0
- e2e, full run: 1613 checks passed, exit 0. That measures the total
  that was only computed since #273.
- Smokes: 24 / 19 / 21, exit 0
- Four new unit tests, no new e2e check: 60 unchanged frames resolve
  nothing, an edit during the run arrives and stays, an override with
  rows of its own is seen with them, container content in an editor
  run is written into the instance edits once
- Seven counter-probes fail, 1 to 4 tests each

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:27:54 +02:00
adminandClaude Opus 5.5 cfd288c4b7 Halve the frame time of a playing scene with a tilemap (#284)
The performance panel showed Physics and Editor as the large parts of
a frame in a scene of 222 entities. Nearly all of it came from a
tilemap that only stands there.

- Whoever writes cells in place now says so with cellsChanged. Only
  then does cellsVersion compare the content. The comparison ran about
  60 times per frame and was the largest single item at 14 percent.
- The four writers call it: the painter during and at the end of a
  stroke, PaintTilesCommand on execute and on undo. A new writer that
  forgets it stays invisible.
- The game view is drawn once per frame in play. With an animated tile
  in view it was drawn twice, once by the run and once by animate().
  animate() now gets the redraw count from the start of the tick.
- TilemapField builds the geometry of a mesh only when its source
  changes: the cells, the tile size, the origin or the image. For that
  groupByTile and layerRows return the same objects for the same list.
- PhysicsSystem skips a tilemap whose source and switch are unchanged.
  The switch is kept because a map that starts switched off would
  otherwise have dead colliders once it is switched on.
- World.syncToModel looks entities and assets up in a map per pass
  instead of a linear search per object.

Measured on stein2 with a copy of the reference project, ms per frame:
Physics 2.64 to 0.97, Drawing 6.89 to 2.56, Editor 1.95 to 1.31.

Left open: syncToModel still mirrors every entity every frame. That
is its own issue.

Tests:
- Gate: 198 files, 2887 tests (2883 + 4), exit 0
- e2e 1-17,28,33,39-43,59: 810 checks passed, 40 has +3
- Smokes: 24 / 19 / 21, exit 0
- Three unit tests wrote cells directly and now call cellsChanged
- Eleven counter-probes fail. Two did not at first: the stroke needed
  a check of its own, the physics test has to start with the map
  switched off. That last one was repeated on stein2 only.
- e2e total 1613 is computed, not measured in a full run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 09:52:57 +02:00
adminandClaude Opus 5.5 6491888f56 Stop offering private variables as new animation rows (#270)
A behavior variable switched private is hidden from the placed object
and from the Properties node, but the row dialog of an animation kept
offering it. Rows that exist already stay as they are, as decided in
the issue.

- offeredDefs in src/core/model/animation.ts is what the dialog offers
  now: what the target can animate, less private variables and less
  what another row animates already. The filter moved there from
  RowDialog.ts, so it can be tested without the editor.
- animatableDefsOf is unchanged. The label and the runtime read it, so
  a row on a variable that went private keeps playing and keeps its
  label.
- Deviation from the proposal: under Change target the row's own
  variable stays on offer, private or not. The dialog would open with
  no property and a disabled button otherwise. Other private variables
  are not offered there either.
- The command does not refuse a private variable. Only the dialog does
  not offer it.

Finding, not fixed: e2e 56 fails when it runs alone, in 56a-ii from
#257 (typing "9" did not arrive: focus is BODY). With 55 before it the
module passes, so a full run does not show it. It was not measured on
HEAD without this change.

Tests:
- Gate: 198 files, 2883 tests (2882 + 1), exit 0
- e2e 55,56: 27 checks passed, 56 has +56e
- e2e 25: 31 checks passed, it uses the same dialog
- Three unit counter-probes each fail the new test
- The browser counter-probe fails 56e, mood shows up in the dialog
- e2e total 1610 is computed, not measured in a full run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 07:45:05 +02:00
adminandClaude Opus 5.5 5e21d473a4 Fix references into nested placements and on asset delete (#285, #286)
Two findings from #269. A reference from a container into a placement
nested in it was dead from the start, and deleting an asset left
references to the objects it took along showing "(missing)".

- A reference is stored the way its holder shows the object. In a
  container tab that is q~x for content of a nested placement q.
- referenceCandidates translates it when the container is placed: in
  placement r, q~x becomes r~q/x. pathOfId and idOfPath in instance.ts
  do the mapping, objectChoices offers the same spelling the other way.
  The rule holds at any depth.
- Storing q/x as proposed in #285 was dropped. The container tab would
  then have had to translate its own ids.
- No migration. All projects and snapshots hold three references, none
  of them with ~ or /.
- Create container lets a reference to content of a member placement
  follow it. It was left dead before.
- Paste lets such a reference point into the copy. It kept pointing at
  the original before. Both go through the new renamedReference.
- Delete asset records what every holder shows before the cascade and
  clears every reference to an object that is gone afterwards, with
  dropReferencesToGone from #269. The row shows None, undo restores
  the references (#286).

Tests:
- Gate: 198 files, 2882 tests (2873 + 9), exit 0
- Unit object-references: 26 passed (17 + 9)
- e2e 1-17,57: 566 checks passed, 57 has +57i and +57j
- Six unit counter-probes fail between 1 and 3 tests each
- The browser counter-probe fails 57i and 57j as described in the
  issues
- e2e total 1609 is computed, not measured in a full run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 07:28:49 +02:00
adminandClaude Opus 5.5 214218d1b2 Clear references to a template object in every scene on delete (#269)
Deleting an object in a container tab only cleared references inside
the template. Placements in scenes and other containers kept their
instance edit and showed "(missing)" in the inspector.

- shownObjectIds records which objects every holder shows before the
  delete. dropReferencesToGone compares that with the state after it
  and clears each reference that no longer resolves.
- A reference is resolved from its own place with referenceCandidates,
  the same way the runtime does. One rule covers instance edits,
  nested placements and full ids like p~crate.
- A cleared instance edit is dropped when it now says the same as the
  template's own value. Without such a value a marked None stays, as
  if picked by hand, and Reset hands the row back to the template.
- All cleared references come back with a single undo.
- References that were already dead in saved projects stay untouched.

Findings, not fixed here:
- A reference from container D into a nested placement q is stored as
  q~<id>, but the copy is named r~q/<id> in every placement of D. The
  runtime finds nothing, so that reference is dead from the start.
- Delete asset removes placed objects by cascade but does not clear
  references to them.

Tests:
- Unit object-references: 17 passed (13 + 4)
- Gate: 198 files, 2873 tests, exit 0
- e2e 1-17,57: 564 checks passed, 57 has 13 (+1 for 57h)
- Five unit counter-probes and one browser counter-probe fail as
  expected
- e2e total 1607 is computed, not measured in a full run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 22:35:51 +02:00
adminandClaude Opus 5.5 0f6e628616 Check the declared type when a graph writes a typed variable (#271)
A list variable with an item type only kept its shape in the editor.
A graph could write any list into it at runtime, and the List node had
no type at all. Now the declaration decides what a write may store.

- Writing a list into a typed list variable leaves out every item that
  does not have exactly the fields of the type. The rest is written and
  the console names each item that was left out, like Add item does.
- The same rule holds for typed list fields inside a struct variable
  and for lists inside typed items, at any depth.
- A typed struct variable refuses a struct with a field the type does
  not have, and a value that is no struct. A struct with missing fields
  still merges in as before, so a partial Pack keeps working.
- The check runs in the Variables node (own variables and Variables
  assets) and in the Properties node when it sets a behavior variable
  of another object.
- Ports learn their declaration through GraphLookup: what a variable
  declares about its type, and which behavior owns a graph. The rule
  itself lives in the new src/core/graph/typedValues.ts, fitsType moved
  there from SetItem.
- The List node gets a Type setting. With a type its items are shaped
  and marked, follow the struct asset, count when the type is deleted
  and offer Split into fields in For each. The mark never reaches the
  running game.
- A type on a List node holding something other than structs is
  refused with a console line.
- Setting the List node back to None removes the marks, unlike a list
  variable. A node list has no per-item type row, so marked items could
  never be freed there. Undo brings everything back.
- tests/core/kinds.test.ts looked for the value as the first parameter
  of a literal. Type now comes first on the List node, so the test
  finds the value by its key.

Tests:
- Gate: 198 files, 2869 tests (2856 + 13), CHECK EXIT 0
- e2e 55: 19 checks (+55j write at runtime, +2 for 55k List node)
- e2e 54: 16 checks, smokes 24 / 19 / 21
- Five mutations, each fails between 1 and 4 tests
- e2e total 1606 is computed (1603 + 3), no full run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 22:08:22 +02:00
adminandClaude Opus 5.5 f2282a81fb Stop loading the bold face the editor never draws in (#273)
The editor waits for every face in FACES before it starts. Source Sans 3
in 700 was one of them, but nothing in src/ sets a weight above 600, so
it cost a download and a wait for nothing.

- fonts.ts loads Source Sans 3 in 400, 500 and 600 plus Source Code Pro
  400. The 700 file (15 596 bytes) is gone from src/ui/fonts.
- A search for bold, font-weight and HTML headings in src/, web/*.html
  and the player found nothing that would fall back to 700.
- fonts.test.ts now checks both ways. A loaded Sans face must be set
  somewhere in src/, and every .woff2 in the font folder must be in
  FACES, so a stray file the glyph test would still read shows up too.
- The weight scan moved into usedWeights(), since two tests need it.

Tests:
- Gate on melektaus-atx: 197 files, 2856 tests (2855 + 1), exit 0.
- e2e 1-14: all passed, 492 checks, loaded faces ["400","500","600"].
- e2e 14 alone fails its two tab width checks, as known: it needs the
  documents 7-13 open. The font check was green there as well.
- dist/assets holds no 700 file after the build.
- Counter check: loading 700 again with its file fails the new
  "loads no face the editor never sets".
- Counter check: the file back without a FACES entry fails
  "... and no other" and names the file.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 21:27:46 +02:00
adminandClaude Opus 5.5 cbda6d64a7 Let only the owner delete a project, not an administrator (#272)
game-maker / gate (push) Successful in 2m36s
game-maker / suite (push) Successful in 13m2s
#179 decided that nobody deletes a project on someone else's behalf.
The API still let an administrator do it, because the admin store
treated every project as its own. Option A from the issue is now in
place: opening, editing, snapshots and release stay open to the
administrator, deleting stays with the owner.

- Store::delete checks the owner under the save lock and throws
  NotOwnerException for anyone else. It follows the pattern of
  StaleRevisionException.
- The route answers that with 403 "Only its owner may delete a
  project". A file without an owner is covered the same way.
  Non-admins still get 404 for a project that is not theirs.
- The editor has no way to delete a foreign project, the project
  picker lists only one's own. Nothing changes there.
- An account that owns projects can no longer be deleted by an
  administrator at all. Its owner has to delete them first.
- e2e 49 deleted the throwaway projects as administrator, both in
  its sweep and in 49i. It now signs in as the owner for that.
  49i checks both answers.

Tests:
- tests/php/accounts.test.php: 56 checks passed (was 52, one check
  turned around, five new)
- e2e 49: 22 checks passed (was 21), deleteByAdmin 403,
  deleteByOwner 204
- Gate: 197 files, 2855 tests passed
- Counter-checks: without the owner check 4 PHP checks and 49i fail
- The e2e total of 1603 is computed (1602 + 1), not measured

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 21:13:20 +02:00
adminandClaude Opus 5.5 f14c4ecb77 Show the frame rate the measured times allow in the overlay (#275)
game-maker / gate (push) Successful in 2m35s
game-maker / suite (push) Successful in 11m46s
The fps line of the performance overlay stops at the display's rate,
60 on most screens. It does not tell how much room a game has left.
The new top line answers that from the times the overlay measures.

- possibleFps in src/editor/frameMeter.ts is 1000 ms over the sum of
  the five areas, rounded down. It has no number while nothing took
  any time, and the overlay shows a dash then.
- The editor's share is in the sum, because it costs time while
  playing in the editor. A released game can do a little better.
- It is an upper bound. The GPU's time is not measured and not in it.
- e2e 59e reads the lines one further down and checks the new line
  against the times it measured itself.

Tests:
- Unit frame-meter: 11 passed (+2 for possibleFps)
- Gate: 197 files, 2855 tests, CHECK EXIT 0 (2853 + 2)
- e2e 59: ALL PASSED, 19 checks (+1), on melektaus-atx
- Counter-check: possibleFps without the editor's share fails the
  unit test
- The e2e total of 1602 is counted (1601 + 1), not measured

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 11:18:39 +02:00
adminandClaude Opus 5.5 77f4c2c1a3 Show entities and time per area while playing in the Game View (#275)
game-maker / gate (push) Successful in 2m35s
game-maker / suite (push) Successful in 11m44s
A game that stutters gave no hint where the frame goes. The Game tab
now has a Performance switch. It shows a small overlay in the top left
corner of the Game View while a game runs: fps, the number of entities
and the mean milliseconds per frame for each area, averaged over half
a second like the fps counter.

- src/editor/frameMeter.ts holds the pure rule. FrameMeter sums the
  areas per frame, closes a window every 0.5 s and formats the lines.
- World.timeSystem times every system the world ticks. PlaySession
  maps the systems to Behaviors, Physics and Animation and sets the
  hook again after Load scene.
- Animation has its own line. Counting the AnimationSystem under
  Behaviors would have skewed that number.
- Drawing is the build of the game picture plus app.render(). It is
  main thread time only. The GPU work after it is not in the number,
  and app.render() draws the whole canvas including the panels.
- Editor is the rest of the editor tick after the systems and the game
  picture: mirroring into the model, panels and console.
- The overlay lets clicks through to the game. It shows dashes until
  the first window closes. The switch is off by default and is not
  saved. The released game (#266) runs without a meter.

Tests:
- Unit frame-meter: 9 passed.
- Gate on melektaus-atx: 197 files, 2853 tests, CHECK EXIT 0.
- e2e 59 on melektaus-atx: ALL PASSED, 18 checks (13 before, +5 in
  59e with a real mouse on the switch). Run twice.
- Three mutations were caught: the editor share not subtracting the
  systems (2 unit tests), systems running in pause not reported
  (1 unit test), the overlay getting no times (59e).
- The e2e total of 1601 is computed (1596 + 5), not measured.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 09:44:53 +02:00
adminandClaude Opus 5.5 d471150efb Keep e2e 58 in the scene view after the eyedropper checks (#276)
game-maker / gate (push) Successful in 2m30s
game-maker / suite (push) Successful in 11m41s
The CI run for ded71a9 failed three checks in e2e 58 clipAreas. The
cause was the new step 57g, not the editor. It ends in the Variables
tab on purpose, and the clean-up of 57 then deletes the object whose
list that tab shows. The tab closes itself, and the editor falls back
to the last open document instead of the scene view. In the full run
earlier modules had left document tabs open, so 58 measured and
clicked in the wrong tab. Run on its own, 57 had no other document
open, which is why the module run before the push was green.

- 57 switches back to the scene view before its clean-up, with a
  comment that says why.
- 58 sets the scene view itself at the start, as 44 and 51 already do.
  It no longer depends on what the modules before it left open.

Tests:
- e2e 57,58 with the fix: ALL PASSED, 17 checks.
- Counter-check 57,58 and 54,57,58 without the fix: green, because no
  other document was open.
- Counter-check with a graph tab left open before 57, without the fix:
  3 FAILED with the same values as in CI. Same setup with the fix:
  ALL PASSED, 17 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 07:57:18 +02:00
adminandClaude Opus 5.5 ded71a92c9 Pick the target of an object variable in the Scene View (#276)
game-maker / gate (push) Successful in 2m32s
game-maker / suite (push) Failing after 10m45s
Choosing the target of an object variable meant finding its name in
a dropdown. With many objects, or several with the same sprite, the
name alone does not say which one it is. The eyedropper lets you
click the object where you see it instead.

- Every object dropdown gets an eyedropper button next to it. This
  covers variables, struct fields and list entries, in the Inspector
  and in the Variables tab.
- The button opens the Scene View or the container tab the object
  lives in. A strip above the view names the field and the current
  candidate and offers Take and Cancel. The cursor is a crosshair.
- A click picks a candidate and writes nothing yet. The candidate
  gets its own cyan frame, the selection stays on the object with
  the variable.
- Clicking follows the selection rule. `pickOn` in
  `src/viewport/pick.ts` uses `pressOn` and only counts objects the
  dropdown offers. A click on empty space keeps the candidate.
- Enter or Take writes through the same handlers as the dropdown.
  That is one undo step, or none if nothing changes.
- Esc, Cancel, a right click in the view or a second click on the
  button cancel without writing. So do a tab switch, another
  selection, undo, redo, play and loading a project.
- After Take or Cancel the editor goes back to the tab the pick came
  from.
- While the eyedropper runs, the view does not drag, marquee, paint,
  show handles or open its context menu. Panning and zooming stay.

Found on the way:

- Started from the Variables tab, the click missed the object. The
  Scene View is hidden while that tab is open, and the layout skips
  hidden children. The strip appeared then, the view moved down by
  32 px but kept its old height. `Editor.display()` now lays the row
  out again after showing it.

Tests (on melektaus-atx):

- unit pick and object-pick: 27 passed, 13 new
- gate: 196 files, 2844 tests, CHECK EXIT 0. Two more come from
  svg-icons, which checks every icon twice.
- e2e 57: ALL PASSED, 12 checks, 5 new (57e to 57g)
- Counter-checks work. Without the layout fix 57g fails. Picking
  objects the dropdown does not offer fails 2 tests. Writing on
  cancel fails 2 more.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 06:31:41 +02:00
adminandClaude Opus 5.5 42647d309b Run the gate on stein2 and the suite on the WSL runner (#283)
game-maker / gate (push) Successful in 2m34s
game-maker / suite (push) Successful in 12m58s
The gate needs no GPU, so it goes back to the runner on stein2
(`game-maker-ci`, same image). The suite stays on `game-maker-wsl` on
melektaus-atx. The two jobs no longer share the four cores of one
runner while they overlap.

- The change of `runs-on` for the gate is the user's own edit.
- The header comment now says which job runs where. GM_TEST_WORKERS
  stays at two, for the day both jobs share one runner again.

Tests:
- Both runners were online in Gitea before the push
  (`stein2-docker`, `melektaus-atx-wsl`).
- Prettier passes on the file.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:48:49 +02:00
adminandClaude Opus 5.5 543b052136 Stamp the release in the page for the drag check in e2e 41 (#282)
The first CI run after 9cff528 failed e2e 41 again, at the release this
time (task 405): the hold was fine for 54 frames, but the first sample
after the release was 6.9 units below the hold, over the bound of 3.
The test took its release time after the round trip of the mouse event
and one more evaluate. The frames in between were missing, so the
first counted sample was already about 100 ms into the fall.

- The page stamps the release itself with a capturing `pointerup`
  listener. Held and released samples are split at that stamp.
- The fixed bound on the first sample after the release is gone. How
  far that frame has fallen follows the frame time. Instead every
  sample in the first 200 ms must stay below the hold and keep
  falling, which is what "let go at rest" means: no jump, no kick up.
- The 200 ms fall still has to be more than 1 and less than 40 units.
  The comment now says about 25, as measured, instead of under 20.

Tests:
- e2e 41 on melektaus-atx: 8 of 8 runs ALL PASSED, 21 checks. The
  first sample came 6 to 42 ms after the stamp.
- Counter-check: a release velocity of y -2 instead of 0 in
  PhysicsSystem makes the body rise to -3510 and the check fails.
- Gate on melektaus-atx: 195 files, 2829 tests, CHECK EXIT 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:48:23 +02:00
adminandClaude Opus 5.5 6d4247ebf8 Paste where the view shows it, editor offsets included (#263)
Paste mixed two frames. The pointer comes from the Scene View, which
draws every object moved by the editor offsets of it and its parents.
Paste turned that point into a local position through the parents'
plain world transform, so the copy landed beside the pointer by the
offset of the parent it went into. Without a pointer, an original with
an offset of its own had its copy placed beside its game position,
which the view does not show.

- A copied root now remembers where the view showed it
  (`ClipRoot.shown`, from `editorTransform`) instead of its world
  position.
- New `editorLocalPositionFor` in `properties/transform.ts` turns a
  shown point into a local position through the parent chain with the
  editor offsets, as the view draws it. Paste uses it.
- The copy itself still gets no editor offset of its own, as since
  #240. In the game it stands where it was drawn, minus the offsets of
  its parents.
- Re-parenting under a parent with an offset still keeps the game
  position, so the object jumps in the view by that offset. That is a
  different rule from paste and is left as it is.

Tests:
- Unit (clipboard, groups, references, transform): 50 passed, 2 new.
- e2e 51 on melektaus-atx: ALL PASSED, 12 checks, 1 new (51f).
- Gate on melektaus-atx: 195 files, 2829 tests, CHECK EXIT 0.
- Counter-checks: without the paste fix both new unit tests fail
  (copy at 540/470 instead of 500/500) and 51f fails by exactly the
  60/-40 offset. With the root remembering its world position again,
  the own-offset unit test fails.
- No full run. The e2e total of 1591 is 1590 plus 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:36:30 +02:00
adminandClaude Opus 5.5 9cff5282b6 Wait for the dragged body before checking the hold in e2e 41 (#282)
game-maker / gate (push) Successful in 3m16s
game-maker / suite (push) Failing after 14m6s
The drag check in e2e 41 was red about every other run under WSL and
twice on stein2. The diagnosis in the issue was wrong: "held" were not
two samples but the first and the last one, and -3475 is the height of
the ninth of ten moves. The last move reaches the body a few frames
later (preview, physics step, drawn one step behind). Reading right
after the move sometimes beat it, and slower frames under WSL made
that likely.

- The check first waits until the crate is at the pointer, for at most
  2 s. If it never gets there, the check fails with "arrived: false"
  instead of stopping the run.
- The page then records the crate's height in every frame and the
  check fetches the samples once. The count follows the frames, not the
  CDP round trips, and the check asks for at least 30 held frames.
- Held and released samples are split by page timestamps taken right
  before and after the mouse release. "Fell" is the last sample within
  200 ms of letting go.

Tests:
- e2e 41 on melektaus-atx (WSL): 6 of 6 runs ALL PASSED, 21 checks,
  59 to 64 held frames.
- Gate on melektaus-atx: 195 files, 2827 tests, CHECK EXIT 0.
- Counter-check: without passing the hold to the world the crate stays
  on the ground and the check fails.
- Not caught by this check: a body let go without zeroing its speed.
  After a second of holding the speed is 0 anyway. The unit test "grab
  too short for a physics step" covers it, as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:20:00 +02:00
adminandClaude Opus 5.5 ffedd81803 Read many pixels from one render in the e2e checks (#283)
On the WSL runner every __gm.pixelAt costs about 7 ms, three times as
much as on stein2. Each call renders the whole stage into a fresh
render texture and stalls until the GPU hands one pixel back. pixelRow
and several checks read hundreds of pixels that way. Module 05 spent
36.8 of its 40 s on these reads, module 04 11.3 of 20 s.

- stagePixels in src/ui/render.ts renders once around all points and
  reads them in one go. Only whole pixels at resolution 1 take that
  path. Anything else stays point by point.
- The hook __gm.pixels(points) exposes it, and pixelRow uses it.
- The loops in e2e 04, 05, 14 and 44 read their grids in one call.
- The old comment in pixelRow said a wider frame comes back resampled.
  That is not true. The colours match exactly, so the comment is gone.

Measured on the RTX (d3d12) and on stein2 (Intel, Vulkan): diff 0 at
10 680 points on each GPU. One screen row takes 4 to 18 ms instead of
2.4 to 9.9 s. The six affected modules need 32 s instead of 139 s
under WSL, faster than on stein2.

The rest of the gap is in Chromium's GPU process. perf puts three
quarters of its time in the drivers (NVIDIA D3D12, Mesa d3d12, dxg).
Four browser and Mesa settings were measured, none helped.

Tests:
- ./check.sh on melektaus-atx: 195 files, 2827 tests, CHECK EXIT 0 (+4)
- e2e 1-16,30,37,44,58 under WSL: ALL PASSED, 587 checks
- counter-check: a wrong index in stagePixels fails the unit test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:07:53 +02:00
adminandClaude Opus 5.5 857e23c69b Run CI on a WSL2 runner with the RTX 4070 (#283)
game-maker / gate (push) Successful in 3m18s
game-maker / suite (push) Failing after 14m15s
stein2 should stop carrying the full e2e run. The new runner lives in
the WSL2 distro game-maker-ci on melektaus-atx and uses the same image
and fonts. Its GPU sits behind /dev/dxg and Mesa's d3d12 driver, which
headless chromium cannot reach, so the harness gets a second way to
start the browser.

- GAME_MAKER_BROWSER=wsl starts an invisible Xvfb and an X11 chromium
  on ANGLE/GL. Without the variable, stein2 keeps the headless Vulkan
  launch exactly as before.
- The harness logs the renderer and stops on software rendering.
  Under WSL a missing d3d12 driver falls back to llvmpipe, which still
  offers WebGL 2 and would pass unnoticed.
- The CI image gains xvfb. The font set is unchanged: fc-list gives
  the same 149 fonts with the same hash.
- ci.yml runs both jobs on the new label game-maker-wsl. The stein2
  runner keeps game-maker-ci, so moving back is one line per job.

Findings:
- Wayland on weston reached the GPU too, but drew at about 40 fps and
  let the editor clock stall in long runs (GM_STEPS=1-17: 2 failed).
- Vulkan through a self-built dzn caps ANGLE at ES 2.0 because
  VK_EXT_provoking_vertex is missing, so chromium drops the GPU.
- The flaky check in e2e 41 (#282) fails more often under WSL: two of
  three solo runs were red.

Tests:
- ./check.sh: 195 files, 2823 tests passed
- WSL container, GM_STEPS=1-17: ALL PASSED, 553 checks
- WSL container, full run: 1589 of 1590, the one FAIL is #282
- WSL container, smokes: 24 / 19 / 21 checks
- stein2 headless, e2e 39+40: ALL PASSED, 100 checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:56:50 +02:00
adminandClaude Opus 5.5 9b5eeaab57 Empty a deleted tile's cells on every tilemap (#268)
Deleting a tile left the cells painted with it in the tilemaps. They
drew nothing, blocked nothing and did not show in the delete dialog,
but still read as a tile for "Tile at" and stopped a fill.

- DeleteAssetCommand empties the cells of a deleted tile on every
  layer of every tilemap in the same step. Undo puts the tile and its
  cells back together.
- The delete dialog counts them, for example "3 cell(s) on 1
  tilemap(s) are painted with it and become empty." (cellsPainted).
- presentTile treats a cell naming a missing tile as empty. "Tile at"
  (World.tileAt) and floodFill use it, so cells already in existing
  files read and fill as empty. There is no migration.
- The brush, the rectangle and the fill check the tile in hand. A
  tile deleted after it was picked no longer paints new invisible
  cells, the editor says "Choose a tile to paint with." instead.
- Unchanged on purpose: the picker still reports such a cell as
  naming a tile that no longer exists, and erasing removes it.

Tests:
- ./check.sh: 195 files, 2823 tests, CHECK EXIT 0 (+6).
- GM_STEPS=39,40: ALL PASSED, 100 checks (4 new in 40t).
- Full e2e sum is now 1590 (1586 confirmed by CI on round 8, plus 4).
- Counter-checks, all fail as expected: 5 in unit tests (delete
  without emptying, undo without cells, fill and "Tile at" without
  presentTile, wrong map count) and 3 in the browser (dialog without
  count, delete without emptying, brush without the check).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:00:22 +02:00
adminandClaude Opus 5.5 14972d057f Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
game-maker / gate (push) Successful in 3m53s
game-maker / suite (push) Successful in 11m55s
Recurring cleanup round over the code since round 7 (bc688f3). The
issue now also asks to fix bugs and small inconsistencies found on the
way, so unlike the rounds before, this one changes behaviour in a few
places. Duplicated code in api went from 23 clones with 228 lines to
none (jscpd, at least 50 tokens). In src it stays at 22 clones with
271 lines, the same before and after.

Bugs:
- nginx served project and snapshot files as they were, so anyone who
  knew a project id could read it without signing in. Every file the
  API writes now goes through AtomicFile (temp file, mode, rename).
  Projects, snapshots, releases, accounts and sessions are 0640, and
  nginx answers 403 for them.
- Any signed-in account could delete a shared image, font or sound,
  which projects of other accounts may wear. Deleting one is now for
  administrators only. The editor never deleted a file, so the
  client's delete is gone.
- Two saves of one project could run at once. The lock file was
  removed after each save, so a waiting save and the next one locked
  different files. The lock file now stays, and deleting a project
  takes the lock as well.
- Bytes that are no picture got a 500 instead of a 422, because the
  error handler also threw for warnings silenced with @.
- A session file was rewritten in place. A request reading it at that
  moment found it empty and was signed out. It is replaced atomically.
- Delete did nothing for a shape picked in the vector art list. Delete
  now goes through removeSelection, one case per kind of selection,
  and a kind without a case fails the type check.

Inconsistencies:
- Escape on a question does what its Cancel does. Cancel on "Delete
  project?" and "Restore snapshot?" leads back to the picker or the
  list like the other questions did, and so does deleting a project.
- Editor texts use American spelling throughout, like the port names:
  48 British spellings in 45 lines (colour, centre, initialised).
- objectName and groupName replace eleven copies of "own name, else
  the asset's" and three of "Group". One copy fell back to the object
  id instead of "?".

Duplicates, dead code, comments:
- routeFiles serves images, fonts and sounds instead of three copies.
  HashedFileStore holds what the three stores shared: keeping a file
  under its hash with its name, listing and deleting. The stores keep
  only which bytes they take and what a record says.
- AtomicFile replaces nine copies of temp file plus rename.
- removeShapes is the one way the canvas, the inspector button and
  Delete take shapes out.
- GraphInterpreter.fire was called by tests only. The 54 calls use a
  helper in tests/helpers.ts now.
- FileStore.delete, HttpFileStore.delete and the PluginApi type were
  unused. A doc comment in actions.ts sat above the wrong function.

Checked and left as is:
- solidCells is used by tests only. It is the per-cell view before the
  merge into rectangles, the one place the largest-scale rule shows.
- An undo checker ran all 124 commands of the unit tests and compared
  the project before and after undo. The only differences are empty
  ports, groups and notes lists where there were none, which the file
  format drops anyway.

Docs:
- README: the check sum.
- Wiki, own commit: API (admin-only deletes, 422, file modes, lock
  file), Home (the "Not yet" list named three things that exist),
  Concepts, Keyboard, Vector art, Architecture and Development, and
  the 38 characters Gitea flagged as ambiguous on eight pages.
- .gitignore: the lock files, and pasted-*.png in any folder, which
  keeps the screenshot archive out.

Tests:
- ./check.sh: 195 files, 2817 tests, exit 0 (+2 for the name helpers).
- PHP: accounts 52 in the web container and 53 in the CI image with
  the race test (+2), snapshots 15 (+1), releases 20.
- Full e2e run: ALL PASSED, 1586 checks (+6 in 12, 47, 49 and 50).
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks. The example
  project files were restored byte for byte afterwards.
- The file stores of HEAD and of this commit give byte-identical
  output for the live folders and for store, list and delete in a
  throwaway folder.
- Counter-checks, all fail as expected: a 500 for bad bytes fails 12,
  no admin check fails 49, removing the lock file again loses saves
  in 3 of 3 runs (151 to 170 of 321), Delete ignoring shapes fails 47,
  Escape that only closes fails 50, and dropping the shape case fails
  the type check (TS2366).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:12:55 +02:00
adminandClaude Opus 5.5 bc688f3efc Refactoring round 7: split BehaviorSystem, fewer copies (#85)
game-maker / gate (push) Successful in 3m50s
game-maker / suite (push) Successful in 12m3s
Recurring cleanup round over the code since round 6 (056a622), 105
commits. Behaviour is unchanged. Duplicated code in src went from 29
clones with 229 lines (0.32 %) to 14 clones with 109 lines (0.15 %),
measured with jscpd and the same settings as round 6.

- BehaviorSystem.ts shrinks from 941 to 589 lines. Collecting the
  pulses (keys, timers, collisions, animations) moved to
  behaviorPulses.ts. The NodeContext the nodes receive moved to
  behaviorContext.ts. Imports from outside stay the same, TimeScaled
  is still exported from BehaviorSystem.ts.
- PointKindButton and drawPointGrip replace the "Point:" button with
  its menu and the point and handle drawing that the curve and the
  vector art tab each had on their own.
- lerpVec, cubicAt and splitCubic in src/core/util/vec.ts replace four
  copies of the cubic curve and two de Casteljau splits.
- mapNested in Properties.ts is the one walk over lists and structs
  that liveObjects and objectRefs did separately. withFieldRenamed
  and withoutField replace three copies of renaming a struct field
  and two of removing one.
- jsonBody and staleRevision build the JSON body and turn a 409 into
  StaleRevisionError for all stores. The auth store turns a 401 into
  its error in one place.
- Smaller helpers: structAssetFrom for the two "Make struct type"
  commands, shownObject in the inspector, selectedItem for the size
  gizmo and the polygon corners, solidTiles in the tilemap collision,
  requireVariablesAsset and requireBehaviorVariable.
- Left as is on purpose: the plain forwarding from the collision and
  physics systems to Solids, the pointer wiring of the canvases and
  the identical last lines of the two make commands.
- Removed unused code: tilemapTileIds and tilemapsUsing were never
  called since #128 and #131. EditorState.runtimeProject became unused
  with GameRun in #266. The assetId getter of the make commands was
  read only by a test.
- 60 values used only in their own file lost their export. The shader
  and particle node catalogues stay exported as in round 6.
- Five comments that told history now describe the current state. The
  doc comment of BehaviorSystem sits on the class again.
- README lists the struct, clip area and curve assets and mentions the
  game link from #266.

Findings:
- Deleting a tile that is painted on a tilemap leaves its cells in
  place, and they draw nothing. The delete dialog does not mention the
  tilemaps. That was probably the job of the unused tilemapsUsing.
  Left as is, because fixing it changes behaviour.
- The solid filter for tile surfaces was untested. A bent filter
  stayed green. A new test in tests/core/surface.test.ts now fails
  against it.

Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (one test removed with
  tilemapsUsing, one added for tile surfaces).
- Full e2e run: ALL PASSED, 1580 checks.
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks, all passed.
  The example project files were restored byte for byte afterwards.
- Counter-checks, 12, all fail as expected: 10 in unit tests (among
  them mapNested, splitCubic, cubicAt, staleRevision, the stay pulse,
  the late timer and the time scale), 2 in the browser (Point button
  always enabled fails 47, selectedItem without a hit fails 29).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:16:37 +02:00
adminandClaude Opus 5.5 dded62b9f9 Let the example-game smokes read texts in the game again
game-maker / gate (push) Successful in 4m8s
game-maker / suite (push) Successful in 12m10s
Since 89aa92d (#169) a text in the game is drawn as a picture of its
glyphs on a sprite mesh, not as a Pixi `Text`. The test hook
`__gm.locate` only looked for `Text` nodes, so every game text was
invisible to it. The smokes have been red in CI since then (tasks 385
to 395): 5 checks in jumprun, 1 in tetris. The e2e part stayed green,
because it reads editor labels only.

- `textPicture.ts` remembers, per mesh, the text a `TextPicture`
  shows, and hands it out through `pictureText(node)`.
- `textProbe.eachText` reads both kinds and passes the text as a
  string instead of the Pixi node. `locate`, `locateAll` and
  `overlayTexts` use that string.

Tests:
- ./check.sh: 195 files, 2815 tests, CHECK EXIT 0
- smoke-jumprun: ALL PASSED, 24 checks
- smoke-tetris: ALL PASSED, 19 checks
- full e2e run (local): ALL PASSED, 1580 checks, the sum is unchanged
  although `locate` now also sees texts in the scene
- counter-check: CI task 395 with the old code, same checks, 6 red

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:19:42 +02:00
adminandClaude Opus 5.5 cab1c0177f Show only the game view in fullscreen, in the editor and the link (#267)
game-maker / gate (push) Successful in 4m10s
game-maker / suite (push) Failing after 11m53s
A game is easier to judge and to play without the editor around it.
The Game tab and the game link now both have a button that puts the
game view itself into fullscreen, not just the browser window.

- The Game tab header has a fullscreen button on the right. It hides
  toolbar, panels, tab headers and console and keeps the zoom from the
  picker. A running game keeps running.
- A corner button at the top right, or Esc, leaves fullscreen and puts
  the view back into the tab where it was.
- The game link shows the same corner button. Over a running game it
  hides after 2 s without mouse movement and returns on the next move.
- A click on the corner button never reaches the game.
- Stop ends fullscreen. Stop switches back to the Scene tab, and any
  switch away from the Game tab ends fullscreen, so no empty screen is
  left behind.
- src/viewport/fullscreen.ts wraps the Fullscreen API and holds the
  rule for when the button shows. FullscreenCorner.ts is the button
  used by both pages. Two SVG icons are new.
- Editor.showGameFullscreen moves the GameViewport into the root while
  fullscreen is on.

Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (3 new unit tests).
- e2e 60: 2 new checks for the corner button on the game link.
- e2e 61 (new): 4 checks for fullscreen in the editor.
- Full e2e run (local): ALL PASSED, 1580 checks.
- Counter-checks fail as expected: rule without "no game running",
  no stopPropagation (60h), no end on tab switch (61c), no reparenting
  of the view (61a).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:44:14 +02:00
adminandClaude Opus 5.5 24d360aeec Add zoom steps and a larger start caption to the game link (#266)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Failing after 12m45s
The released game only ever zoomed in whole steps up to 400%, so a
small camera on a large screen stayed far smaller than it could be.
The "Click to play" caption was drawn in the 11 px panel title size
and was easy to miss.

- GAME_SCALE_STEPS gains 300%, 500% and 600%. The game tab picker,
  Auto in the editor and the game link all read the same list.
- The start caption takes its size from the new Theme.captionSize
  (16) instead of a constant in GameScreen.
- The player page keeps the default arrow cursor at all times. It no
  longer switches to the hand over the caption.

Tests:
- view.test: Auto for 320x180 in 2000x2000 is now 6, with cases
  for 3 and 5. play-settings.test takes 2.5 and 8 as invalid steps.
- e2e 60 checks the caption against the panel title size and the
  arrow cursor before and after the start. Module 03 follows the new
  step list.
- ./check.sh 2808 tests, CHECK EXIT 0 (before the last Theme tweak,
  which changes no test). Full e2e run ALL PASSED, 1574 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:14:54 +02:00
adminandClaude Opus 5.5 4194f3e150 Share a link that plays the game without the editor (#266)
A project could only be played inside the editor, behind the login.
To show a game to someone else there was no way short of an account.
A release freezes the saved project under a random token and serves
it on a page that holds nothing but the game view.

- Menu -> Release... opens a dialog with the state of the release,
  the link with Copy link and Open, Publish or Update release, and
  Take down behind a confirmation.
- Publish saves first and refuses while anything is unsaved, like
  snapshots. Updating keeps the link. Take down kills it, and a new
  Publish hands out a new token.
- The link is play.html?game=<32 hex>. The page needs no session,
  paints Theme.colors.background, zooms with Auto and waits for
  "Click to play" so that sound and keyboard focus are allowed.
- The game always starts in the start scene. Persistent variables
  are stored per link in the browser. Plugins are not loaded, and the
  dialog warns about them and about a project without a scene.
- GET ?r=releases/{token} is the only route besides auth/* that works
  without a login. The public answer carries the token as project.id,
  so the project id stays hidden. Release files are written with 0640
  and nginx does not serve them directly (measured 403).
- Starting, the frame and Load scene moved into runtime/GameRun.ts.
  Play in the editor and the play page run through the same code.
- WorldViewport moved to src/viewport/ and no longer needs the
  EditorState. Pointer forwarding (gamePointer.ts) and setting up
  textures, fonts and sounds (projectFiles.ts) exist only once.
- Vite builds two pages. The play page loads 4 kB of its own code
  plus the shared chunk (Pixi, runtime, drawing, 653 kB) and Rapier,
  without the editor.

Found on the way, not fixed here: data/projects/<id>.json answers 200
without a login because the files are 0644.

Tests:
- ./check.sh: 194 files, 2808 tests, exit 0.
- tests/php/releases.test.php: 20 checks, also added to CI.
- New e2e module 60 with 10 checks, played in a browser without a
  session. Module 46 counts the menu entries and was updated.
- Full e2e run: 1572 checks passed.
- Counter-checks: 3 unit, 2 PHP and 3 browser mutations all fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:30:38 +02:00
adminandClaude Opus 5.5 94c1055895 Throttle what the editor shows while a game runs (#265)
game-maker / gate (push) Successful in 3m40s
game-maker / suite (push) Failing after 11m9s
With the behaviors fixed, the scene Performance test still ran at
about 23 fps with 500 entities. The rest of the frame went to the
editor: every spawn or destroy rebuilt the hierarchy with all its
rows, redrew the scene view behind the game tab and refreshed every
panel. The game itself is cheap. What the panels show of it now
follows a preset in the project settings.

- New section While playing in the project settings with three
  presets: Live, Balanced and Minimal. Every project reads as
  Balanced, including those saved before the setting existed.
- Live keeps today's behavior. Balanced brings hierarchy and panel
  values up to date 4 times a second and stops redrawing the hidden
  scene view. Minimal updates hierarchy and values only on pause and
  throttles the graph tabs as well.
- The graph and state machine tabs stay live under Balanced. At 4
  updates a second the beads on exec edges stutter, and the tabs
  draw only while on screen. This differs from the issue proposal.
- The game itself is never throttled. Pause, step and stop bring
  every panel up to date at once, and a change of structure that
  falls between two updates is kept for the next one.
- The rule lives in editor/playThrottle.ts as panelPolicy and
  PanelClock. PlaySession asks it after every frame.
- Objects spawned at the top level go into a hierarchy group named
  after their asset, so hundreds of gold pieces fold into one row.
  Groups start folded.

Measured on a throwaway copy of Performance test, 3 s each, fps:

- About 500 entities: Live 38.6, Balanced 56, Minimal 60.6.
- About 315 entities: Live 56.9, Balanced 60.5, Minimal 60.6.
- p95 frame time at 500 entities: 60 ms, 41 ms and 23 ms.

Tests:

- ./check.sh: 193 files, 2799 tests, CHECK EXIT 0.
- GM_STEPS=1,18,59: ALL PASSED, 54 checks.
- Full e2e run (local): ALL PASSED, 1562 checks.
- tests/editor/play-throttle.test.ts: presets, update rates, kept
  structure changes, flush, spawn group and loading old projects.
- New e2e module 59: preset chosen with the mouse, measured update
  rates, scene view behind the game tab, Minimal with pause.
- Module 03 now expects spawned objects in their group row after the
  next update.
- Counter-checks: 4 in unit tests and 2 in the browser, each failing
  as expected.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 11:53:04 +02:00
adminandClaude Opus 5.5 a7e793f6de Keep many spawned behaviors from eating the frame
A scene with 200 spawned gold pickups, each with a Pickup behavior of
97 nodes, dropped the game to about 14 fps. The graphs themselves ran
only a dozen nodes per pickup and frame. The cost was the lookup: for
every data input the interpreter searched all edges and all nodes of
the graph linearly and computed the port shape of the node again.

- New module core/graph/graphIndex.ts builds tables once per graph:
  nodes by id, edges by node and port, node types. Port shapes are
  cached as well.
- BehaviorSystem shares one cache between all its instances and
  clears it in syncFromModel. A graph changed during a run applies
  from the next frame on, as before.
- An interpreter without a cache, as in most tests, searches as
  before.

Measured on the scene Performance test (headless per frame, browser
fps on a throwaway copy of the project):

- Headless: about 21 ms down to about 3.6 ms per frame.
- Browser, about 505 entities: 13.6 fps up to 23 fps.
- Browser, about 320 entities: 32.3 fps up to 48 fps.
- After the fix behaviors take about 15 % of the browser profile.
  The rest is the editor mirroring the game into the model and
  rebuilding its panels, which is a separate change.

Tests:

- ./check.sh: 192 files, 2786 tests, CHECK EXIT 0.
- Full e2e run (local): ALL PASSED, 1551 checks.
- tests/core/graph-index.test.ts: 2 tests. The tables return the
  same as the search, in the same edge order. A graph changed during
  a run applies from the next frame.
- Counter-check: without clearing the cache in syncFromModel the
  second test fails with ['before'].

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 10:36:10 +02:00
adminandClaude Opus 5.5 5fbc6eb088 Set the order in which event nodes run across behaviors (#264)
game-maker / gate (push) Successful in 3m42s
game-maker / suite (push) Failing after 11m7s
Which of two events ran first depended on hidden lists: the order of
the behavior instances and the order in which nodes were created. A
graph had no way to say that one On update must run before another,
and an On update of one behavior could run before a key event of
another.

- A frame now runs event kind by event kind over all behaviors: On
  disable and On enable, key down, key up, key held, timer, collision
  enter, stay and exit, animation finished, click, mouse wheel and at
  last On update.
- All 17 event nodes have a field Order, a whole number, default 0,
  negative allowed. Within one kind a lower Order runs earlier, no
  matter which behavior holds the node.
- On a tie the current hierarchy decides from top to bottom, then the
  order in which the nodes were created. The old rule that a behavior
  enabled later goes to the end is gone.
- The node shows Order: 5 only when the value is not 0, so existing
  graphs look the same.
- The rule lives as pure functions in core/graph/eventOrder.ts. The
  interpreter can now fire a single event node.

Changes in existing projects:

- An object destroyed in a frame gets no further event in that frame.
  On disable and On destroy still come at the end of the frame.
- New instances get all their On start first, then all On enable.
  Teardown runs all On disable first, then all On destroy.
- State events follow right after the event kind that caused them.
- Four unit tests had fixed the old order and are adjusted:
  two in behavior-events, one in physics-system, one in key-repeat.

Tests:

- ./check.sh: 191 files, 2784 tests, CHECK EXIT 0.
- GM_STEPS=1-6: ALL PASSED, 280 checks.
- Full e2e run (local): ALL PASSED, 1551 checks, measured.
- tests/core/event-order.test.ts: 11 tests for the rule, the field on
  all 17 nodes, order across behaviors, key before update, two nodes
  in one graph, On start, hierarchy after late enable and reorder at
  runtime, state events, save and load.
- e2e 6z-viii, 2 checks with real mouse and keyboard: Order -1 set in
  the inspector shows on the node, and a run logs B, A although B is
  lower in the hierarchy.
- Counter-checks: 5 in unit tests and 1 in the browser, all fail as
  expected. The originals were restored and checked with cmp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 09:21:31 +02:00
adminandClaude Opus 5.5 0c41cb97b1 Clip the children of an object to a clip area (#260)
game-maker / gate (push) Successful in 3m43s
game-maker / suite (push) Failing after 11m7s
An inventory grid could not scroll, because nothing could cut a child
off at an edge. A game also had no way to hear the mouse wheel. Both
are needed for a scrolling list, a dialog text or a window with more
content than room.

- A new object type Clip area has width and height and turns, scales
  and mirrors with its parent. The size gizmo drags width and height.
- Everything below a clip area, on every level, is drawn only inside
  its rectangle, in the Scene view as in the game. Nested areas cut to
  their intersection. The rule works on a convex polygon, so a turned
  area cuts right as well.
- On click, Is hovered and On mouse wheel do not hit a cut-off part.
  The Scene view does not pick it either.
- In the Scene view the area is a dashed frame that is grabbed only at
  its edge, so a click inside lands on the content. The eye under
  Shape hides the frame. In the game the area is invisible.
- While an object below an area or one of its parents is selected, the
  Scene view shows the cut-off part at 30 % opacity and it can be
  grabbed there. The rule lives in core/properties/clip.ts.
- The Properties node knows the type Clip area.
- The new event node On mouse wheel fires by the rule of On click. Its
  delta counts in notches, positive is down, and a frame's turns
  arrive as one value. It also gives x and y.

Limits:

- Only sprites and texts show the faded rest. Tilemaps and particles
  are cut and can be grabbed when open, but are not shown faded.
- Masks by texture shape are out, as noted in the issue.

Tests:

- ./check.sh: 2773 tests, CHECK EXIT 0.
- Full e2e run (local): ALL PASSED, 1549 checks, measured.
- tests/core/clip-areas.test.ts: 12 tests for the cut rule, scene and
  game, save and load, hits, the wheel with and without owner, the
  notch conversion and the open rule.
- e2e 58, 5 checks with real mouse and wheel: the scene cuts (74 of 74
  red inside, 0 outside), a click on the cut part picks nothing, the
  selected rest is faded and grabbable, the game cuts, one notch
  logs 1.
- e2e 04 and 46 count the object types and the eye rows. They now
  include Clip area.
- Counter-checks: 6 in unit tests and 3 in the browser, all fail as
  expected. The originals were restored and checked with cmp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 07:08:00 +02:00
adminandClaude Opus 5.5 89aa92d2e3 Put a shader on a text and draw pixel fonts sharp (#169)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Failing after 11m40s
A text could not wear a shader, and a pixel font was always smoothed.
Pixi's Text takes no custom shader. It also shares one texture between
texts of the same content and style, and the filter is not part of that
key, so two equal texts with different filters would overwrite each
other.

- TextPicture rasters a text into a texture of its own and draws it
  like a sprite. Shader, time animation and edge mode work without a
  special path. A new text, font or size rasters again and keeps the
  shader.
- The old texture is dropped only after the shader holds the new one.
  Before, Pixi warned about a destroyed texture that was still bound.
- A text has a Shader row with the shader's property rows below, as a
  sprite has. Overrides, saving, animation and the Properties node
  (type Text) know them. A shader parameter named like an own row of
  the text loses to that row, as on the particle source.
- The font asset has a Filter row, Linear or Nearest. The row existed
  three times already (texture, vector art, pixel art) and is now one
  helper filterRow.
- Nearest rasters the text 8 times finer and cuts every 8x8 block to
  one texel: at least half covered is full, else empty. Chrome on
  Windows smooths canvas text sideways through DirectWrite whatever
  filter we set later. The cut removes those half pixels on every
  system, and the texture stays one texel per world unit.

Found on the way:

- On a font that is no pixel font thin strokes break apart under
  Nearest. For a pixel font at its own size this does not matter.

Not done:

- The preview in the Shader tab does not take a selected text as its
  picture, it shows the test picture then.

Tests:

- ./check.sh: 189 files, 2759 tests, CHECK EXIT 0.
- text-shader.test.ts with 10 tests: rows and name precedence, a
  clamped override, save and load, animation, the font filter, and
  sharpCoverage on a smoothed edge and at the texture border.
- e2e 30 has 7 new checks: red glyphs through the shader picked with
  the mouse, the shader survives a new text, red in the game, soft
  edges under Linear, clean 4x4 blocks under Nearest, and half covered
  texels (Linear 238, Nearest 0).
- Full local run before the Nearest cut: all passed, 1543 checks.
  GM_STEPS=1,30 on the final bundle: all passed, 32 checks. The sum
  1544 in the README is counted from these two runs, not measured.
- Counter-checks fail as expected: in the browser no shader on a text
  fails 30h-30j, an always linear sampler fails the Nearest check, the
  old 1:1 raster leaves 107 half covered texels and fails 30k-ii.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:01:28 +02:00
adminandClaude Opus 5.5 ef2600493f Read the pixel size of a texture in a graph (#262)
A graph had no way to know how big a picture is. An icon sprite with a
fixed size therefore stretched every icon of another size, an 8x8
pixel-art icon in a 16x16 slot was drawn twice as big.

- New data node Texture size. It takes a texture, a frame or a pixel
  art and hands out width and height in pixels, 0 x 0 for none.
  Wired into a sprite's width and height, the picture shows pixel for
  pixel.
- GraphLookup gets textureSize. The project answers it with the same
  pictureSize rule a sprite uses to size itself.

Tests:

- ./check.sh: 2749 tests, CHECK EXIT 0.
- 2 catalog cases (a picture, no picture) and one test against a real
  project: pixel-art sheet, single frame, missing texture.
- No e2e check and no counter-check for this node.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:01:27 +02:00
adminandClaude Opus 5.5 d7d0a6e7d4 Let Tab reach the game in the Game tab (#261)
The game did get Tab, but the editor moved the keyboard focus to a
button at the same time. The next Space then pressed that button
instead of reaching the game. The key field of On key down could not
capture Tab at all, so an inventory on Tab could not be built.

- FocusManager asks tabBelongsElsewhere before it moves the focus.
  The editor answers yes while the Game tab is in front, so Tab stays
  with the game as long as no field has the focus.
- A widget can claim Tab through takesTab. The key capture button
  does so while it is capturing, so On key down accepts Tab.
- The harness knows the key Tab.

Found on the way:

- The first version of check 20g left the Behavior tab in front, and
  module 21 then failed in the chained run. 20g now goes back.

Tests:

- ./check.sh: 2746 tests, CHECK EXIT 0.
- e2e 20 has two new checks: Tab reaches the game and leaves the
  keyboard with it, the key field captures Tab. Both failed against
  the old bundle.
- GM_STEPS=19,20: all passed, 44 checks. The full local run with all
  three topics of this push passed with 1543 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:01:26 +02:00
adminandClaude Opus 5.5 d2701b3ec5 Scroll the image tile into view before clicking it in e2e 12
game-maker / gate (push) Successful in 3m34s
game-maker / suite (push) Successful in 10m52s
The image picker scrolls once the texture store holds more images than
fit into the dialog. The hook imagePickerTile still reports the tile
position then, so the click in module 12 landed outside the visible
list and picked nothing. Locally spare.png sat at place 27 of 32, and
the full run broke off in module 12 with "Texture not found".

- FilePicker exposes its scroll area as listView.
- The new test hook __gm.imagePickerRect() returns that area.
- Both tile clicks in module 12 wheel the tile into view first with
  the existing inView helper, as modules 41 and 43 do.

The editor behaves the same. Only the hook is new. The texture store
is shared with real projects, so the seed does not clean it up.

Tests:
- ./check.sh: 188 files, 2746 tests, CHECK EXIT 0
- GM_STEPS=10,12: ALL PASSED, 58 checks
- Full local run: ALL PASSED, 1535 checks
- Counter-check: the old module 12 against the same bundle gives
  6 FAILED (selected: null, then "Texture not found")

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 19:27:55 +02:00
adminandClaude Opus 5.5 e03a3dce97 Ignore the local tmp folder
game-maker / gate (push) Successful in 3m36s
game-maker / suite (push) Successful in 10m53s
Scratch files of local runs land in /tmp/ in the workspace root and
should never show up as untracked files.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 17:57:38 +02:00
adminandClaude Opus 5.5 6c62aa45d5 Pick Crate 57 through the menu search in e2e 57 (#258)
CI has been red since f84defb. In the full run the scene holds more
than 40 filler objects from module 11. The object menu is height
limited and scrolls, and overlayTexts() only returns the visible rows.
Aim 57 and Crate 57 sit at the end of the scene and were never visible.

- Check None right after opening the menu, it is always the top row.
- Type 57 into the search field before looking for Aim 57 and
  Crate 57 and before clicking Crate 57, like module 7 does with the
  parent picker.
- No product code changes.

Tests:
- Reproduced with modules 1-11 and 57: the old test fails with the
  same cut-off list and "nothing to click: Crate 57" as CI.
- New test: ALL PASSED - 405 checks, all 5 checks of 57 green.
- The full run could not be verified locally. Module 12 fails here
  because the local server holds leftover uploaded images. It is
  green in CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 17:57:37 +02:00
adminandClaude Opus 5.5 4e6aeb5f72 Query objects in bulk and filter, count or test a list (#259)
game-maker / gate (push) Successful in 3m36s
game-maker / suite (push) Failing after 10m6s
The object queries only ever returned one object: Object by name,
Child by name and Find all stop at the first hit. Getting every coin,
every child or every item that passes a test needed a For each with
its own bookkeeping. These nodes return the whole set as a list of
Object, so For each and Find can use item straight away.

- Objects by name returns every scene object with that name in scene
  order.
- Children by name returns every match below object, nearer levels
  first, the same order as the singular node.
- Children returns the direct children, with recursive all of them
  level by level.
- Objects of asset returns every instance of an object asset or
  container by the same rule as Is asset, spawned ones included.
- All four take a snapshot. Destroyed objects are never in it,
  disabled ones are, as with the singular nodes.
- Find has a Mode setting: First, All, Any and Count. First is the
  default and hides the row, so existing graphs look the same.
- Match follows the mode of its paired Find: done with items and
  indices, done with any, or done with count. An unpaired Match shows
  First, since the pairing only comes from the wiring.
- First and Any stop at the first hit, All and Count walk the list.
- Changing the mode drops edges at outputs the Match no longer has,
  in one undo step. SetNodeParamCommand now cleans the whole graph,
  but only edges that were valid before the change.
- The palette entry "filter" adds a Find set to All with its Match.

Found on the way:

- After adding the filter entry, "find" + Enter picked Filter. The
  entry has node type Find, counted as an exact hit, and the tie went
  to the alphabet. The search now ranks by the entry id. e2e 6z-v
  caught it.

Tests:

- ./check.sh: 188 files, 2746 tests, CHECK EXIT 0.
- find-modes.test.ts with 11 tests, 11 catalog cases for the four
  nodes, the asset input guard now expects 3.
- e2e 6z-vii with 3 checks: filter from the palette, Count picked in
  the inspector drops the items edge, a run logs 2, 2, 2, 3, 4, "0, 2".
- GM_STEPS=1-6: all passed, 278 checks.
- Counter-checks fail as expected: every mode stopping early (2),
  Match ignoring the mode (6), cleanup on the own node only (1), no
  recursion (2), no inOrder (2), old ranking (1). In the browser a
  Match ignoring the mode fails both editor checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 15:43:03 +02:00
adminandClaude Opus 5.5 f84defb9b6 Pick an object of the same scene for an Object variable (#258)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 10m2s
An Object variable could only be set by a graph while the game runs.
A placed object always showed "(null)", although the other objects of
its scene are there to choose from and the runtime can already find
any object by its id. Now the placed object stores a reference to one
of them, and the running game turns it into the real object.

- Stored as {"$object": "<id>"}. The empty placeholder stays as it
  was, so old projects load unchanged and empty still means "(null)".
- The row of an Object variable on a placed object is a dropdown with
  None and every object of the scene, indented like the Hierarchy.
  The same goes for Object fields in structs and Object items in
  lists, also in the Variables and List tabs.
- The behavior asset keeps "(null)". An asset has no scene, so "Apply
  to asset" is gone from Object rows.
- The runtime resolves the reference when the Variables or Properties
  node reads it. A destroyed target reads as null, a missing one shows
  "(missing)" in the row.
- Inside a container only objects of the same container are offered.
  The reference keeps the template id, so every placement finds its
  own copy.
- Deleting the target clears the reference in the same undo step.
  Paste points references inside the pasted group at the copies and
  leaves outside references alone. Create container and Unpack carry
  references along with the new ids.
- A value a graph writes while running stays in the run. The scene
  keeps the picked object, also in "Run in editor".

Found on the way:

- Setting an override coerced every object slot to empty, in plain
  values, struct fields and list items. The shared objectPlace() now
  keeps the reference.

Not done:

- No eyedropper to pick in the scene, the dropdown is enough for now.
- Deleting a template object in the container editor does not clean up
  references in other scenes. They read as null there.

Tests:

- ./check.sh: 187 files, 2724 tests, CHECK EXIT 0
- e2e 1-9, 51, 57: ALL PASSED, 389 checks
- e2e 1, 57 on the final bundle: ALL PASSED, 17 checks
- 13 unit tests in object-references.test.ts, 5 checks in e2e 57
- Counter-checks: 8 unit breaks fail their tests, the browser break
  without a pick list fails 57b-57d

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:35:17 +02:00
adminandClaude Opus 5.5 e8b3ac0a3b Keep behavior variables private to their own graph (#257)
game-maker / gate (push) Successful in 3m40s
game-maker / suite (push) Successful in 10m56s
A behavior often needs working state such as a timer or a counter.
Until now every variable showed up on each placed object and in the
Properties menu, so the inspector filled up with values nobody should
touch. A private variable works like any other inside its graph but
is not offered anywhere outside.

- Each behavior variable gets a lock switch next to Keep. It starts
  off, so existing projects stay as they are (`privateVariables`).
- A placed object shows no private variable, neither in the
  inspector nor while the game runs. If all are private, it says so.
- Switching a variable to private drops its overrides on every
  placed object in one undo step. Switching back does not restore
  them.
- A running game does not write a private value back as an
  override, and a project change during the run does not reset it.
- `+ Property` no longer offers private variables. A port that
  names one by hand still reads and writes it without a warning.
- The default value of a private variable is read-only in the asset
  inspector. Its shape (name, fields, type, delete) stays editable.
- Keep is now a pin icon instead of a word. With the lock added, the
  header of a list variable had no room left and the lock covered
  `+ Item`.

Not done: the animation track picker still offers private variables.

Tests: ./check.sh -> 186 files, 2711 tests, CHECK EXIT 0.
e2e 1,19,20,21,56 -> ALL PASSED, 119 checks. New module 56 has
7 checks with a real mouse. Counter-checks fail as expected: unit
without the write-back filter, the sync guard, dropping overrides or
loading the flag. Browser with all variables on the object, an
unfiltered menu, or no value lock.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:54:57 +02:00
adminandClaude Opus 5.5 cf6565d108 Start new behavior variables with Keep switched off
Keep is a choice the author makes per variable. Switching it on for
every new variable meant most behaviors carried state across runs that
nobody asked for, and the toggle had to be turned off by hand.

- AddVariableCommand no longer adds a new variable to keptVariables.
  Keep is only switched on by hand.
- Existing projects are unchanged. Their keptVariables stay as saved.
- The comment in Asset.ts describes the new default.
- The counter fixture in keep-state.test.ts now keeps count
  explicitly instead of relying on the old default.

Tests:
- ./check.sh: 2706 tests, CHECK EXIT 0
- e2e 1, 6, 19: ALL PASSED, 172 checks
- 19c-ii expects [] after adding, then ["var1"], [] and ["var1"]
  after undo, all clicked with the real mouse
- Before the fixtures were adjusted, 8 unit tests failed on the new
  default

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 12:02:40 +02:00
adminandClaude Opus 5.5 38e0f656be Split a struct output into one pin per field (#256)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Successful in 10m45s
Reading one field of a struct needed its own Expand node, even where
the graph already knows the struct type. A split output shows the
fields directly on the node, so a Find … Match test becomes a single
Equals and the wires keep running left to right.

- Right-clicking an output pin offers "Split into <Type> fields" when
  the type is known and "Split as …" for every other struct asset.
  The output is replaced by one pin per field with the field's kind.
- The type is known for typed struct variables, typed Pack/Expand,
  fields of another split and item of For each, Find, Match and Item
  at over a typed list (portSplits.ts).
- Right-clicking a field pin offers "Recombine". Splitting drops the
  edges of the whole output, recombining drops the field edges. One
  undo step brings them back.
- The split is stored as GraphNode.splits and saved with the graph.
  Copy and paste carry it along.
- Field pins follow the struct asset like a typed Expand. A new field
  gets a pin, a removed field loses pin and edge, a renamed field keeps
  its edge. Deleting the asset keeps the last fields. The delete dialog
  counts splits, so it now says "node(s)" instead of "Pack/Expand
  node(s)".
- Renaming a variable carries its split and the field edges along.
- At run time the node still produces the whole value. A field pin
  reads its field like Expand, a missing field reads as empty.
- Limits: outputs only, one level, behavior graphs only.

Tests:
- ./check.sh: 185 files, 2706 tests, CHECK EXIT 0
- e2e GM_STEPS=1-6,54,55: ALL PASSED, 303 checks
- New port-splits.test.ts with 12 tests. e2e 6z-vi with 3 checks
  using a real mouse: split Find.item, wire item.Name into the test
  and Match.item.Amount into the log (logs 7), recombine.
- Counter-checks: without field reads in the interpreter, without
  rename in the split, without moving edges on rename and without
  cleanup on field removal one unit test fails each. In the browser,
  without field reads nothing is logged and without type inference
  the split entry is missing.
- Check total in README: 1520.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:33:38 +02:00
adminandClaude Opus 5.5 2aaca01929 Find the first matching item with a Find … Match block (#255)
Searching a list with For each needs the test result wired back into
break on the left of the loop node. The wires then run across the node
and the graph reads badly. Find … Match keeps the whole search flowing
left to right, while the test in between stays a free graph.

- Find takes exec and list and offers item and index. It sets them to
  each element in turn and has no exec output of its own.
- Match reads its bool input match once per element. The first true
  value continues at found with item and index of the hit. No hit or an
  empty list continues at not found with an empty item and index -1.
- The pair is derived from the wiring and stored nowhere. A Match
  belongs to the Find whose item or index its test is built from. Copy,
  paste and undo therefore need no extra code (findBlock.ts).
- An unpaired Find or Match, two Matches on one Find and a Match fed
  by two Finds show a warning on the node. At run time the flow ends at
  an unpaired Find and the console says so.
- Adding Find from the palette places its Match 480 px to the right in
  the same undo step.
- The graph draws a quiet frame behind Find, Match and the nodes of the
  test. Literals feeding the test from outside stay outside the frame.
- The test consists of data nodes only, like the break of For each.

Tests:
- ./check.sh: 184 files, 2694 tests, CHECK EXIT 0
- e2e GM_STEPS=1-6: ALL PASSED, 272 checks
- New find-match.test.ts with 12 tests, 2 catalog cases, e2e 6z-v
  with 3 checks using a real mouse.
- Counter-checks: ignoring the test fails 4 unit tests, no ambiguity
  check fails 2, framing everything fails 1. In the browser, no frame
  and no Match from the palette each fail their check.
- Check total in README: 1517.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:33:25 +02:00
adminandClaude Opus 5.5 e1d3c0cadb Keep items a running game puts into a typed list
game-maker / gate (push) Successful in 3m28s
game-maker / suite (push) Successful in 10m48s
A typed global list lost the items the game had added to it. The item
showed up in the inspector for a moment and then was gone again.

- Since #254 the project hands out a typed list as a fresh copy each
  time, with the `$struct` marks stripped.
- While a game runs, every change to the project runs
  `adoptDeclarations`. It took a declared value over when it differed
  from the last one it had seen, compared with `!==`.
- The fresh copy never equals the last one by identity. So the empty
  list from the project overwrote the live list on every project
  change, for example when the game writes something back to the scene.
- The comparison now uses `sameValue`. A real edit to the variable
  during a run still reaches the game.

Tests:
- ./check.sh: CHECK EXIT 0
- New unit test in scope.test.ts, red without the fix.
- e2e 55i: a graph appends to a typed global list, then another asset
  changes during the run. With the fix {"filled":2,"afterEdit":2},
  without it afterEdit is 1 and the check fails.
- GM_STEPS=1,55: ALL PASSED, 26 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 10:00:22 +02:00
adminandClaude Opus 5.5 b0d0868f55 Give a list one struct type so every item keeps its shape (#254)
game-maker / gate (push) Successful in 3m28s
game-maker / suite (push) Successful in 10m38s
A list of structs used to let every item carry its own fields. Adding
an item meant typing the same fields again, and nothing kept the items
in step with the struct asset from #253. A list can now name a struct
type for its items, and the asset keeps them in shape.

- A list variable and a list field get the row Items with Mixed, every
  struct asset and Make struct type. Make struct type collects every
  field any item has, so no item loses a field.
- A typed item carries its type under the key `$struct`
  (ITEM_TYPE_KEY). listItems does not count it as a field.
- A list that holds anything but structs refuses a type, also when
  the offending item sits in an override. The console names the list
  and the count, and the list stays as it was.
- In a typed list `+ Item` adds an item with the defaults, without the
  kind menu. Field names are locked, values stay editable.
- The rows of a typed item take their kind from the struct asset
  (declaredKind in InlineList.ts). An asset field shows the asset
  picker instead of a text field, as reported in the issue.
- A struct item in a mixed list gets its own Type row. Switching a
  list back to Mixed keeps the type on each item.
- syncStructTypes brings marked items into shape and carries renames
  into them, also inside overrides and nested lists. One undo step.
- The delete dialog of a struct asset also counts typed lists.
- The game never sees the key. World and sharedState strip it with
  withoutItemTypes and bagWithoutItemTypes, so a struct stays a
  plain object at runtime.
- Add item and Set item get the setting Type. With a type they only
  accept a struct with exactly its field names (fitsType in
  SetItem.ts). Anything else is left out and logged.
- The item indent from #252 is back to its old width, the narrow one
  squeezed the value fields.

Not done: writing a variable does not check the type, and the List
node offers no type.

Found on the way: a test helper in list-of-structs.test.ts called
nodes without params. It now passes the same arguments as the
interpreter.

Tests:
- ./check.sh: 183 files, 2679 tests, CHECK EXIT 0
- e2e GM_STEPS=1,21,22,32,54,55: ALL PASSED, 150 checks
- e2e GM_STEPS=1-6,21,22,32,54,55 before the follow-up: 404 checks
- New: tests/core/typed-lists.test.ts, e2e module 55 with 13 checks
- Counter-checks bite in unit and browser, originals restored by cmp

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 07:23:00 +02:00
adminandClaude Opus 5.5 61bbb96a96 Define a struct once as an asset and reuse its shape (#253)
game-maker / gate (push) Successful in 3m30s
game-maker / suite (push) Successful in 10m33s
A struct used to declare its fields wherever it stood. The same shape
in two variables meant typing it twice, and Pack/Expand copied it once
without staying in sync. A Struct asset now holds the shape in one
place, and every struct that picks it as its type follows it.

- New asset type "Struct" (not placeable, group Structs, own icon).
  The inspector shows its fields with name, kind and default value,
  and "Open" shows them in the variables tab.
- Struct variables and struct fields get a Type row: own fields, any
  Struct asset, or "Make struct type". With a type the fields come
  from the asset and cannot be added, renamed or removed there. The
  values stay per variable, overrides on placed objects still work.
- Pack and Expand get the setting Type. With a type their ports are
  the fields of the asset and read-only in the inspector.
- A change to the asset reaches every typed place in one undo step
  (syncStructTypes). A new field arrives with its default. A removed
  field goes along with its port, edge and typed value. A renamed
  field keeps its value in variables, overrides and on ports with
  edges, also through nested types.
- Undo for these edits records plain assignments (Recorder), because
  the reach of a change is not known in advance.
- Cycles such as Loot in Loot, also through another type, are refused
  and not offered in the picker.
- Deleting the asset names how many places use it. Afterwards each
  place keeps its fields as its own.
- Loading reshapes a stale copy in a project file to its type.
- "Make struct type" creates an asset from an existing struct and
  links the place to it.

Differs from the plan:

- A changed default value applies to new fields and newly typed
  places only. Existing values stay.
- Removing a single field shows no warning. Undo brings it back.

Typed lists are left for #254. Lists stay dynamic for now.

Found by e2e: after deleting or renaming the type the inspector did
not rebuild and kept showing the old name. Fixed, the check was red
before.

Tests:
- ./check.sh: 182 files, 2661 tests, CHECK EXIT 0
- GM_STEPS=1,4,21,22,54: ALL PASSED, 176 checks
- 14 unit tests in tests/core/struct-types.test.ts
- New e2e module 54 with 14 checks, real mouse. Module 04 counts
  23 asset types.
- Counter-probes: without the rename pass 4 unit tests fail, without
  reshaping values 8, without the cycle rule 1. In the browser,
  without spreading changes and with + Field despite a type, 3
  checks fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 06:04:40 +02:00
adminandClaude Opus 5.5 4857bb75e6 Show lists in the inspector and variables in their own tab (#252)
game-maker / gate (push) Successful in 3m24s
game-maker / suite (push) Successful in 10m22s
The List tab could show one list at a time and was the only place to
see its items. A list now shows its items right where it lives, and a
new Variables tab shows all variables of an asset or placed object.

- InlineList draws the items of a list under its row in the inspector,
  in struct fields and in the Variables tab. A list inside a list or a
  struct field is drawn the same way, one step indented.
- The index column is the indent. Items sit under their list without an
  own margin, and the index column is 16 px wide instead of 28 px.
- Above 20 items (INLINE_LIMIT) the rest collapses into "... N more -
  open in tab". During a run the rows show the values from the game.
- ListHead puts "N items" and "+ Item" in one row. "N items" opens the
  list in a tab. A separate Open button squeezed the counter to zero
  width in the narrow inspector column.
- VariablesEditor shows every variable of a behavior asset, a variables
  asset or a placed behavior. On an asset it edits the declarations. On
  a placed object an edit only overrides that object, with the usual
  reset and push buttons.
- Opening a list inside a tab adds a new tab and keeps the open one.
  valuesKey gives each list its own document, so a list that is already
  open is shown instead of opened twice.
- Titles read "Pickup · Variables" or "Listy · nums · [3]". The tab
  closes when its asset or object is deleted.
- Lists on node inputs stay inline only, a node owns no variables.
- The List tab, ListEditor and the __gm.list hook are gone.

Tests:
- ./check.sh: 181 files, 2645 tests, CHECK EXIT 0
- GM_STEPS=1,21,22,32: ALL PASSED, 123 checks
- e2e 21 is rewritten for inline lists and the new tab, 22 and 32 are
  adapted. Sum in README: 1486 (+6 in 21, -1 in 22), counted by hand.
- Counter-probes fail as expected: sub-lists not told apart (1 unit
  test), sub-list replacing the open tab, all items drawn inline (60
  rows instead of 20), no live values (0 rows at 24 items in a run).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:56:21 +02:00
adminandClaude Opus 5.5 92fad6b9e3 Show the list a running game fills in the list tab (#251)
game-maker / gate (push) Successful in 3m23s
game-maker / suite (push) Successful in 10m16s
While playing, the inspector said "2 items" for a list a graph had
filled, but clicking it opened an empty list tab. The inspector reads a
Variables asset from the running game, the list tab only read the list
stored in the project. It did not follow the run's ticks either.

- resolveList takes the live values. For a Variables asset it uses the
  running game's value while one runs, the project's otherwise. This is
  the inspector's rule.
- ListEditor refreshes on runtime ticks about 10 times a second, and
  not while a field in the tab is being typed in, like the inspector.
- Editor hands the list editor the inspector's liveVariables.
- __gm.list.info() also returns rows, the rows the last build drew.
- Editing in the tab while playing goes into the run's copy of the
  project, as in the inspector. A very long, growing list rebuilds all
  rows up to 10 times a second.

Tests:
- ./check.sh: 180 files, 2634 tests, CHECK EXIT 0
- e2e GM_STEPS=1,32: ALL PASSED, 30 checks
- e2e 32b-ii, 2 checks: a graph adds an item every frame, the test
  pauses and clicks "N items" with a real mouse. The tab draws 26 rows
  for 26 items, grows to 50 after resuming and is empty after Stop.
- Counter-checks: without live values the tab draws 0 rows for 23
  items, and without the refresh it stays at 23
- README: 1481 editor checks, counted by hand

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:07:14 +02:00
adminandClaude Opus 5.5 b90b62886b Put one item into a list, a struct staying whole, with Add item (#250)
A list could only grow through Join lists, and that takes its b apart:
a struct becomes one item per field and a list is joined. A list of
structs such as loot could not grow at all.

- Add item returns a new list with value as exactly one more item. A
  struct or a list goes in whole. The list that came in is left alone,
  like with Set item.
- index -1 or unset appends. Otherwise the item goes in before that
  index. An index outside the list appends, so the value is not lost.
- The rule that an item takes the kind of its slot moved out of Set item
  into fitToSlot. Both nodes use it, Set item behaves as before.
- No e2e check and no browser look. The node is covered by unit tests.

Tests:
- ./check.sh: 180 files, 2634 tests, CHECK EXIT 0
- 7 catalog cases, 4 cases in list-of-structs.test.ts, and index in the
  whole-number inputs of texture-kind.test.ts
- Counter-check: taking the value apart like Join lists fails 3 tests
- This commit alone: tsc and the three touched unit files pass
  (337 tests)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:07:04 +02:00
adminandClaude Opus 5.5 cb8a2d029a Loop over a list and stop at the first match with For each (#249)
Finding the first item that matches took Count, Repeat, Item at and a
Branch, and the loop could not stop once it had found something. A graph
has no lambdas, so the predicate is an input that is read every round.

- For each runs body once per element, with item and index set, and
  goes on at done.
- Its break input is read anew before every round, after item is set.
  Once it is true the loop ends there and that round's body does not
  run.
- done sees the matching item and index with stopped true. Without a
  match it sees no item, index -1 and stopped false, the OrDefault.
- RepeatResult has optional items, stopWhen, stopped and exhausted.
  GraphInterpreter.loop reads them, Repeat runs as before.

Tests:
- ./check.sh: 180 files, 2623 tests, CHECK EXIT 0
- e2e GM_STEPS=1-6: ALL PASSED, 269 checks
- 5 interpreter tests in graph.test.ts, 2 catalog cases
- e2e 6z-iv: the palette creates the node, and a search for
  Name == "Gold" in Axe, Gold, Bow, Gold logs "1true"
- Counter-checks: without the break check 2 unit tests fail, and with
  break not read over its edge 6z-iv fails
- This commit alone: tsc and the three touched unit files pass
  (349 tests)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:06:40 +02:00
adminandClaude Opus 5.5 a5ae21481b Type point values, snap and scrub the preview in the curve tab (#248)
game-maker / gate (push) Successful in 3m23s
game-maker / suite (push) Successful in 10m9s
Building a curve by mouse alone was fiddly: there was no way to put a
point on an exact value, no grid, and the running preview could not be
stopped at a chosen moment. The hand cursor over points also looked
like a link instead of a drawing tool.

- Number fields t and v in the header show the selected point. Typing
  or dragging on them goes through the same rules as a mouse drag, so
  points never overtake and handles stay clamped. One undo step each.
  t is greyed out on the two end points.
- The magnet button from Vector art snaps points and handles to a
  0.05 grid in t and v, when placing on free space and when dragging.
- Points and handles keep the default arrow in the curve tab and in
  Vector art. The pixel art palette dropped pointer as well, which is
  beyond the issue. Collider corners never had it.
- The preview now starts off. A vertical time line with a knob under
  the t axis sets t when dragged sideways. Dragging the dot on the
  rail jumps to the first t where the curve reaches that value, or to
  the closest one if it never does.
- The rules are pure functions in curveView.ts (withCurvePointSet,
  snappedToGrid, shareAtValue, previewSecondsAt), the canvas only
  calls them.

Tests:
- ./check.sh: 180 files, 2616 tests, CHECK EXIT 0
- GM_STEPS=1,47,53: ALL PASSED, 87 checks
- 4 new unit tests in curve-view.test.ts, 4 new e2e checks in 53
  (53h-53k) and 1 in 47, all with real mouse and keyboard
- Counter-probes bite: without "first t" 1 unit test fails, with
  pointer, no snap, no field commit, no scrub or preview on 5 browser
  checks fail, pointer in Vector art fails the new 47 check

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 16:45:53 +02:00
adminandClaude Opus 5.5 393b8ec7f9 Build your own easing curve and use it on keys and Lerp (#247)
game-maker / gate (push) Successful in 3m44s
game-maker / suite (push) Successful in 10m25s
The built-in eases cover the usual shapes, but a game often wants its
own: a coin that bounces twice, a door that overshoots and settles.
A new asset type holds such a curve, and keys and the Lerp node can
pick it instead of a built-in ease.

- New asset type "curve": points like in Vector art, x is t and y is
  the value. A new curve is the straight line from (0, 0) to (1, 1).
- One pure evaluation in src/core/model/curve.ts serves the timeline
  preview, the running game and the Lerp node.
- The curve always has one value per t. The end points stay at t 0
  and 1, points cannot pass each other, and a handle that reaches past
  its neighbour is shortened along its direction. Loading a hand-edited
  file applies the same rules.
- Curve tab: click on the line to insert a point that keeps the shape,
  click on free space to put one there, drag points and handles,
  double-click or Delete removes, Alt-click toggles round and sharp.
  Every step is one undo step.
- Presets: all 30 built-in eases plus Linear, fitted with adaptive
  subdivision. Each stays within 0.4 % of the built-in ease.
- Preview: a dot runs along the curve once a second, a second dot
  shows only the value. The Preview button stops it.
- Animation keys get "Curve" under Easing with a curve picker. Lerp
  gets "Curve" under Ease, and its result may overshoot b.
- A missing or unpicked curve runs linear. The inspector says so, the
  node shows it as a problem, and deleting a used curve warns with the
  number of keys and Lerp nodes.

Tests:
- ./check.sh: 180 files, 2612 tests, CHECK EXIT 0
- GM_STEPS=1-6,25,53: ALL PASSED, 309 checks
- New e2e module 53 with 13 checks, all with the real mouse. Expected
  values come from its own Bezier evaluation.
- Counter-checks bite: without Bezier evaluation 4 unit tests fail,
  without handle clamping 2. In the browser, a key that cannot find its
  curve, a click that sets no point and a handle drag that moves the
  point all turn checks red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 15:58:05 +02:00
adminandClaude Opus 5.5 320d3e27e1 Add a Lerp node that blends from a to b with an ease (#246)
game-maker / gate (push) Successful in 3m23s
game-maker / suite (push) Failing after 9m24s
Every animation in a behavior had to build its interpolation from
Subtract, Multiply and Add, once per axis. The gold pickup in
"Garden of Sacrifices" needed about 30 nodes for that alone. A single
Lerp node with an ease makes those chains one node each.

- Lerp has the inputs a (default 0), b (1) and t (0) and the output
  result. It sits in the data category next to Clamp.
- The Ease setting offers Linear, In, Out and In-out, all quadratic.
  The node row shows it as "Ease: Out".
- t is held in 0..1. A timer that overshoots in the last frame still
  lands exactly on b.

Tests:
- ./check.sh: 178 files, 2583 tests, CHECK EXIT 0
- 7 new cases in the node catalog test. Without the clamp on t,
  2 of them fail.
- e2e 6z-iii (2 checks): typing "lerp" in the palette adds a linear
  Lerp, and picking "Out" in the inspector reaches the node and its
  row. GM_STEPS=1-6: ALL PASSED, 267 checks.
- README check sum is 1459, computed, not counted.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 14:49:22 +02:00
adminandClaude Opus 5.5 3a3401f8ac Let the sort knob win over the corner handle it sits on (#228)
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Successful in 9m57s
The CI run for 30de4d3 failed on e2e 37b-ii: dragging the sort knob of
a nine-slice frame resized the frame instead (h 18, lifted null). The
knob's middle sits exactly 8 px left of the frame, which is also the
edge of the corner handle's 8 px tolerance. Until now only the rounding
of the pointer decided which of the two won. The slimmer header bars of
#245 moved that rounding to the corner handle's side. The bug itself
has been there since #228.

- sortLineAt bounds the knob where it is drawn, from a gap to the reach
  left of the frame, instead of by the handle tolerance.
- TextureCanvas passes that gap in image pixels, scaled by the zoom.
- The corner handle stays reachable at the corner itself and to the
  right of and below it.

Tests:
- ./check.sh: 178 files, 2576 tests, CHECK EXIT 0
- GM_STEPS=1,37: ALL PASSED, 26 checks (37b-ii: lifted 6, h 24)
- New unit test: the knob's middle belongs to the knob even inside
  the corner handle's reach. It fails with the old bound.
- Full e2e run not repeated. 37b-ii was the only failure in CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 13:36:40 +02:00
adminandClaude Opus 5.5 30de4d35a8 Give the scene tab a header with Fit and the eye (#245)
game-maker / gate (push) Successful in 3m21s
game-maker / suite (push) Failing after 9m15s
The scene view had no header bar of its own, and its eye sat in the
top bar. Switching between Scene and Game also showed two different
pictures, since nothing tied the free view to the camera.

- Theme.headerPadding (4) replaces Theme.padding in the top bar and
  in TabHeader, for the padding and for minHeight. Both bars shrink
  from 40 to 32 px. Nothing else uses the new value.
- The new ScenePane wraps the scene view in a header bar with Fit
  and the visibility eye. The eye is gone from the top bar, which
  keeps the menu, undo and redo.
- Fit with an active camera shows the world exactly as the Game tab
  does at its chosen step: the same zoom, and the camera centre on
  the same screen pixel. The rule is the pure freeViewOfCamera in
  viewport/view.ts, which also mirrors the letterbox snapping.
- Fit without a camera frames all content on a whole step, as
  before.
- New hook __gm.sceneHeaderAt(name). e2e 46g opens the eye there.
- The doc comment above Theme.treeIndent went away in the working
  tree along with this. It is committed as found.

Not checked: the two views only match while they have the same size.
With the tilemap panel open the scene view is narrower, and Auto may
pick a smaller step there.

Tests:
- ./check.sh: 178 files, 2575 tests, CHECK EXIT 0
- 2 new unit tests in view.test.ts: three cameras times four steps
  land on the same screen point as in the Game tab, Auto stays whole
- e2e 3h (2 checks): a real click on Fit at Auto and at Fit, crate,
  camera frame and view box match in both tabs
- GM_STEPS=1-3,46: ALL PASSED, 94 checks
- Counter-probes: without the centre offset the unit test fails,
  with Fit ignoring the camera both 3h checks fail

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:57:49 +02:00
adminandClaude Opus 5.5 a90ef4c22f Draw the game view letterbox in the editor background colour
The bars around the camera frame in the Game tab were pure black.
They now take Theme.colors.background, so the tab blends in with the
rest of the editor instead of framing the game in a black box.

- GameViewport drops LETTERBOX_COLOR and uses the theme colour for
  both the letterbox and the model frame.
- e2e 3f checked "the crate is drawn, not letterbox" against
  #000000. With the new colour that would pass whatever is drawn,
  so it now compares against #1b1d22.

Tests:
- ./check.sh: 178 files, 2575 tests, CHECK EXIT 0
- GM_STEPS=1-3,46: ALL PASSED, 94 checks (3f reads #e0553f)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:57:28 +02:00
adminandClaude Opus 5.5 e0b471c354 Open the add menu with a right-click in the asset panel (#244)
game-maker / gate (push) Successful in 3m24s
game-maker / suite (push) Successful in 10m9s
New assets could only be added through the + button. A right-click
on a category heading or on the empty space below the rows now opens
the same menu at the pointer.

- ListView gets the callback onListMenu. It fires on a right-click
  on empty space or on a heading. Only the asset panel has headings,
  so other lists are not affected.
- AssetPanel opens its + menu from there.
- A right-click on a heading does not fold or unfold the category.
  A right-click on empty space clears the selection like a left-click.
- A right-click on an asset still opens the menu of that asset.
- The empty list now says "No assets - press + or right-click".

Tests:
- ./check.sh: 178 files, 2573 tests, CHECK EXIT 0
- e2e 1-4: ALL PASSED, 134 checks
- 3 new checks in e2e 04 with real right-clicks: menu on the
  "Scenes" heading (21 types, heading stays folded), menu on empty
  space, and "Behavior" from that menu creates one, undone again.
- Counter-probe: without the menu both right-click checks fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:27:34 +02:00
adminandClaude Opus 5.5 38f009e035 Make e2e 40, 46, 51 and 52 pass in the full run again
game-maker / gate (push) Successful in 3m42s
game-maker / suite (push) Successful in 10m55s
The suite job failed on every push since 6015869. Each module passed on
its own, but the full run showed two kinds of fault.

- e2e 40 still expected the object menu and the empty-cell menu from
  before #240 and #241. It now expects Copy, Paste, Group... and Remove
  from group, and Paste alone on an empty cell.
- e2e 46g read the outline of the first collider in the scene. In the
  full run that is a leftover of module 43, off screen, so it read as
  hidden before any switch. The check now places a collider of its own
  next to its tilemap and removes both at the end.
- e2e 51 copied the seed's red and blue crate. In the full run module 09
  has packed both into a container. The module now places two crates
  with colliders of its own and removes them at the end.
- e2e 52 compared whole row lists against the seed scene. In the full
  run that scene holds about 50 more rows. The module now works in a
  scene of its own, which it removes at the end. It had never run in CI
  because 51 died before it.

The check in e2e 41 that failed once (task 347, a dragged body 15 px
off in its first sample) is left alone. It failed in 1 of the last 60
logs, while a local e2e run loaded the same host.

Tests:
- full e2e run in the game-maker-ci image with GPU, as the runner does:
  ALL PASSED, 1452 checks, E2E EXIT 0 (the README sum is now measured)
- GM_STEPS=1,46,51,52 on the host: ALL PASSED, 51 checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:12:40 +02:00
adminandClaude Opus 5.5 3abb6894a7 Let a container sort its content with its parent (#243)
A container is not drawn, so it had no place in the draw order. The
chain from its content to the parent of the container broke there, and
a container under a character could not be drawn together with it.

- A container gets the switch Sort with parent under Z. It defaults to
  off, also for new containers, so projects draw as they did.
- With the switch on, the whole content is drawn in the slot of the
  container's parent. The content's own switch does not count there.
- Containers in a row pass the content on as long as each has the
  switch on. On the top level or under a tilemap it has no effect.
- drawSlots follows the new sortsWith field of a draw item. Scene view,
  game and picking all use drawSlots, so all three agree.

Found on the way: a scene object hung directly under a container
spells the container out, and its template content is dropped. That is
the existing spelledOut rule, the tests now keep both cases apart.

Tests:
- ./check.sh: 178 files, 2573 tests, CHECK EXIT 0
- 7 new unit tests in sort-with-parent.test.ts: the switch, template
  content, override per container, a chain, top level and tilemap,
  game and picking
- e2e 5b-iii: a real click on the switch in the inspector, with undo
- 4 counter-probes over #242 and #243 bite (2 unit, 2 browser)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:12:40 +02:00
adminandClaude Opus 5.5 074bda2247 Give texts, tilemaps, particles and containers the turn knob (#242)
The knob on its stem turned and scaled only sprites and colliders. Every
other type with Scale and Rotation had to be typed into the inspector.

- Text, tilemap and particle source get the knob above their box. Edge
  and corner grips stay with sprite and collider, the only types with a
  width and a height of their own.
- A container gets a thin frame round all of its content, turned and
  scaled with it, and the knob sits above that frame. It turns and
  scales round the container's origin, so the content swings with it.
  A container with no content gets the knob above its symbol.
- contentFrame in sizeGizmo.ts is the pure rule for that frame.
  sizeGizmoEditor.ts wires it in.
- One pull is one undo step, as for sprites.

Not clicked in the browser: scaling (as opposed to turning) of a
container by the knob. Only the shared code path covers it.

Tests:
- ./check.sh: 178 files, 2573 tests, CHECK EXIT 0
- 2 new unit tests for contentFrame
- e2e 29k, 4 checks: knob on text, tilemap and particles, frame round
  the container's content, a real pull turns the container by 20.9
  degrees round its origin with the content on the computed pixel,
  one undo takes it back
- 4 counter-probes over #242 and #243 bite (2 unit, 2 browser)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:12:40 +02:00
adminandClaude Opus 5.5 98b9b300d9 Zoom the scene view further in, up to 64 device pixels
The scene view stopped at 24 device pixels per world pixel, which is
too little to work on single texels of small pixel art.

- FREE_ZOOM_STEPS gains the steps 32, 48 and 64. All of them are whole
  numbers, so every texel keeps the same width on screen.
- The tile editor takes the same steps, so its fit can now land above
  24 on a small board.
- The unit test and the step list in e2e 39 follow the new top step.

Tests:
- ./check.sh: 178 files, 2573 tests, CHECK EXIT 0

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:12:01 +02:00
adminandClaude Opus 5.5 2eeabf7c23 Drag a whole selection and join existing groups in the hierarchy (#241)
game-maker / gate (push) Successful in 3m26s
game-maker / suite (push) Failing after 9m12s
Three follow-ups to the hierarchy groups. Dragging a row that belonged
to a multi-selection moved only that one row. The group dialog could
only create a new group. The group row drew its folder in front of the
label, unlike every other row in the hierarchy.

- Dragging a selected row moves every selected object. This holds for
  reordering, dropping into a group or between its members, dragging
  out of a group and dropping onto an object as new parent.
- The moved objects land side by side in hierarchy order, whichever
  row was grabbed. The whole move is one undo step.
- A selected child of a selected object travels with its parent, not
  on its own. Dropping the selection onto its own rows does nothing.
- Dragging a row that is not selected still moves only that row.
- hierarchyDrop.moveObjects replaces the single-object rule. One object
  is the case with one element, so the old drop tests hold unchanged.
- The group dialog has a "Group" dropdown: New group or an existing
  group. Picking a group greys out the name and turns the button into
  "Add". A group that holds all chosen objects already is not offered.
- Rename keeps using the dialog without the dropdown.
- ListRow draws an end icon at the very right and the hint left of it.
  Only the hierarchy uses iconAtEnd, so other lists do not change.
- New test hook __gm.hierarchyHint() gives the centre of a row's hint.

Not clicked in the browser: dragging a selection in the container tab
and onto an object as parent. Only the unit tests cover these.

Tests:
- ./check.sh: 178 files, 2564 tests, CHECK EXIT 0
- e2e 1 + 52: ALL PASSED, 27 checks
- 7 new unit tests in hierarchy-drop.test.ts, 4 new e2e checks in
  52i and 52j with real clicks and a real drag
- 4 counter-probes bite: drop rule ignores the selection (5 unit tests
  fail), icon column not kept free, dialog ignores the picked group,
  panel ignores the selection (only o2 lands in the group)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 11:19:12 +02:00
adminandClaude Opus 5.5 893b81f798 Select a range of rows with shift-click in the hierarchy (#241)
game-maker / gate (push) Successful in 3m21s
game-maker / suite (push) Failing after 9m5s
Ctrl- and shift-click only added single rows to the selection. With
many objects spread over the hierarchy, picking a run of them meant
clicking each one. Shift-click now selects everything between the
anchor and the clicked row, as in a file explorer.

- The anchor is the row last clicked without shift, plain or with
  ctrl. A second shift-click redraws the range from the same anchor.
- Ctrl+shift-click adds the range to the current selection instead
  of replacing it.
- A collapsed group inside the range brings all its members. Children
  hidden under a collapsed parent stay out, since they are not shown.
- Without an anchor from the hierarchy, the primary object picked in
  the scene view serves as anchor. With no selection at all,
  shift-click adds the single row as before.
- The range rule is a pure function in hierarchyRange.ts, so it is
  tested without a browser. HierarchyPanel keeps the anchor.

Not checked in the browser: ctrl+shift-click and the anchor taken from
the scene view. Only the code path covers them.

Tests:
- ./check.sh: 178 files, 2557 tests, CHECK EXIT 0
- e2e 1 + 52: ALL PASSED, 23 checks
- 5 new unit tests in tests/editor/hierarchy-range.test.ts
- New e2e check 52h with real clicks
- Counter-check: without the range, 52h fails with ["o2","o5"]

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 10:53:57 +02:00
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 7e829f737e Load every picture of a project ahead so animated tiles don't flicker
game-maker / gate (push) Successful in 3m26s
game-maker / suite (push) Failing after 9m6s
A texture was fetched only when it was drawn for the first time. Until
the file arrived, the tilemap skipped the cell for that frame. An
animated tile whose next step sat in another picture therefore blinked
away once on its first cycle, and sprite animations did the same.

- FileLibrary gets preload(files). It requests every file that is not
  held, loading or known to have failed. Each library reports what it
  holds through holds().
- src/core/model/projectFiles.ts lists the files a project names per
  library: uploaded textures, fonts and pixel art cels.
- App.ts runs the preload on every project event. That covers opening
  a project, new assets and edits from a collaborator.
- A new test hook __gm.heldPictures() reports which textures of the
  project are in memory.

Not done on purpose:
- The tilemap keeps no fallback frame while a step is still loading.
- Sounds still load on first play.

Not checked: the flicker itself was not reproduced in the browser, the
e2e check measures "held in memory". Modules 42, 44 and 47 read
textures from the project and were not run locally.

Tests:
- ./check.sh: 174 files, 2518 tests, CHECK EXIT 0
- e2e 39 + 40: ALL PASSED, 96 checks
- 3 new unit tests for preload and the project file list
- New e2e check 40k-ii: an unplaced picture is held after a reload
- Counter-probe: without the preload 40k-ii fails with
  "Autotiles: held false, unworn: held false"

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:50:49 +02:00
adminandClaude Opus 5.5 6015869297 Let the scene view hide symbols, names and shapes per asset kind
game-maker / gate (push) Successful in 3m15s
game-maker / suite (push) Failing after 9m33s
The scene view gets crowded once a scene holds many behaviors,
colliders and tilemaps. A new eye button in the topbar opens a list of
all placeable asset kinds, and each row has toggles for what the scene
view draws for that kind.

- The popup lists all 9 placeable kinds from Behavior to Tilemap, with
  the columns Symbol, Name and Shape. It stays open while switching.
- Sprite, Text and Tilemap draw no symbol, so their symbol toggle is
  greyed out. Their name toggle shows a new centred name tag, which is
  off by default.
- Shape exists for Collider and Tilemap. A hidden collider outline is
  neither drawn nor clickable. A hidden tilemap shape removes the
  collision outlines and the paint tint, the tiles stay visible.
- A hidden symbol takes no slot in the ring and draws no dashed link to
  its parent. A name that stays on moves to the centre of the object.
- The setting lives in the project as `sceneVisibility`, not in
  localStorage. Older projects load with the defaults, which match the
  view as it was.
- Switching has no undo step, like the game scale. It only changes the
  view. A change made during Play survives Stop.
- The rules sit in `src/core/model/sceneVisibility.ts`, the popup in
  `src/editor/panels/SceneVisibilityPopup.ts`. Four new SVG icons.

Not covered by a check: symbol off with name on for a kind with a
symbol, Text and Tilemap with names, and the paint tint with shape off.

Tests:
- ./check.sh: 173 files, 2515 tests, CHECK EXIT 0
- e2e 46: ALL PASSED, 17 checks. 46g clicks the popup, lays a small
  tilemap over the crate and removes it again.
- e2e 8 alone on a fresh seed: ALL PASSED, 23 checks. A red check in
  the partial run 2,8,46 came from the module selection.
- 8 new unit tests in tests/editor/scene-visibility.test.ts.
- 4 counter-probes, each fails its test: load ignores the saved value,
  Play skips the saved model, scene view ignores collider shape, scene
  view ignores tilemap shape.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:32:58 +02:00
adminandClaude Opus 5.5 66868de10a Show destructive menu entries in red text, not on a red fill
game-maker / gate (push) Successful in 3m13s
game-maker / suite (push) Successful in 9m44s
A red filled row in a context menu shouted louder than the action
deserves. The entry now looks like every other entry and only its
text is red, so the menu stays calm and the warning is still there.

- Menu: danger entries are ghost buttons with the new text style
  danger. On hover they get the same grey fill as all other entries.
- Theme: new text style danger in the normal font size. The existing
  warning style is small and did not fit a menu row.
- Button: two getters expose the drawn text colour and fill, so a
  test can measure the look instead of reading the danger flag.
- Test hook __gm.menuLooks() lists both per menu entry.
- Confirm dialogs keep their filled red Delete button. That is a
  separate widget and was not part of the request.

Tests:
- ./check.sh: 172 files, 2498 tests, CHECK EXIT 0
- e2e 25: ALL PASSED, 31 checks. New check in 25g opens the menu
  with a real right click: Delete row has text #e0553f and no fill,
  Insert frames keeps the normal text colour.
- Counter-check: with the old styling the check fails with text
  #ffffff on fill #e0553f. Original restored per cmp and rebuilt.
- Not checked: other menus (graph, assets) have no own check. They
  run through the same Menu code.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:53:00 +02:00
adminandClaude Opus 5.5 89b95aa8ac Move "Delete row" from the inspector into the timeline menu
The context menu of the timeline is where the other row and key
actions live. A separate button in the inspector was easy to miss and
sat apart from them.

- The timeline menu gets "Delete row" as a danger entry after a
  separator. It deletes the row under the pointer, whether the click
  hits the row header or a cell. Below the last row or on the ruler
  it is disabled.
- A right-click on a row header now also selects that row, like a
  right-click on a key selects the key. A right-click in an empty
  cell keeps the selection so chosen keys stay available for Copy.
- The "Delete row" button in the "Timeline row" inspector is gone.
  "Delete keys" for a multi-key selection stays.

Tests:
- ./check.sh: 172 files, 2498 tests, CHECK EXIT 0
- e2e 25: ALL PASSED, 30 checks. New check in 25g deletes a row via
  a real right-click and restores it with all three keys via Undo.
- No counter-probe. No check covers the right-click into a cell.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:43:36 +02:00
adminandClaude Opus 5.5 0c5ac32b59 Let structs and lists nest to any depth (#239)
game-maker / gate (push) Successful in 3m52s
game-maker / suite (push) Successful in 10m24s
Structs and lists were capped at two fixed levels (list of structs,
struct with a list field). Anything deeper was dropped silently on
load, in node settings and when written to a variable. The cap came
from an early design choice, not from a technical need, so it is
lifted completely instead of adding a third fixed level.

- One kind list NESTED_KINDS replaces ListItemKind and
  StructFieldKind. The flat special cases in listItems.ts are gone,
  every value goes through one recursive path.
- A struct inside a struct is declared, like a top-level struct.
  Values coming in over an edge are brought into that shape. Struct
  items in lists still take their fields from the value.
- New valuePath.ts addresses any nested spot by keys and indices.
  ListSlot.field is now ListSlot.path.
- Field commands (add, rename, remove) take the path to the struct.
  They change declaration, own value and all overrides in one undo
  step, as before on the top level.
- Inspector: "+ Field" offers Struct and List on every level. A
  nested struct is a header row with its own "+ Field", its fields
  are indented one step further.
- List tab: a list item shows "n items" and opens one level deeper.
  The title shows the path, e.g. "Listy · nums · [3]".
- Pack in Pack now writes a struct into a struct field instead of
  text. Objects are kept at any depth and stripped at every exit.
- A list edit in a struct field without an existing object override
  now starts from the shown value instead of an empty struct.
- Old projects load unchanged. Save, load and save again gives the
  same result.

Tests:
- ./check.sh: 172 files, 2498 tests, CHECK EXIT 0
- e2e 21 + 22: ALL PASSED, 90 checks (new 21d-iii, 22f-ii,
  21d and 22f updated)
- 20 new unit tests in nested-values.test.ts and
  nested-list-slot.test.ts, three tests that pinned the old cap
  turned around
- 6 counter-probes, each fails 1 to 8 tests, originals restored
  and checked with cmp
- Not covered: a nested struct inside a struct item in the list
  tab has no e2e click

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:33:20 +02:00
adminandClaude Opus 5.5 483c34bb5c Let Destroy keep the children and hand them back as a list
game-maker / gate (push) Successful in 3m15s
game-maker / suite (push) Successful in 9m41s
Destroying a container used to take everything below it along. Now
Destroy can remove just the object itself and pass its direct children
on, so a behavior can keep working with what was inside.

- New input keep children (bool, default off). When on, only the
  object goes. Its direct children move up to the object's parent, or
  to the top level if there is none. Grandchildren stay where they are.
- New output children (object list) with the direct children that were
  kept. It is empty when keep children is off.
- The children keep their place on screen. carriedTransform folds the
  destroyed object's position, rotation and scale into their own, the
  same as reparenting in the editor.
- Behaviors and the rigidbody of the object are always destroyed with
  it and are not in the list. Moved up they would steer or simulate
  the parent.
- World remembers which children it reparented, and syncToModel writes
  their new parent into the scene. A reload of the model keeps it.
- Limit, read from the code only: in the editor run the contents of a
  placed container are not baked. Moved children there last for the
  run only.

Tests:
- ./check.sh: 170 files, 2478 tests, CHECK EXIT 0
- e2e 34 (the module with a Destroy node): ALL PASSED, 21 checks
- world-sync: world matrix of child and grandchild unchanged under a
  rotated and scaled parent, parent survives syncFromModel, top level
  case, already destroyed object gives []
- destroy-keep-children: real graph Destroy(Owner) -> Log(children)
  logs Lid, Label without the grandchild Nail
- 3 counter-probes, all caught: no world transform (1 test fails), no
  parent in the scene (1), behaviors and rigidbody moved up (2)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 21:45:27 +02:00
adminandClaude Opus 5.5 7979b8ff19 Let structs and lists hold objects across behavior runs (#238)
game-maker / gate (push) Successful in 3m28s
game-maker / suite (push) Successful in 10m14s
An object could only live in a dedicated object variable, kept in slots
beside the variable bag. Struct fields and list items could not hold
one, so a spawned object packed into a struct or list was lost. This
replaces the slots with one mechanism for all three places.

- "No object" has one resting form everywhere: {"$object": ""}. A
  running game can tell an object slot from an empty text that way.
- During play the object handle lives directly in the value, also
  nested in structs and lists. objectSlots.ts and the special paths for
  Keep and Properties are gone.
- liveObjects.ts strips objects to (null) at every exit: overrides the
  editor run writes back to the scene, saved values of persistent
  Variables assets, live values in the inspector, and the world
  snapshot of the test hooks (objects as names there).
- A destroyed object reads as (null) through isAlive, alone, in a
  struct field or as a list item.
- "+ Field" and "+ Item" offer Object. The inspector and the list tab
  show a fixed (null) row without input.
- Lists from Raycast all stay objects when written to a variable.
  Before they turned into names.
- A struct that only changes by an object writes no override. A list
  that grows by an object writes [(null)], its length really changed.

Found on the way: CI at 98211a8 failed only in e2e 21d. #237 added
asset to the field kinds without updating that fixed expectation. 21d
now expects ...,animation,asset,object,struct.

No project on the server has object variables, so no old data is
affected.

Tests:
- ./check.sh: 169 files, 2475 tests, CHECK EXIT 0.
- e2e 6, 21, 23, 32: ALL PASSED, 213 checks.
- object-variable.test.ts rewritten: variable, struct field and list
  item over several frames, destroyed objects, nothing in scene, file
  or save, editor run reload, Keep.
- New e2e 21d-ii adds an Object item by click. 21d and 23k updated.
- 7 counter-probes, each fails 1 to 9 tests. Originals back via cmp.
- Not tested on its own: stripping of inspector live values and the
  names in the test snapshot, the "+ Field -> Object" menu by click.
- e2e check total 1407, only calculated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 21:12:44 +02:00
adminandClaude Opus 5.5 98211a8d54 Let a variable hold an object across behavior runs
game-maker / gate (push) Successful in 3m15s
game-maker / suite (push) Failing after 9m2s
A spawned object was only reachable in the run that spawned it. The
Spawn output could not go into a variable because "object" was a
port-only kind, so the next run had no way back to the instance.

- "Object" is now a variable kind. The reference lives for the run
  only. The file stores the declaration and an empty value.
- The live reference sits in slots beside the variable bag
  (graph/objectSlots.ts), not in it. The bag is the behavior's props,
  and syncToModel would have written an object into the scene.
- A destroyed object, or one from a restarted or left scene, reads as
  nothing. A dead reference is dropped from its slot.
- Keep (#229) hands the slots of kept variables on to the next call
  of a sub-behavior.
- Properties of kind Behavior reads and writes another behavior's
  object variable through the same slots.
- The inspector shows "(null)" for it and offers no input.
- A persistent Variables asset with an object variable shows a
  warning under "Persistent". Saved values never keep the object,
  every run starts it at (null).

Objects inside lists and struct fields are left out on purpose.
Emptiness is checked with Equals against an empty b. A node "Is
valid" does not exist yet.

The test helper graphEditor().variables() now also reads the kinds
of a Variables asset a node points to.

Tests:
- ./check.sh: 169 files, 2463 tests, CHECK EXIT 0
- e2e 6 + 23: ALL PASSED, 146 checks (new 23k, 2 checks)
- e2e 32: ALL PASSED, 18 checks (new 32f-ii)
- 10 unit tests in tests/core/object-variable.test.ts, one of them
  runs a persistent asset over two runs
- 5 counter-probes (value in bag, isAlive always true, no Keep
  hand-over, Properties without slots, object in saved values) each
  fail their test
- e2e check total 1406, computed only

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 20:15:16 +02:00
adminandClaude Opus 5.5 923baf2557 Let Spawn take an asset over an edge and find a child by name (#237)
An asset could only be picked as a setting on the Spawn node. It could
not be wired in, held in a variable or put into a list. Finding an
object below the own one needed a scene-wide search by name.

- "Asset" is now a kind like Animation or Sound: port, variable, list
  item and a new "Asset" literal node, with its own cube icon.
- Spawn and Is asset have an `asset` input. It uses the key of the old
  setting, so a saved asset reads as the value of the input and older
  projects keep spawning without a migration.
- New node "Child by name" searches below an object level by level.
  A child wins over a grandchild of the same name. Nothing found or no
  object gives null.

Tests:
- ./check.sh: 168 files, 2453 tests, CHECK EXIT 0.
- 9 new unit tests in tests/core/asset-kind.test.ts, catalog cases for
  Spawn, Is asset, Child by name and the literal.
- e2e 6z-ii (2 checks): node rows and a real drag of the literal onto
  `asset`. e2e 6: 119 checks passed. Spawn checks in 3 and 9 passed.
- Counter-checks: depth-first search fails 1, Spawn reading only the
  old setting fails 3, runtime ignoring the parent fails 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 19:36:49 +02:00
adminandClaude Opus 5.5 1b3cb625a3 Let a text field select from right to left with the mouse (#236)
game-maker / gate (push) Successful in 3m8s
game-maker / suite (push) Successful in 9m36s
Dragging from right to left in a canvas text field only moved the
cursor. The hidden input behind the field got every selection sorted
and without a direction. Its selectionchange echo then handed back the
sorted range, and the anchor jumped to the mouse on the first move.

- KeyboardBridge sets the selection with 'backward' when the focus
  lies before the anchor, and reads selectionDirection when the input
  reports a change.
- TextField passes anchor and focus through unchanged. Its own
  sorting is gone.
- Shift+Left runs through the same path. The cursor should now sit at
  the moving end there too. This is not tested on its own.

Tests:
- ./check.sh: 167 files, 2435 tests, CHECK EXIT 0
- e2e 2: ALL PASSED, 25 checks. New check 2d-ii drags right to left
  in the name field and reads start 0, end 13, direction backward.
- Counter-check without the direction: 2d-ii fails with end 2, the
  reported symptom.
- e2e check total in README goes to 1401 (computed, not run in full).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 15:30:33 +02:00
adminandClaude Opus 5.5 74b9c60661 Stop marking older sprites as changed after loading (#232)
game-maker / gate (push) Successful in 3m9s
game-maker / suite (push) Successful in 9m36s
Loading filled every missing asset property with its `default`. For
Sort with parent that is `false`, while the gold mark and Reset compare
against `initial`, which is `true`. So every sprite, text and particle
source saved before #232 counted as changed once loaded, and each save
wrote the `false` into the project file.

- normalizeBag leaves a missing key missing when it has its own
  `initial`. It still reads as `false`, so older projects draw as
  before, but they no longer count as changed.
- e2e module 4 failed in CI on three checks since 8b44f97. Its Reset
  click hit the extra Reset of Sort with parent instead of Height.
- The #232 test deleted the key on the object instead of going through
  the load path. It now checks that loading keeps the key missing and
  marks nothing. serialize.test.ts no longer expects the filled value.

Tests:
- ./check.sh: 167 files, 2435 tests, CHECK EXIT 0
- e2e 1-5 chained: ALL PASSED, 141 checks (before the fix the same
  three module 4 checks failed locally, as in CI)
- Counter-check: without the fix the extended test fails

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 15:05:10 +02:00
adminandClaude Opus 5.5 085e6c8cce Keep edited list values when an item is deleted (#235)
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Failing after 8m55s
The list tab read the list once when it built its rows. Editing a
value does not rebuild the rows, so the delete button later filtered
that old copy and wrote it back. Every edit since the last rebuild was
lost. Adding an item only triggered it, because adding rebuilds the
rows and that state became the old copy.

- ListAccess.value in src/editor/list/slot.ts is now read on every
  access instead of once when the access is built.
- The kind switch of a row and the struct field buttons (field type,
  rename, remove field, + Field) read the item when clicked, not
  when the row was built. They had the same stale copy.
- New test hook __gm.list.removeAt(i) clicks the delete button of one
  row, because the tab shows many buttons with the same label.

Not covered by a test of their own: the struct field buttons and the
kind switch after an edit. The cause is the same, the fix is in code.

Tests:
- ./check.sh: 2435 tests, CHECK EXIT 0.
- Unit test in tests/editor/list-slot.test.ts keeps one access, edits
  a value, adds and edits an item, deletes another. All edits stay.
  It fails without the fix.
- e2e 21b-ii with real clicks: set row 2 to 66, delete row 0, expect
  ["11","66"], two undos take both back. e2e 21: 52 checks passed.
- Counter probe: with the old snapshot the check fails with
  ["11","44"], the reported bug.
- Check total in README is now 1400 (+2), counted, not measured.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 14:45:23 +02:00
adminandClaude Opus 5.5 1d18862ed6 Give unconnected node inputs the default the node shows (#234)
A new node handed null to every unconnected input that had no port
default, even a Bool. The inspector showed false, 0, "" or an empty
list at the same time, so what the node read was not what the editor
said. 97 of 135 inputs of the built-in nodes were affected.

- inlineValue() falls back to the default the inspector shows. One
  place covers every node, also future ones and saved projects.
- A default list is handed out as a fresh copy per read, so a node
  that edits its input in place cannot change the shared default.
- The node shows the value it reads: an empty text or list as
  (empty), an object or struct input without a link as (null).
  Live values while playing use the same words.
- A key input without a key keeps showing a dash, like the key field
  in the inspector.
- Visible changes in old projects: To text without input gives ""
  instead of "0", Select and First not empty give "" instead of null.

Tests:
- 8 new unit tests in tests/core/inline-defaults.test.ts, among them
  one over all built-in nodes that no typed-in input reads null.
- The e2e check in module 6 reads the rows of an unlinked Name of
  node. The check sum stays the same.
- ./check.sh: 167 files, 2434 tests, exit 0. e2e 6: 117 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 14:35:43 +02:00
adminandClaude Opus 5.5 8b44f97c35 Let a child sort with its parent so its Z stays local (#232)
game-maker / gate (push) Successful in 3m7s
game-maker / suite (push) Failing after 8m51s
An animated or set Z of -1 on a weapon put it behind everything on Z 0,
not just behind the player holding it. A child can now opt in to being
drawn at its parent's place, so its own Z only orders it against the
parent and its siblings.

- New property "Sort with parent" on sprites, texts and particle
  emitters, shown in the inspector right under Z. It is a normal
  property, set on the asset and overridable per object.
- With it on, the rest of the scene sees only the parent's Z and, where
  the layer sorts by Y, the parent's feet. Below 0 the child is drawn
  behind the parent, from 0 on in front.
- It works across levels: a grandchild with the switch hangs on the top
  object of the chain.
- It has no effect under a parent that is not drawn itself (container,
  behavior, camera, collider) or under a tilemap.
- New assets start with it on, saved ones read as off, so old projects
  draw unchanged. For that a schema row now has "initial" next to
  "default". The gold "changed" mark and reset follow "initial", so a
  fresh sprite is not marked as changed. No load migration is needed.
- parentGroups() in drawOrder.ts gives a slot only to the top of a
  chain and inserts the children there. Editor, play mode and picking
  all use it, so they agree.

Tests:
- 10 new unit tests in tests/viewport/sort-with-parent.test.ts.
- 8 existing tests list the sprite rows or defaults and got the row.
- New e2e check 5b-ii clicks the switch and checks order and undo.
- Counter-checks, all originals restored by cmp: switch ignored fails
  7, children not sorted by Z fails 6, no chain fails 1, "initial"
  ignored fails 9, row missing in the inspector fails e2e 5.
- ./check.sh: 166 files, 2426 tests, CHECK EXIT 0.
- e2e 5: ALL PASSED, 13 checks. Check total 1398, computed only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:08:09 +02:00
adminandClaude Opus 5.5 fae827c087 Let an animation key Z so an object can pass behind another
The timeline offered X and Y as position rows but never Z. The list
of position rows was simply written without it when animations came
in with #97. A swinging weapon could therefore not go behind its
character.

- Z is the third position row, after X and Y, on every placed root
  or object. A scene and a behavior still offer no position.
- Play and preview already read and write any position row by name,
  so the one entry in POSITION_KEYS is all the code change.
- The draw order is sorted on every render, and play writes z back
  into the scene each frame. A keyed Z therefore takes effect at
  once. A blended 4.5 sits above 4 and below 5.

Tests:
- ./check.sh: 165 files, 2416 tests, CHECK EXIT 0.
- 3 new unit tests in tests/core/animation.test.ts: Z is offered
  after X and Y and not on a behavior or scene, a running game moves
  the object from behind to in front of another one, and play,
  scene write-back and preview agree on z.
- e2e 25: ALL PASSED, 29 checks. The new check reads X, Y, Z as the
  first rows of the row dialog. Check sum 1396 -> 1397.
- Counter-check: without z in the list all 3 new unit tests fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 22:08:00 +02:00
adminandClaude Opus 5.5 147f8ffbea Let animation keys ease with Sine to Bounce in, out or in-out
A key could only ease quadratically, which makes quick moves like a
sword swing feel soft. Animators know the Penner curves from CSS,
GSAP and Unity, so a key now offers all of them.

- Ten curves (Sine, Quad, Cubic, Quart, Quint, Expo, Circ, Back,
  Elastic, Bounce), each in, out and in-out, next to Linear and Step.
- The inspector shows two fields instead of one long list: Easing,
  and Direction only when a curve is picked. Switching the curve
  keeps the direction. Coming from Linear or Step starts at in-out.
- Old projects keep working. ease-in/out/in-out now read as Quad and
  are still saved under that name. New curves save as cubic-out,
  back-in-out and so on.
- Back and Elastic overshoot on purpose. A number property with min
  or max is clamped in play and preview, so a Back in from scale 0
  does not flip the sprite. trackWriteAt now takes the property
  definition, and animatedKind* is renamed to animatedDef*.
- The timeline marker still shows only the direction.
- In-out is built for every curve from its in-curve and its mirror.
  easings.net uses own constants for Back and Elastic in-out, so our
  Back in-out winds up about 5 % instead of 10 %.

Tests:
- ./check.sh: 165 files, 2413 tests, CHECK EXIT 0.
- 12 new unit tests in tests/core/easing-curves.test.ts: round trip
  of all 30 values, start/end/midpoint of every curve, reference
  values, only Back and Elastic leave 0..1, clamping in play and
  preview, unknown values are rejected.
- e2e 25: ALL PASSED, 28 checks. New 25b-ii (3 checks) clicks both
  fields and undoes the four choices. Check sum 1393 -> 1396.
- Counter-checks, each fails its test: no clamping (2), Quad saved
  as quad-* (2), mirrored in-out wrong (2), curve lookup with `in`
  instead of Object.hasOwn (1), no Direction field (e2e 25).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 22:02:23 +02:00
adminandClaude Opus 5.5 94749b4f3e Let a project keep named snapshots and restore them (#231)
game-maker / gate (push) Successful in 3m6s
game-maker / suite (push) Successful in 9m38s
Autosave only keeps the latest revision. Before a risky change there
was no way to put a known good state aside and go back to it later.
The main menu now has "Snapshots..." to create, restore and delete
named copies of the open project.

- Server: SnapshotStore.php keeps each snapshot as a copy of the
  project JSON under data/snapshots/<project>/ (git-ignored). Four
  routes under projects/{id}/snapshots use the same owner check as the
  project, so an admin also sees foreign snapshots.
- Create writes the autosave first. With unsaved edits (play with open
  edits, failed save, conflict) no snapshot is made and a message says
  why. The rule is the pure function in src/editor/snapshots.ts.
- An empty name falls back to the local date and time.
- Restore asks first, then keeps the current state as "Before
  restoring <name>". It writes the snapshot back as a new revision and
  reloads the project, so the undo list is empty. A restore can itself
  be undone by restoring that snapshot.
- Deleting a project deletes its snapshots too. Images, sounds, fonts
  and pixel art are content-addressed and never deleted, so a snapshot
  can always reach them.
- Client: SnapshotStore and HttpSnapshotStore in src/core/store, the
  SnapshotsDialog, and the flows in ProjectSession. A stale revision
  (409) becomes StaleRevisionError.
- CI runs the new PHP test in the gate job next to accounts.

Not covered by e2e: the lock during play and the conflict case. Both
are unit tests only.

Tests:
- check.sh: 164 files, 2401 tests, CHECK EXIT 0.
- tests/php/snapshots.test.php: 14 checks, all passed.
- tests/editor/snapshots.test.ts: 5 tests for the time format, the
  blocker rule, the routes and 409.
- New e2e module 50 on a throwaway project: create, rename, restore,
  undo the restore, delete, then delete the project and get 404 on
  its snapshots. 46b expects the new menu entry. e2e 46,50: 20 checks
  passed. The check sum goes from 1385 to 1393 (computed).
- Counter-checks, originals restored and compared with cmp: blocker
  always allowed fails 1 unit test. No sorting fails 2 PHP checks.
  Restore without keeping the old state fails 50c and aborts 50d.
- The first sort test with 2 snapshots passed by chance half the time
  because of random ids. It now uses 8.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:21:52 +02:00
adminandClaude Opus 5.5 17a6fd0339 Move the shader test sprite off a name plate so CI passes again
game-maker / gate (push) Successful in 3m8s
game-maker / suite (push) Successful in 9m24s
Every suite run since 50bddf6 failed the same 14 pixel checks in step
28. The test sprite sat right of the camera, where the Crate pair
container from an earlier step has its symbol. Since 50bddf6 names
stand on dark plates, and that plate reaches into the sprite's upper
left corner. The thin grey name before let the sampled pixels through.
The plate covers them.

- The sprite now sits up left of the camera (-190, -105 instead of
  +180, +100), a spot no earlier step fills.
- The guard that samples a 9x9 grid over the sprite stays. It named
  the plate as -0.4,-0.3:#1b2f57, the sprite blue under a 70 percent
  near-black plate.
- The app is right: symbols and their names draw above objects.

Tests:
- Reproduced in the CI image with an empty data folder, GM_STEPS=1-28:
  the same 14 FAILs with the same colours as CI tasks 303 to 313.
- Full CI job in the CI image after the move: ALL PASSED, 1385
  checks, smokes 24 / 19 / 21, E2E EXIT 0, SMOKES EXIT 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:34:10 +02:00
adminandClaude Opus 5.5 21d7149756 Let a nested behavior without a start node run from On start (#230)
A behavior built as a plain behavior, with On start and no Behavior
start, did nothing when another behavior called it through Run
behavior. The node only showed a warning. Such a behavior should run
as a call too, without the author having to rebuild its entry.

- New callEntries() in nested.ts returns the Behavior start node or,
  when there is none, every On start node. callProblem uses it too.
- GraphInterpreter.call() follows all entries one after the other,
  in graph order, in the same frame and with the same variables.
- Behavior end still returns what reaches it. A call through On start
  has no inputs, because only the start node declares them.
- It is a fallback only. With a Behavior start present, On start
  nodes stay out of the call.
- The node warning now reads "No start or On start node - does
  nothing" and only shows when neither exists.
- Keep and local state machines behave as before.

Tests:
- ./check.sh: 163 files, 2396 tests, CHECK EXIT 0 (before 2392).
- 4 new unit tests in tests/core/nested-behavior.test.ts: the flow
  after On start runs, the return value arrives, several On start
  nodes run in graph order, a start node keeps On start out.
- e2e 19: ALL PASSED, 35 checks. Only the expected warning text
  changed, the check sum stays at 1385.
- Counter-checks: without the fallback 3 tests fail. With only the
  first On start exactly the order test fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:13:14 +02:00
adminandClaude Opus 5.5 454d202109 Let each variable of a behavior choose whether calls keep it (#229)
game-maker / gate (push) Successful in 3m13s
game-maker / suite (push) Failing after 8m46s
The first version of #229 put a Keep state switch on the Run behavior
node. The user wanted it where the variable is declared instead. Whether
a value lives on belongs to the variable, not to every call site.

- The node switch keepState is gone again. RunBehavior, CallResult and
  nested.ts are back to what they were before #229.
- BehaviorAsset.keptVariables lists the kept names. It lives on the
  asset and not in PropertyDef, because that is the schema of every
  inspector row.
- A variable added from now on starts with Keep on. Variables in
  existing projects start with Keep off, so old projects run unchanged.
- SetVariableKeptCommand flips the switch as one undo step. Add, remove
  and rename carry the list along. Loading drops names that are not
  declared.
- The interpreter keeps only the listed variables, per Run behavior
  node and per object as before. The others start at their defaults.
- Local state machines in a called behavior start empty on every call
  again, as before #229. Global and scene machines are unchanged.
- The inspector shows a Keep button in each variable row of a behavior.
  Its state is part of the asset signature, so a click redraws the row.
  Without that the button kept its old look until the inspector was
  reopened.

Found: the project Garden of Sacrifices still has keepState = true on
the call Player -> Character Movement. It is ignored now. Direction
there predates the switch, so Keep is off until set by hand.

Tests:
- ./check.sh: 163 files, 2392 tests, CHECK EXIT 0 (before 2388)
- tests/core/keep-state.test.ts rewritten, 15 tests
- e2e 19: ALL PASSED, 35 checks. 19c-ii now clicks the Keep button
  of a new variable: on when added, off by a click, on again, off
  after undo.
- Counter-checks, each fails its own test: keep list ignored (2),
  states kept (1), new variable not kept (8), rename drops the list
  (1), no Keep button (e2e 19c-ii).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:50:59 +02:00
adminandClaude Opus 5.5 7c70245c79 Let a nested behavior keep its variables between calls (#229)
game-maker / gate (push) Successful in 3m3s
game-maker / suite (push) Failing after 8m39s
A Run behavior call started with fresh variables every time, so a
nested behavior could not count, remember or keep a local state
machine across calls. A new "Keep state" switch on the node lets the
callee resume where its last call left off. It is off by default, so
existing projects run unchanged.

- RunBehavior gets the boolean parameter keepState and its node
  description explains it.
- GraphInterpreter keeps the state in keptCalls, keyed by the call
  path, the chain of Run behavior nodes. Two nodes calling the same
  behavior each keep their own state.
- One interpreter exists per behavior instance, so every object gets
  its own state without further code.
- Local state machines of the callee are kept like its variables.
- resumedVariables() matches kept values against today's
  declarations. A new variable starts at its default, a removed one
  drops out, and one whose kind changed starts over.
- The kept state lives as long as the object in the run. It is not
  written to save games.

Limit: a callee input named keepState collides with the switch. The
same already holds for the name behavior, so it is not caught.

Tests:
- ./check.sh: 163 files, 2388 tests, CHECK EXIT 0 (before 2377)
- 10 new unit tests in tests/core/keep-state.test.ts and 1 new
  node catalog case.
- e2e 19: ALL PASSED, 35 checks, with the new check 19c-ii for the
  checkbox, its click and undo.
- Counter probes: ignoring keepState fails 5 tests, state per
  behavior instead of per node fails 1, dropping the outer path
  fails 1, skipping the kind check fails 1, and without the node
  parameter the e2e check fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 14:41:17 +02:00
adminandClaude Opus 5.5 03e7a78c3d Keep a tilemap with outlined solids at 60 fps in scene and play
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Failing after 8m33s
A project with three tilemap layers, two of them with collision on
water and hill tiles, ran at 33 to 52 fps. A CPU profile showed that
almost all of the time went into the collision geometry of the map.
It was rebuilt from scratch every frame although nothing had changed.
The animated water makes the views redraw every frame, so the cost
was never skipped.

- New module tilemapMemo keeps what is derived from the cells: the
  tiles of a layer, the blocking cells, the rectangles and polygons.
  It is reused as long as the content stays the same.
- A brush stroke paints into the existing cells object. The memo
  therefore compares the content cell by cell, not the identity.
  The comparison walks two arrays in insertion order.
- Clipped outlines are kept per outline list. The model always
  replaces that list instead of changing it.
- PhysicsSystem no longer rebuilds the shapes of a tilemap each tick
  while its cells, placement and settings are unchanged. Before, it
  also built a JSON key from all world shapes every tick.
- The overlaid layers after Set tile in a run stay stable. Otherwise
  the memo would miss on every call after the first edit.

The #184 work only helped Move and raycasts, not this path.

Measured on stein2 (i5-7500T, HD 630), script time per frame:

- Scene, nothing selected: 17.7 ms, 52 fps -> 5.8 ms, 60 fps
- Tilemap selected: 26.2 ms, 38 fps -> 8.6 ms, 60 fps
- Play: 29.9 ms, 33 fps -> 8.7 ms, 60 fps

About 3 ms per frame remain. The content comparison costs roughly
60 us per 700-cell layer and runs about 40 times a frame. The mesh
geometries in TilemapField are still rebuilt every frame.

Tests:
- ./check.sh: 162 files, 2377 tests, CHECK EXIT 0 (before 2370)
- e2e 1-5 and 39-43: ALL PASSED, 289 checks
- 7 new unit tests in tests/core/tilemap-memo.test.ts
- 5 counter checks (content ignored, no memo, outline by kind only,
  physics always rebuilds, layer settings ignored) each fail their
  test. All originals are back, checked with cmp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 12:23:18 +02:00
adminandClaude Opus 5.5 021a6dcb56 Zoom the tile tab in the same steps as the scene view
game-maker / gate (push) Successful in 2m58s
game-maker / suite (push) Failing after 8m34s
The tile tab zoomed freely, so the pixels of a tile could end up
unevenly wide at odd factors. Scene view, container tab and animation
preview already snap to FREE_ZOOM_STEPS. The tile tab now does the
same, so every pixel editor zooms alike.

- The wheel steps through FREE_ZOOM_STEPS, counted in device pixels.
  The board position is rounded to whole device pixels.
- New wheelSteps() in src/viewport/view.ts turns wheel events into
  steps: one notch is one step, a trackpad gathers 50 px per step.
  FreeViewport uses it too, so the rule exists only once.
- Fit takes the largest step at which the whole board fits. Refitting
  on a new tab or board size stays as before.
- panAndZoom takes an optional zoom rule instead of limits. Graph and
  node board keep zooming freely.
- A saved view from before the steps snaps to the nearest step.
- The cap parameter of frameBoxes from 4027afc has no user anymore.
  It is removed together with its unit test.

Fit rounds down, and below 100 percent the steps are far apart. In the
small e2e window the 48 px board lands at 25 instead of 41 percent,
the 16 px board at 100 instead of 124 percent.

Tests:
- check.sh: 161 files, 2370 tests, exit 0 (-1 cap test,
  +1 wheelSteps test)
- e2e 1-5 and 39: all passed, 169 checks. Three checks in 39 now
  expect steps: Fit on a step with the next one too large, one notch
  goes 0.25 to 0.5, 16 px tiles refit to at least 100 percent.
- Counter check: a free Fit factor fails exactly those three checks
  (zoom 0.413 and 1.2396).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 10:30:41 +02:00
adminandClaude Opus 5.5 4027afc228 Let Fit fill the tile tab instead of stopping at 100 percent
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Failing after 8m34s
Fit in the tile tab left the board small in the middle of the tab.
It used frameBoxes, which never zooms past 1 so that two graph nodes
do not blow up to fill the screen. The tile board is measured in image
pixels, though, and with 16 px tiles it is only about 345 x 186 px.

- frameBoxes takes a new cap parameter, default 1. The graph and the
  node board keep their behaviour.
- The tile tab passes its zoom limit of 6, so Fit fills the tab up
  to 600 percent.
- TileCanvas remembers whether the view is still the one Fit set.
  While it is, a change in the size of the tab or of the board fits
  again. After a pan or zoom by hand the view stays until Fit.

Found on the way: switching the image to another tile size (48 to
16 px) kept the old zoom, and the board shrank to a third. The refit
above covers that too.

Tests:
- ./check.sh: 161 files, 2370 tests, CHECK EXIT 0 (was 2369).
- New unit test in graph-framing: with a raised cap Fit fills the
  view up to the limit. The graph test for "not past 100 %" holds.
- e2e 39: ALL PASSED, 31 checks (was 29). Fit fills the tab at 48 px
  (zoom 0.41) and fits again after the switch to 16 px (zoom 1.24).
- Counter probes: a cap of 1 and no refit on a new board size each
  fail exactly the 16 px check (zoom 1 and zoom 0.41).
- e2e sum in the README is 1384, computed, not yet seen in CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 09:35:50 +02:00
adminandClaude Opus 5.5 50bddf68d4 Keep scene view names readable on plates and in rows of their own
game-maker / gate (push) Successful in 2m57s
game-maker / suite (push) Failing after 8m37s
Symbol names in the scene view were plain grey text. On a background
of a similar colour they could not be read, and names of symbols close
together were drawn over each other.

- Each name stands on a rounded, nearly black plate at 70 % opacity,
  3 px padding left and right, 1 px top and bottom.
- The text is light (viewportLabel) instead of muted grey.
- The plate of a selected object gets an accent border.
- New rule stackLabels in src/viewport/labelRows.ts. A name that
  overlaps another name or an icon moves one row down, then one up,
  then two down and so on, until a row is free.
- Names are placed top to bottom, so the upper one keeps its row.
  A name only moves vertically and stays on the side of its icon.
- Names outside the view still claim their row. Otherwise the visible
  names would jump while panning.
- New hook __gm.sceneLabels() for the e2e check.

The frame names in the texture editor already had a plate, so they
are unchanged.

Not covered by tests: the accent border on selection. Readability on a
light background was only judged from a screenshot on a dark one.

Tests:
- 5 unit tests in tests/viewport/label-rows.test.ts: free names stay,
  the lower of two colliding names moves, the stacking order, names
  avoid icons, 30 crowded names never overlap.
- e2e 5c-ii: 8 symbols on one spot give 8 plates, no overlap with each
  other or with icons, each name on the side of its icon.
- Counter-checks: without the overlap test in the rule 4 of 5 unit
  tests fail. With the scene view ignoring the rows exactly 5c-ii
  fails.
- ./check.sh: 161 files, 2369 tests, CHECK EXIT 0.
- e2e 1-5: ALL PASSED, 140 checks. The e2e sum is now 1382 (computed).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 08:05:39 +02:00
adminandClaude Opus 5.5 af6ac12ab5 Show sharp tile preview labels and paths with tunnels and crossings
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 9m20s
The mask labels under the tile preview sat inside the zoomed board.
Pixi rendered them at 10 px and stretched them with the zoom, and
each label was shrunk to the width of its tile on its own. They came
out blurry and in different sizes. The example map also only showed
a ring, so narrow paths and crossings were never previewed.

- The labels live in their own layer in screen space and are
  re-rendered at the fitting font size on every zoom.
- All labels share one size, at most the 10 px of the theme. Below
  6 px they are hidden.
- A label has two lines: the sides on top, the corners dimmed below.
- The example map keeps the ring cell for cell and adds a network of
  1 tile wide paths below it. It has straight 1xN and Nx1 pieces,
  curves, two T junctions, a crossing and a dead end.
- The map stands next to the grid in a wide panel and below it in a
  tall one. Fit picks the layout with the larger tiles, and only Fit
  changes it, so zooming does not make the board jump.
- The new hook __gm.tile.captions() reports size, scale and lines.

Found on the way: the taller map made Fit zoom out further, and 3
pixel checks on the 16 px terrain tiles failed. The side by side
layout fixed that.

Tests:
- ./check.sh: 160 files, 2364 tests, CHECK EXIT 0 (was 2363).
- e2e 39: ALL PASSED, 29 checks (was 28).
- New unit test: the example map has straights, a curve, a crossing
  with four notched corners, a T junction and a dead end.
- Counter check: with the labels back in the zoomed board the new
  caption check fails (scales [0.648, 1]).
- The e2e sum in the README is now 1381. It is calculated only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 06:18:41 +02:00
adminandClaude Opus 5.5 5dbac3a8df Add a Select node that picks one of two values by a condition
Choosing between two values meant a Branch with the whole action
twice behind it, for example two Play animation nodes that differ
only in the animation. Every later change had to be made in both.
Select picks the value, so the action stays single.

- Select is a data node with the inputs condition, false and true
  and the output value. It passes on "true" if the condition holds,
  else "false". An unconnected condition counts as false, and an
  empty picked input gives null.
- The ports are named false and true, not a and b, so nobody has to
  guess which input is which. The order false, true follows Unreal's
  Select and Blender's Switch.
- false, true and value share one type through `sharedType`, like
  First not empty. With two Animation literals plugged in, value
  takes their type and fits Play animation directly.
- Both inputs are always evaluated. Data nodes have no side effects,
  so that does not matter.

Tests:
- ./check.sh: 160 files, 2363 tests, CHECK EXIT 0 (before 2356).
- 5 cases in tests/core/node-catalog.test.ts and 2 in
  tests/core/shared-port-type.test.ts.
- Counter checks: with the inputs swapped all 5 catalog cases fail,
  without sharedType exactly the type test fails.
- No e2e change, the sum stays at 1380.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:39:27 +02:00
adminandClaude Opus 5.5 89048413f1 Let a texture frame set where a sprite stands for Y sorting (#228)
A sprite sorted by Y stood on the bottom of its box. With a shadow or
empty rows under the feet that is too low, so a figure slipped in
front of a tree it should stand behind. The line belongs to the frame,
not the texture, because one texture can hold several sprite sheets.

- New field `sortLine` on a frame: whole image pixels up from the
  frame's bottom edge, 0 to the frame height. 0 is stored as nothing,
  so old projects stay the same. Shrinking a frame keeps the line
  inside it.
- `feetOf` in drawOrder.ts lifts a sprite by the same share of its
  box. Scene view, game view, play and picking all use it. In an
  animation the line of the frame shown right now counts.
- The texture tab draws the selected frame's line dashed in yellow
  with a knob left of the frame. At 0 the line shares the bottom edge
  with the nine-slice border and a resize handle, so the knob is
  tested first. A line inside the frame can be dragged directly,
  tested after the nine-slice lines.
- The inspector has a new "Sorting" section with a "Sort line"
  field. Dragging or typing is one undo step each.

Limit: frames of one walk cycle need the same value, set by hand.
Otherwise the figure changes its place in the order while walking.

Tests:
- ./check.sh: 160 files, 2356 tests, CHECK EXIT 0 (before 2350).
- 6 new unit tests in tests/viewport/sort-by-y.test.ts.
- e2e 37 and 39-43: ALL PASSED, 162 checks. New check 37b-ii drags
  the knob up 6 px and undoes it, plus the inspector row.
- Counter checks: if feetOf ignores the line, exactly the 3 order
  tests fail. If the knob cannot be grabbed, 37b-ii fails.
- The e2e sum in the README is 1380, counted, not yet seen in CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:34:37 +02:00
adminandClaude Opus 5.5 50854389bb Let a tilemap layer sort its rows by Y with the objects (#228)
A tilemap layer was one piece in the draw order, so a figure stood
either in front of a whole layer of trees or behind all of it. For a
top-down game the trees in front of the figure's feet have to cover
it and the ones behind must not.

- A new "Sort by Y" box under the layer list sets `sortByY` on the
  painted layer. Every change is its own undo step.
- Such a layer comes as one draw slot per row. On its `z`, the rows
  and all objects on that `z` are sorted by where they stand: the
  bottom of an object's box, the bottom of a row. Ties keep the
  hierarchy order, and other `z` values are untouched.
- A layer drawn as one piece and the map's own node stay behind the
  sorted ones on the same `z`, since neither has a single place to
  stand. Ground belongs on a lower `z` or stays unsorted.
- A new tile property "Sort offset" (whole rows, -16 to 16) lets a
  crown sort with the trunk below it.
- `TilemapField` draws a container per row for such a layer, and
  picking takes the row into account, so a click picks what is drawn
  in front. Scene view, game view and play share the same rule.

Limits: on a rotated map "down" is world Y. A layer sorted by Y costs
about one draw call per row and tile instead of one per tile.

Tests:
- ./check.sh: 160 files, 2350 tests, CHECK EXIT 0 (before 2340).
- 10 new unit tests in tests/viewport/sort-by-y.test.ts.
- e2e 39-43: ALL PASSED, 148 checks. New check 40p-iii ticks the box
  and finds the slot of row 0, undo brings back the whole layer.
- Counter checks: without the Y sort 5 unit tests fail, with the
  offset ignored 5, with no row in picking 1. If TilemapField draws
  no rows, exactly 40p-iii fails in e2e.
- The e2e sum in the README is 1378, counted, not yet seen in CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:32:37 +02:00
adminandClaude Opus 5.5 ffb5bbe039 Stop a key getting stuck when Shift changes it while held (#227)
game-maker / gate (push) Successful in 3m8s
game-maker / suite (push) Failing after 8m37s
Input remembered keys under KeyboardEvent.key. Pressing a, adding
Shift and letting go sent "A" on release, which matched nothing, so
"a" stayed down until the next release without Shift.

- New rule keyName in src/core/keys.ts lowercases a single character.
  So a and A are the same key, also under Caps Lock.
- Input remembers per physical key (e.code) under which name it went
  down and releases exactly that name. So 1 released as ! is freed
  too, which lowercasing alone does not cover.
- On key down, up and held, Key is down and Axis input compare with
  the same rule. A node that already stores A reacts to a.
- Recording a key in the inspector stores Shift+A as a.
- Limit: holding Shift before pressing 1 still sends !, and a node on
  1 does not react. Nothing gets stuck by it.

Tests:
- 3 new unit tests in tests/core/behavior-events.test.ts: the flow
  from the issue, 1 released as !, and a node on A hearing a.
- Without lowercasing exactly the issue test and the A test fail.
- Without the code memory exactly the 1/! test fails.
- ./check.sh: 159 files, 2340 tests, CHECK EXIT 0 (before 2337).
- No e2e change, the check sum stays at 1377.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 18:06:16 +02:00
adminandClaude Opus 5.5 c1a6d63edb Cover which tilemap layer and texture frame get a collision fill
game-maker / gate (push) Successful in 3m27s
game-maker / suite (push) Successful in 9m47s
f4cc681 fills tilemap solids only for the selected map and layer, and
texture collision only for the selected frame. Neither the scene view
wiring nor the texture canvas had a test for that.

- __gm.tilemap.solids() now reports the cells that were filled, and
  __gm.texture.drawInfo() counts the filled outlines.
- e2e 40l-iii: a selected tile fills nothing. The map selected with
  the upper layer fills only cell (4,0), with the lower layer only the
  3x3 block. Two selected objects fill nothing again.
- e2e 42: a selected frame fills its one outline. Deselected it fills
  none, while the outline stays visible.
- README check total goes from 1375 to 1377. CI confirmed 1375, the
  new total is counted, not yet measured.

Tests:
- ./check.sh: 159 files, 2337 tests, CHECK EXIT 0
- e2e 39-43: ALL PASSED, 147 checks (before 145)
- Counter checks: a scene view that fills every map fails only the
  tilemap check. A texture canvas that fills every frame fails only
  the texture check.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 13:22:45 +02:00