Commit Graph
64 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 48ec722660 Let an AI agent see the open editor through MCP (#429)
feuerwerk / gate (push) Successful in 5m41s
feuerwerk / suite (push) Successful in 18m44s
Claude Code should be able to work inside the user's open editor tab.
This first stage connects the two and lets the agent look: what the
user sees and a picture of it. Changing the project comes in stage 2.

- An agent token per account opens only /mcp, no API route. The
  dialog "Agent tokens..." in the account menu creates it once, shows
  the ready "claude mcp add" line and revokes it. The server keeps
  only its sha256 (api/lib/AgentTokens.php).
- Wrong tokens count into the sign-in brake from #427. Changing the
  password, renaming or deleting an account ends its tokens.
- The relay (tools/mcp/) is a small Node service without packages,
  WebSocket server included. It runs in the container feuerwerk-mcp
  because PHP-FPM cannot hold connections. Whether a token or a tab
  ticket is valid is still decided by the PHP API, through two routes
  that answer only with the relay key.
- The tab joins over WebSocket on the same origin with the normal
  session, an Origin check and a one-time ticket. It connects only
  after "Agent" is switched on in the account menu. One tab per
  account is active, a new one takes over. Guests get nothing.
- Tools: get_view (project, tab, document, selection with names,
  camera, play state, open dialog) and screenshot. The resource
  feuerwerk://view can be subscribed. Claude Code does not act on
  that reliably, so a changed view is also noted on the next answer.
- A badge next to the account menu shows the connected agents. It
  counts only agents with an open stream or a request in the last
  two minutes.
- CI starts the relay in front of php -S (tools/ci/serve.sh), and
  e2e 71 runs the whole path in the browser.

Found on the live test: the badge showed four agents because old
sessions of revoked tokens were still counted.

Tests:
- Gate on atx: 316 files, 4888 tests
- relay protocol test with fake API and fake tabs: 23/23
- get_view, tools, socketUrl: 16/16
- PHP agents 29, rights 103 checks
- e2e 71 on atx 10/10, against the live site 10/10, no CSP violation
- real Claude Code against the live site: get_view answered
- ZAP against /mcp: nothing at High or Medium
- every new check fails when the guard it covers is taken out (6)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 10:39:34 +02:00
adminandClaude Opus 5.5 597367c804 Keep a transition's pace through new steps and pans (#309)
A wheel step in the middle of a transition restarted the ease-out
curve at full speed, so a run of quick steps kicked at each one.
A pan called finish() first and made the zoom jump to its target.
Both made the zoom and the gliding lists feel jerky.

- A new step starts from the speed the view already has and then
  eases out. Quick steps in one direction move in one stroke. A step
  the other way still starts from rest.
- A pan takes the transition along. The zoom goes on while dragging
  and lands where it was heading, moved by the pan. This covers all
  eight pan places: scene and container, graph, plugin board,
  texture and pixel art, timeline, pattern, song and sound.
- finish() is gone, it has no callers left. Dragging the scrollbar,
  a jump to a row, another document or a new view size still end
  the transition as before.

Found: on a second step the old curve jumped to 2.47 times the
speed the view had just before.

Tests:
- npm run check on stein2: 299 files, 4598 tests (5 new)
- e2e 46 on stein2: ALL PASSED, 24 checks (1 new). A pan by 40/30
  px during a 1000 ms zoom step leaves it moving (2.33 on the way
  from 2 to 3), it lands on 3 with the world point moved by the pan.
- Counter-checks: with the pace reset to 3 the new unit test fails
  with 2.47 instead of at most 1.1. Without carry the pan test fails.
- melektaus-atx went offline mid-run, so both ran on stein2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 23:08:43 +02:00
adminandClaude Opus 5.5 fe4e0d9f1a Snap to the grid from the start in every graph tab (#391)
game-maker / gate (push) Successful in 4m12s
game-maker / suite (push) Successful in 15m55s
Laying out a graph by hand mostly means lining nodes up, so the
magnet was switched on in nearly every session. Every graph tab now
starts with it lit: Behavior, State machine, Shader, Particles,
Sound FX, Instrument, the song's Routing and the Routing tab.

- SnapToggle takes the state it starts in and lights its button to
  match. GRAPH_SNAPS_AT_FIRST sets it for the toggles and for
  GraphCanvas alike, so button and canvas cannot disagree.
- Curve and Vector Art are no graphs and still start without it.
- New hook __gm.graphSnapping(on?) reads every graph tab's magnet,
  or "mixed" where button and canvas differ, and switches them all.
- The e2e harness reads the magnets after each navigate() and then
  switches them off, as it already sets the zoom transition to 0.
  Most checks drag a node to an exact spot. e2e 45 does the same
  itself, because the editor comes up there through the sign-in.
- e2e 06 checks that all eight graph tabs started with the magnet on.
  The checks in 06, 26 and 65 that read it off now say they read
  what the harness left.

Tests:
- Unit snap-toggle: 4 tests, 1 new (lit at first, nothing asked of
  the target before a click).
- e2e 06 (melektaus-atx): 150 checks, 1 new. e2e 34: 134 checks.
- Gate (melektaus-atx, together with #390): 287 files, 4397 tests.
- Pictures looked at: none, the state comes from the hook.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 17:37:13 +02:00
adminandClaude Opus 5.5 c087993000 Edit a Filter in its node and resize EQ and Filter nodes (#385)
A Filter sounds like one band of the Parametric EQ, but it keeps what
the EQ cannot: linked numbers, the all-pass and +-40 dB. So it stays a
node of its own and gets the EQ's editor with itself as the one band.
The editors also stop running out of their room: what does not fit is
left out instead of being cut.

- The curve of the EQ is now BandCurve with a host the EQ and the
  Filter both fill. CurvePanel holds what their panels share.
- FilterPanel shows the Filter as one band. A drag of its handle sets
  frequency and gain as one undo step. A number fed by a link is
  greyed out and the drag leaves it alone.
- A double-click on the Filter's title opens the same in a tab of its
  own. Delete there does nothing, the node stays.
- The Filter is tapped like the EQ, so its node and its tab draw the
  spectrum of what passes it. A tap is two gain nodes per voice, the
  analysers are made only while someone listens.
- EqFace and FilterFace are one CurveFace now, given the panel.
- EQ and Filter nodes have a corner to resize them, drawn like the
  floating window's. The size is saved on the node as `size`, each
  drag is one undo step, the least is 240 x 120.
- In the node the help line is gone. The row of numbers comes in only
  once the curve keeps 120 px of height. A group of the row that does
  not fit is not drawn, the one on the right first.
- A frequency or dB label that would run into the one before it is
  left out.
- The all-pass is drawn flat. The curve's maths takes every shape a
  Filter has.

Found on the way:
- The instrument presets set nodes 240 apart. A Filter with its
  editor is about 700 wide and covered the Bitcrusher, so a Filter
  now takes four columns.

Tests:
- Unit: 8 new (filter band, resize command and save, fitting rules),
  stage lists with a Filter now hold its taps
- e2e 34 (atx): ALL PASSED, 130 checks (4 new)
- Gate (atx): CHECK EXIT 0, 284 files, 4367 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 14:30:00 +02:00
adminandClaude Opus 5.5 79a04e6764 Edit a Parametric EQ in its node, let the wheel only zoom graphs (#381)
The small curve below the EQ node's rows (#375) only showed the bands.
Like the Compressor since #380, the node now shows the editor of its
tab between its inputs and its output, and is worked right there. A
double-click on the node still opens the same editor in a tab.

Two wishes for the nodes with a panel came on top and share the same
files, so they are in this commit as well: the numbers below the
Compressor's knobs read as plain labels (#382), and the wheel over a
node zooms the graph instead of turning a value (#383).

#381, the EQ in its node:
- EqPanel holds the curve, the band's numbers and the help line, taken
  out of EqEditor. The tab puts its one panel under a header, each EQ
  node has a panel of its own at 720 x 360 (EqFace).
- A press on the curve neither picks nor moves the node. A
  double-click on the curve adds a band, one on the title or the edge
  opens the tab.
- In the node a press on the Type or Slope button stays with the
  button, so the node is not picked or moved.
- The spectrum runs in the node while it is in the picture. The tab
  lets go of the tap once, like the Compressor's, and Editor.tick lets
  every unseen tab and graph go before any seen one listens.
- The count of bands moved from the tab's header into the band row,
  so the node shows it as well.
- The node picture of #375 is gone with its only user: NodePicture,
  EQ_PICTURE and NodeView's drawing of it.

#382, the numbers below the Compressor's knobs in its node:
- A Knob with typed: false shows its number as a centred Label without
  a box, in the panel's ink. The ratio reads 4:1 (ratioText).
- The label is as high as its text and sits up in the dial's open
  bottom, right under the ends of the scale.
- Label takes a colour of its own.

#383, the wheel in a graph:
- GraphCanvas takes the wheel on the way down and stops it there. It
  zooms over a node too, and no knob or curve in a node sees it.
- The tabs keep their wheel: a knob's step, a band's Q and the zoom
  of the EQ's dB.

Found on the way:
- A Menu opened below a button in the zoomed graph would have been
  placed by the button's own height. openBelow now takes the bottom
  edge as drawn.
- The band row did not lay out its labels after a text change when
  its own size stayed. In the tab a later resize hid it, in the node
  "Band 1" and the count were missing. The row now lays out itself.
- Handle and point positions for the checks were unscaled. They now
  go through toGlobal and hold at the graph's zoom.

Tests:
- Unit parametric-eq: 16 tests. The #375 tests now check
  eqCurvePoints and eqRangeOf directly. compressor-view: ratioText.
- e2e 34 (atx): ALL PASSED, 125 checks (3 new: the EQ panel and its
  ports, editing in the node, the spectrum in the node with the tab
  open). The Compressor node's check reads its numbers as labels and
  8:1. Both node checks now expect the wheel to zoom the graph and
  leave the ratio, the Q and the dB zoom alone.
- The unseen-tab check now leaves for the Scene tab, since the node
  in the graph listens to the same tap.
- Counter-check: the tab letting go of the tap every unseen frame
  stalls the node's spectrum with the tab open (1 frame against 22,
  probe on stein2).
- Gate (atx): CHECK EXIT 0, 283 files, 4357 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 12:40:11 +02:00
adminandClaude Opus 5.5 1f2b64fb4c Show a Compressor's panel in its node, its tab on a double-click (#380)
game-maker / gate (push) Successful in 4m2s
game-maker / suite (push) Successful in 16m14s
The panel of #379 opened in a window of its own and replaced the tab.
The user wanted the device in the graph instead, and the tab of #378
back on a double-click. The switch Hardware look goes again.

- A node can show a face instead of its rows (`NodeFace`). Its inputs
  sit on the left of it and its outputs on the right, in the middle of
  the height. Each side is as wide as its longest port name.
- A Compressor node shows the panel at full size, 820x280 graph units.
  Its settings and numbers are not listed as rows, the panel has them.
- The knobs and the lever work in the node. A drag, a notch of the
  wheel and a double-click are one undo step each. A press on them
  neither picks nor moves the node, and the wheel does not zoom the
  graph. The number below a knob is only shown, typing stays in the
  tab and the inspector.
- The meter and the LEDs run while the node is in the picture of a sound
  FX or instrument graph that is seen. Out of the picture, folded or
  hidden, the node lets go of its taps.
- The window of one size, `fixedSize`, `refit`, `keptSize` and the rule
  that kept a Compressor out of the tab row are gone again.
- A knob's drag as one undo step lives in `nodeParamDrag.ts` now, for
  the tab and the node. The numbers of a node and what auto-gain says
  moved to `compressorView.ts`.

Found and fixed on the way:
- The tab and the node listen to the same taps. The tab let go of them
  on every frame it was not seen, so the node's meter stood still while
  the tab was open. Now the tab lets go once, and in a frame everything
  unseen lets go before anything seen listens.

Tests:
- Unit: compressor-view (2 new), documents (the test of `keptSize` is
  gone with it)
- e2e 34 (stein2, melektaus-atx was off): ALL PASSED, 122 checks. The
  four checks of #379 are now four of the node: ports beside the panel,
  knobs and lever in the node, the needle when played (21.7 dB with the
  tab open), and the double-click opening the tab.
- Gate (stein2): CHECK EXIT 0, 283 files, 4356 tests
- Counter-checks: an old auto-gain number read as off turns exactly its
  unit test red. A tab that lets go on every frame leaves the node's
  needle at 0 dB and no LED lit (probe on stein2).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 11:41:28 +02:00
adminandClaude Opus 5.5 1df38bd430 Edit a Compressor in a tab of its own, with knobs and levels (#378)
A Compressor had only its number rows in the node. Its numbers are
easier to set by feel on a dial, and what it does is easier to judge
when the level going in and the level going out are seen side by side.

- Knob is a new widget in the toolkit: a slider bent into a circle,
  its name above and a number field below. A drag up or down turns
  it, Shift a tenth as far, a notch of the wheel a fiftieth of the
  turn, a double-click sets the default, the number takes a typed
  value. A taper gives the low end more of the turn.
- The Compressor's tab opens on a double-click, one per node, like
  the Parametric EQ's. It has a knob for each of the seven numbers,
  greyed while its input is linked.
- Its curve shows level in to level out from -60 to 0 dB. The point
  where it bends sets the threshold, the end of the curve sets the
  ratio that ends there.
- Its levels show the last 4 s on both sides of the node. Where it
  takes more than 0.5 dB away, the stretch below the level coming in
  is tinted. The makeup is left out of that.
- The Compressor is tapped like the EQ. SpectrumTaps listens to more
  than one node at once and reads the loudest sample of the last
  25 ms on each side.
- The node tabs share one map in the editor (nodeTabs), so a third
  kind needs no new plumbing.

Findings:

- CI task 614 for 23922ee was red on the memory check of the stream:
  the tab's renderer grew by 94 MB with nothing decoded. Play mode
  made garbage of its own and was read before a collection. Both
  readings in play now come after one, and the check compares the
  growth streamed with the growth decoded (3.7 MB against 59.8 MB).
- The ratio handle sat on the right edge of the picture, where a
  widget's hit area ends. The curve is inset by the grab radius.

Tests:

- Gate (melektaus-atx): 282 files, 4338 tests (17 new)
- e2e 34 (melektaus-atx): ALL PASSED, 116 checks (6 new)
- Counter-checks: an inverted ratio search, stop() letting go of
  every node and a drag without its least step each fail exactly
  their test.
- Looked at the tab in a screenshot: a blip at -4.4 dB came out at
  -16.7 dB, the gap tinted, the threshold line at -24.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:40:12 +02:00
adminandClaude Opus 5.5 9ab1bbc507 Edit a Parametric EQ in a tab of its own (#370)
game-maker / gate (push) Successful in 4m21s
game-maker / suite (push) Successful in 15m17s
The EQ's editor floated over the editor as a window since #367. The
user wants it as a tab for now. Whether any tab can float and dock
again is weighed apart from this.

- A double-click on the node asks for the tab through
  `EditorState.openEq`, as `openValues` does for a Variables tab.
- The tab is a document `eq:<asset>:<node>`, one per EQ node. A
  second double-click brings the open one up.
- Its name is the asset's, with `EQ 2`, `EQ 3` when the asset has
  more than one. The icon is the sound FX's.
- The tab closes with its node, its asset, or a new project, through
  the same `syncDocuments` as every document.
- `EqWindow` becomes `EqEditor`, a `VStack` with a `TabHeader`. The
  curve takes the room of the tab, 320 x 160 at least.
- The window's title bar, dragging and Close button are gone.
- Delete in the EQ's tab removes the picked band. It never falls
  through to the selection, which is still the EQ's node.
- The hint below the curve is shorter, it was cut off at 1280 px.

Tests:
- e2e 34 (melektaus-atx): ALL PASSED, 96 checks, 2 rewritten. The
  tab opens on a double-click and goes with its node.
- Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4231 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 13:45:02 +02:00
adminandClaude Opus 5.5 1f13794b0c Shape a sound with a Parametric EQ and its own curve editor (#367)
game-maker / gate (push) Successful in 4m17s
game-maker / suite (push) Successful in 16m14s
A sound FX or an instrument had a 5-Band-EQ with fixed bands and a
Filter with one band. The Parametric EQ holds up to ten bands of any
type, and a double-click on the node opens an editor that draws the
curve they make together.

- The bands are a list on the node (`bands`): type, frequency, gain,
  Q and slope. A hand-edited project is held to the editor's ranges
  and to ten bands.
- Each band compiles to the existing `pass` stage, so the audio core
  is unchanged. A peak or a shelf at 0 dB is left out.
- The curve is worked out in `parametricEq.ts` with the biquad
  formulas of the Web Audio spec, so the editor draws what is heard.
- The editor is a window that floats over the editor without a
  backdrop, so the tab's Play stays usable. A double-click adds a
  peak, a drag moves a band, the wheel turns its Q, a right-click
  removes it. Fields below the curve set the picked band. It opens in
  the middle of the screen and moves by its title bar.
- A drag or a scrub writes the node as a preview and makes one undo
  step on release. The panels hear of the preview once a frame, and
  the window lays itself out only when one of its texts changes.
- The area under the curve is filled as one shape for each side of
  0 dB. As a single shape it crossed itself and came apart.
- The curve works out each band's coefficients once and adds the sum
  up from the bands. A drag took 295 ms of script time in a profile
  before and 64 ms after.

Decided on my own:
- Bands are added by a double-click, so a single click can let go of
  the picked band without adding one.
- The cuts are labelled "Low cut" and "High cut" as in an EQ, not
  "High-pass" and "Low-pass" as on the Filter.
- The bands have no input, so no parameter or Envelope moves them.

Tests:
- Unit parametric-eq (new) and soundfx: 69 green. Counter-probe with
  no stages emitted: the compile test red. Counter-probe with one
  fill shape: the fill test red.
- e2e 34 (melektaus-atx): ALL PASSED, 96 checks (3 new).
- Counter-probe e2e: no stages emitted, the playing check red.
- Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4230 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 12:00:43 +02:00
adminandClaude Opus 5.5 0e73fd85b9 Route sounds, songs and buses in one Master routing graph (#351)
game-maker / gate (push) Successful in 4m20s
game-maker / suite (push) Failing after 15m17s
A project bus could only go into one other bus, and a sound, an
instrument, a pattern or a song into exactly one bus. A shared reverb
needs a sound to go there in part and on dry at the same time. Instead
of a list of sends on every asset, the project gets one routing graph
like the routing of a song (#350), one level up.

- Menu -> Master routing opens a tab with one graph per project. It has
  a node per sound, instrument, pattern, song and bus, named after its
  asset, and one Master. Embedded assets have none, their song routes
  them.
- The nodes follow the assets. Every edit settles the routing in the
  same undo step (KeepRoutingCommand), so an undone delete brings the
  links of its asset back. A new asset gets a node and a link to the
  master. What went only into a deleted bus goes to the master.
- New nodes start in three columns: what plays, the buses, and the
  master a row above, so no link into it runs behind a bus.
- Links are sends: -60 to +12 dB, and a Mode on links out of a bus or a
  song. Out of a sound, an instrument or a pattern a link always takes
  the sound after its volume and FX. Loops are refused.
- A node without a link is silent and says "Goes nowhere".
- The rows Bus and Into are gone. Play nodes with a picked bus still
  overrule the routing.
- A click on a node shows its asset in the inspector, the Master shows
  the master volume and sound FX. A double click opens the asset's tab.
- The graph lives in project.routing and is held to the assets when a
  project is read, but nothing is added there. The editor adds the
  nodes when it opens a project. An asset without a node plays on the
  master, so old projects sound as before without a migration.
- In the mix an asset with one link at 0 dB goes straight into that bus.
  A sound or instrument with more gets a bus of its own with the sends.
  A pattern or song sends from the master of its playing, which is
  where its Mode taps. Buses of the mix can have sends now too.

Found:

- The check "the scheduler plans a looped bar" in e2e 34 wobbles. It
  failed in 2 of 5 runs here and in CI task 580 at 490fcba, before
  this change. HEAD passed it 2 of 2. Not fixed here.

Tests:

- Unit master-routing (new, 10), sound-library (2 new), buses
  rewritten onto the routing, 5 lists without the Bus row. 5 counter
  checks red.
- e2e 34 (melektaus-atx): ALL PASSED, 93 checks (3 new, 2 rewritten).
  Counter check with the Sound tab ignoring the routing: the routing
  check red.
- Gate (melektaus-atx): CHECK EXIT 0, 273 files, 4225 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:18:46 +02:00
adminandClaude Opus 5.5 7a17030472 Give every sound FX effect a Bypass and a Wet (#354)
A node could only be taken out of a sound FX by unplugging it, and
only six of them could be blended with the sound they get. Every
effect now has both, in the sound FX graph and in the instrument
graph alike. The Mix, the Input and the Output have neither.

- Bypass is a checkbox setting. A bypassed node is left out when
  the graph is compiled, so it costs nothing and holds nothing back.
  The graph draws it faded, and its body says "Bypass: true".
- Wet is a number input like the others. It can be a parameter, be
  moved by Set sound FX parameters and, where the node allows it for
  its other numbers, follow an Envelope.
- A blend is a stage of its own (`wet`) around what the node adds.
  The sound as it came in is held back as far as the node is late,
  so a Compressor, a Limiter or a Vibrato do not comb it out.
- The six nodes that had a Mix keep their key `mix` and only call
  it Wet. Saved values, parameters and edges stay as they were.
- The Delay crossfades now: the sound alone at 0, the sound and its
  echoes in full at 0.5, the echoes alone at 1. Before, the sound
  was always in full and `mix` was the echoes.
- The Pitch takes its semitones by Wet instead of blending, through
  a share `times` on the amount that an instrument binds as well.

Findings:

- A Delay saved before this sounds different. It sounds the same at
  half its old value. The two chip presets with a Delay (Echo Lead,
  Bell) are halved to keep their sound.
- Project cbbf160bb7e8 has two Delays (mix 1 and 0.5). They are
  left as they are.

Tests:

- Unit: soundfx 65 (8 new), sound-library 107 (3 new), instrument
  35 (1 new), envelope 13. Two delay tests and the filter ports test
  follow the new numbers.
- Counter-checks: 8, each turns its test red.
- e2e 34 (melektaus-atx): ALL PASSED, 83 checks (2 new). The
  ping-pong check at wet 0.25 measures what it did at mix 0.5.
- Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4154 tests.
- After the gate the derived ports of a blend are asked for once
  instead of twice: typecheck, lint and the three unit files green
  again (113 tests).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 08:20:52 +02:00
adminandClaude Opus 5.5 d349251a01 Put a sound in a room, a hall or a cave with a Reverb node (#328)
game-maker / gate (push) Successful in 4m0s
game-maker / suite (push) Failing after 13m51s
A sound FX had no space around it. The Reverb node folds the sound
with an impulse response: one it makes itself, or a sound asset as the
answer of a real space. It works on a voice and on a bus.

- Type: Room, Hall, Cave and Plate have fixed numbers. Custom shows
  Decay (up to 10 s), Damping and Pre-delay. Sound shows the pick of a
  sound asset and Pre-delay. The rows are derived ports, the sound pick
  an idle param, so they only appear for their type.
- The made impulse response is seeded noise per side, 60 dB down at
  Decay, through a low-pass closing from 20 kHz toward 500 Hz as far
  as Damping says. It is made once per rate, decay and damping, the
  last 16 are kept.
- A sound as impulse response: the sound FX compilers now get the
  project, so a node can turn a sound asset into its file. The build
  key holds that file, so a cut or swapped sound builds again. The
  instrument compiler does the same for a Reverb inside an instrument.
- The library loads that file with the voice, a sequence or before a
  bus builds its chain. A missing file leaves the reverb silent.
- Mix blends dry and reverb and is the only number that moves while
  the sound plays, as the issue said. The voice rings for pre-delay
  plus decay, or as long as its sound.
- The open point from #325 about sends on project buses is #351, not
  part of this.

Tests:
- Unit reverb (new) 4, soundfx 57 (4 new), sound-library 104 (2 new),
  green.
- Counter-checks, each turns one test red: the impulse file not loaded
  with the voice, the tail without the length of the sound.
- e2e 34 (melektaus-atx): ALL PASSED, 81 checks (1 new). Chrome
  offline: silent during the pre-delay, 35.9 dB fall over 0.6 s of a
  1 s decay (36 expected), the dry half at 0.25 for mix 0.5. A sound
  with one sample at 0.2 s gives the impulse back 0.25 s later and
  nowhere else.
- Gate (melektaus-atx) over the end of this series #318 to #328:
  CHECK EXIT 0, 267 files, 4134 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 21:27:22 +02:00
adminandClaude Opus 5.5 daeffe0f9d Route the tracks of a song through a graph (#350)
game-maker / gate (push) Successful in 3m47s
game-maker / suite (push) Failing after 14m20s
Every track of a song went straight into its output. Now the Song tab
has a second view, Routing: a graph with a node per track and one
Output, the links between them sends. A track can go into other
tracks, into several at once, and a link has its own volume and the
point of the track it taps.

- The song asset has a graph like an instrument (SongTrack, SongOutput).
  heldSongGraph keeps it in step with the tracks on load and in
  SetSongCommand: a node per track named after it, one output, a new
  track and every track of an old song linked to the output. Links of
  gone tracks, doubled links and links closing a loop are dropped.
- A link carries an optional send (volume in dB, tap). The inspector
  shows Volume and Mode for a picked link of a song: Post volume (Post
  pan), Pre volume (Post FX), Pre volume (Pre FX). SetSendCommand.
- NodeDef has two new flags. `fixed` nodes are never added or deleted
  by hand. Links between `acyclic` nodes may not close a loop, checked
  in canConnect, dropTargetPort and ConnectCommand.
- songBuses gives each track its sends instead of one `into`, and a
  bus `song:<song>:<track>:#items` for its own items. That bus is what
  solo closes on a track that only passes a soloed one on.
- Mute and solo now act on the sends (trackGates). A muted track passes
  nothing on, on any tap. A soloed track is heard with what goes into
  it, through the tracks it goes through, their own items silent.
  Only sends on a way through a soloed track stay open, so a track
  going into it and into the output is heard through it only.
- SoundLibrary: a bus has either `into` or sends. Each send is tap,
  delay, level, target. busLatency takes the latest way (arrivalOf),
  and each send is held back so all ways of a track arrive together
  (sendDelays). Taps are wired again whenever a chain comes or goes.
- The Song tab has Timeline and Routing in its header. The routing
  uses GraphCanvas with an empty palette. A track linked nowhere shows
  "Goes nowhere". Delete takes links, never a track node.
- Game playings route the same way, the output being the master of
  the playing.

Decided without asking: a send ranges -60 to +12 dB like a track,
default 0 dB Post. Mute closes the sends, the track's own level stays.

Found on the way: the inspector built the Mode row with the send as it
was when the rows were made. Setting Volume and then Mode wrote the old
volume back. Both rows now read the current send when they change.

Tests:
- Unit song-routing (new): 13 green. Sound library: 4 new, 94 green.
  11 counter-probes (loop on load, canConnect, solo, solo past the
  soloed track, mute, preFx latency, graph sync, delete guard, delays,
  taps, glide), each red.
- Existing tests adjusted to the new bus names and send shape: song,
  bus-fx, song-play, graph registry, edge description.
- e2e 65 on melektaus-atx: ALL PASSED, 43 checks (5 new). The first
  run caught the inspector bug. Counter-probe with the old closure:
  2 FAILED.
- Gate on melektaus-atx: typecheck, lint, format clean, 2 tests red
  (registry rule, edge shape), fixed and rerun locally: 56 green.
- Not rerun after the per-send solo fix: e2e 65 and the gate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:18:09 +02:00
adminandClaude Opus 5.5 8a4e4a6762 Play sounds as notes of an instrument asset #331
game-maker / suite (push) Failing after 2m40s
game-maker / gate (push) Successful in 3m14s
A sound could only be played as it was, one at a time. An instrument
is a node graph that makes a note a sound: Notes nodes bring the note
in, Samples play sound assets for it, the effects of a sound FX shape
it and the Output sums the layers. Its tab plays it from a keyboard,
a behavior with Play note. It is what patterns and songs (#330) will
play.

- New asset type instrument, under the heading Music, not placeable.
  A new one starts as Notes into a Sample into the Output.
- Notes are counted as MIDI does: 60 is C4, names like C#4, sharps
  only, the lowest C-1. Notes has From and To, outputs any, note,
  frequency and velocity, and with Single notes a trigger per note,
  each with an optional name for a drum kit.
- New port type trigger, only into the trigger of a source. Inputs
  can take any number of edges now (PortDef.many): a trigger, and
  the Output, which plays everything into it side by side.
- Sample plays a sound asset. Follow note shifts it by note - root
  through the pitch worklet of #317, so it keeps its length. Gate
  fades it out at the end of the note, One-shot plays through. Loop
  runs between Loop start and Loop end, also in the worklet.
- Parameters declares the instrument's own parameters with a
  default. Sound FX sends the sound through a sound FX asset, its
  parameters as inputs, the sound set in where its Input was.
- compileInstrument walks the graph once per note. A trigger is on
  only for the notes it stands for, a silent source silences what it
  alone feeds, a Mix with a silent side is the other side. velocity
  and the parameters stay open for the voice. Builds are cached per
  note until the graph or a sound or FX it names changes.
- The player takes a note as one voice of several layers, each way
  with its own file and volume. release fades the gated ways out,
  one-shots play on. playNote can release after a duration.
- Play note plays one note with velocity, volume, duration and
  detached, and hands out voice for Set sound FX parameters and
  Stop sound. Velocity is always loudness. Instrument parameters
  picks values for the instrument's parameters like Sound FX
  parameters does for an FX, renames follow.
- The tab has the graph, a header field per parameter, Stop, and
  128 keys below. Keys without sound are grey. A key plays while it
  is held. Focused, the computer keyboard plays as in a tracker by
  KeyboardEvent.code, the arrows move the octave.

Findings:
- A label of the keys set fill on the shared small text style and
  darkened every small label of the editor. Caught in a screenshot
  before the commit, the keys have a style of their own now.
- Suite task 523 on cf6799a failed two checks of e2e 34 that timed
  audio by the page's clock: a 2.95 s echo tail was gone after 1 s,
  and Quad in was further along than 0.7 s allow. Both time on the
  audio clock now through a new hook __gm.sound.clock().

Tests:
- instrument.test.ts (new, 22): notes, asset, palette, round trip,
  compile per note, drum kit, zones, Mix, velocity and parameters,
  Sound FX node with rename, problems, cache, Play note, the keys
- sound-library +7 (layers, release, duration, early release, loop
  region in buffer and worklet), pitch-player +2 (loop region),
  node-catalog +4, graph adjusted. 582 tests in the touched files.
- e2e 4 and 34 on melektaus-atx: ALL PASSED, 34 with 44 checks (+7)
- Gate on melektaus-atx: CHECK EXIT 0, 243 test files, 3750 tests
- Counter-checks: any always on, release ending one-shots, Sound FX
  inputs ignored, loop region ignored. 3, 2, 1 and 1 tests failed.
- Browser probe on stein2: keys, held key, Single notes names and
  the header looked at in screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:07:40 +02:00
adminandClaude Opus 5.5 183f356c99 Let a game hand values to the parameters of a sound FX #311
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Failing after 14m15s
A sound FX played the same every time: its numbers were settings of
the nodes. Now the Input declares parameters with a default, every
number of Gain, Pitch and EQ is an input they can feed, and a Play
sound hands in values for them.

- Input declares number parameters in the inspector, each with a
  Default (DeclaredPort.default, SetPortDefaultCommand). They are
  outputs of the Input. Input and Output count as terminals now, one
  of each per graph.
- Gain, Pitch and EQ take their numbers at inputs under the keys the
  settings had, so saved graphs sound as before without a migration.
  Each value is held to its range however it arrives.
- The compiler gives an FxPlan with the parameters still open.
  fxChainOf fills them in when a voice starts. The player still only
  sees an FxChain.
- New behavior node Sound FX parameters: names an FX and picks its
  parameters like a Variables node picks variables. Each picked one is
  a number input that starts at the FX's default. Its output has the
  new port type fxparams, which only fits Play sound's fx params.
- Play sound warns when the parameters name another FX than the one
  it plays. Names the FX does not know are left out.
- Renaming a parameter at the Input renames it in every Sound FX
  parameters node naming that FX, edges and values included.
- The Sound FX tab has a number field per parameter in its header.
  Play uses those values, they are never written into the asset.
- A value counts from the start of a voice. Changing a playing voice
  is #315, a Mix node is #316.

Tests:
- soundfx.test.ts 22 (+11): parameters in the plan, held values, a
  0-by-default stage, EQ band, save with defaults, wrong port types,
  default command with undo, Sound FX parameters into Play sound,
  defaults of picked ones, node problems, mismatch, rename with undo
- node-catalog 368 (+3): Play sound fx params, Sound FX parameters
- e2e 34: ALL PASSED - 28 checks (+2: header field plays depth 5,
  a Sound FX parameters node gives the game's voice depth 7)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 240 test
  files, 3636 tests green
- Counter-check: with fxChainOf ignoring the values and the rename
  not followed, 5 of the new tests fail.
- Browser probe: header fields, inspector Default and the picked
  parameter looked at in two screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 17:26:20 +02:00
adminandClaude Opus 5.5 de14f0f9e2 Play a sound through a graph of gain, pitch and EQ effects #311
A sound could only be played as it was uploaded. A Sound FX asset is
a node graph like a shader: Input, effects, Output. Play sound has a
new input fx that sends the voice through it.

- New asset type soundfx ("Sound FX"), not placeable, with a graph
  and its own tab. The heading in the asset panel is "Sound effects",
  so it does not take the click meant for the + menu entry.
- Nodes in core/soundfx/nodes.ts, category sound, port type audio
  that only fits audio: Input, Output, Gain (dB), Pitch (semitones),
  EQ (80 Hz and 12 kHz shelves, peaks at 250 Hz, 1 kHz and 4 kHz).
- compileSoundFx walks back from the Output with the shared graph
  emitter. An input takes one edge, so the result is one line: a
  pitch and a list of gain and filter stages. A node without input
  or a graph without Output reports a problem on the node.
- Pitch is the playback rate of the source. It applies to the whole
  sound and also changes its length, the node description says so.
- The BehaviorSystem resolves fx and hands the line to the AudioSink.
  An fx that is missing or does not compile plays the sound dry.
- SoundLibrary wires source, stages, volume, destination in that
  order. stats().last now also names pitch and stage count.
- The tab header picks one of the project's sounds and plays it
  through the graph as it stands. Stop there ends only its own voice.

Tests:
- soundfx.test.ts (new, 11), sound-library (9, +2 for the wiring),
  node-catalog (+1 for fx), graph and asset-groups adjusted
- e2e 34: ALL PASSED - 26 checks (+5: + menu opens the tab, palette,
  2 effects, tab Play and game Play through the FX at -12 st)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 239 of 240
  test files green. The red one was sound-library (its fake
  AudioContext had no playbackRate), fixed afterwards, gate not
  re-run in full.
- Counter-check: without the audio rule in portsCompatible the port
  test fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 16:45:42 +02:00
adminandClaude Opus 5.5 cf6043a066 Show a wheel step or Fit as a short zoom transition (#309)
The wheel and the Fit button used to jump to the new view. Now the
view takes a short way there, 200 ms by default, everywhere the editor
zooms. The zoom steps stay the same, only the change is shown.

- viewTween: tweenView is the way between two views as a pure
  function. The scale moves by equal ratios, and the world point that
  sits at the same place on screen in both views stays there. After a
  wheel step that is the point under the pointer.
- ViewTween drives it on the ticker. A surface hands it reading,
  writing and drawing its own view and wraps its wheel and Fit code in
  change(). A step during a transition starts from where that one was
  heading, so quick steps add up to exactly as many steps.
- Anything else that moves the view ends the transition. A pan jumps
  to the target first, and saving a view saves the target.
- Wired into FreeViewport (Scene, Container, animation preview),
  SheetCanvas (Texture, Curve, Pixel art, Vector art), GraphCanvas,
  panAndZoom (Tile board, plugin node board) and the timeline.
- Menu > General settings... sets the time in ms, 0 jumps at once. It
  is kept in this browser like the panel sizes, not in the project,
  and it is not an undo step.
- A document that opens still comes up framed at once. The animation
  preview frames a new subject itself instead of calling fit().
- The pixel art readout names the step the view is heading for.

Measured in the scene view at 200 ms on melektaus-atx, where every
frame of the transition is a full redraw:

- 500 sprites: redraw 6.7 ms, 16 frames, mean 18 ms
- 1000 sprites: redraw 13.0 ms, 9 frames, mean 27 ms
- 2000 sprites: redraw 32.2 ms, 5 frames, mean 58 ms

Tests:
- The harness sets 0 ms on every load, so the existing modules read
  the step and not the way.
- e2e 46i samples one wheel step at 1000 ms a frame later: zoom 1.033
  between 1 and 2, the point under the pointer kept at (134, -40). It
  lands on the view a 0 ms jump reaches.
- e2e 46 and 49 expect the new menu entry.
- Gate (atx): 234 files, 3563 tests, CHECK EXIT 0 (+15)
- e2e 46,49 (atx): ALL PASSED, 43 checks (+3, sum 1735)
- Three counter-checks fail view-tween.test.ts as expected. e2e 46i
  fails when the scene view does not carry its centre along.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:01:10 +02:00
adminandClaude Opus 5.5 2aa635f453 Keep an output's name readable beside a long inline value (#306)
An input and an output in the same port row were cut to fit each on
its own. The input text could reach x = 123 and the output label could
start at x = 83, so a long inline value ran under the output's name.
At Animation playing a long animation name covered "progress".

- The output label is placed first and keeps its room. The input text
  is cut with an ellipsis 6 px before it, as decided in the issue.
- The rule is a pure function in src/editor/graph/portRow.ts. A row
  without an output keeps the input's old limit of 108 px.
- The value a run shows beside an output uses the same rule. Its left
  edge can no longer lie right of its right edge.
- New test hook __gm.graph.rowSpans(nodeId) gives each row's input
  and output text as cut and placed, in node units.
- NODE_WIDTH stays as it is, as decided in the issue.

Tests:
- Gate: 230 files, 3520 tests (6 new in port-row.test.ts).
- e2e 6: all passed, 149 checks (148 + 1).
- Counter-check: with the rule switched off, the input text reaches
  x = 121.4 under "progress" at x = 114.1, and the new check fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 18:33:06 +02:00
adminandClaude Opus 5.5 a526e1b40f Use a shader graph as a node in other shaders (#303)
game-maker / gate (push) Successful in 3m16s
game-maker / suite (push) Failing after 14m37s
A calculation needed in several shaders (a greyscale, a noise, an
outline) had to be built again in every one of them. A shader
function keeps it as an asset of its own, called like a behavior is
since #16.

- New asset type `shaderfunction` ("Shader function"), edited in the
  Shader tab. The panel beside the graph shows no picture, the
  readout counts its inputs and outputs.
- Two new nodes: `Function input` and `Function output`. Their
  declared ports, numbers or colours only, are the ports of every
  call. One of each per function, like Start and End.
- The call is node `ShaderCall`, named after the function. The
  palette lists every function, it can be dragged in from the Assets
  panel, and a double-click opens it.
- The compiler sets the function in where it is called
  (`inlineFunctions`). It renames the copied nodes `<call>/<node>`
  and turns an unconnected port into a constant. Passes, Time, the
  Edge cut and the corner walk then see a plain graph.
- A problem inside a function is reported at the call, in the
  function's words. The function's own tab checks it on its own
  (`checkShaderFunction`).
- `ShaderLibrary` keys a shader on its graph and on every function it
  calls, however deep, so a change reaches every caller.
- The port commands mirror a new, renamed or removed port into every
  call, as for a behavior's Start and End. `NodeDef.portKinds` holds
  the two ends to Number and Color.
- As agreed in the issue: no `Property`, `Color property`, Output or
  Vertex output in a function, and `Time` is the caller's clock.
- Own decision: a `Pass` may stand in a function. It becomes a pass
  of the calling shader, so a wide blur can be a function.
- A function calling itself, also through another, says so at the
  node and is not set in. The palette does not offer such a call.
- The Shader tab showed only the compiler's problems. A call nothing
  reaches was never compiled and looked healthy, so a call now also
  shows its own problem there, as in a behavior.

Tests:
- Gate: 228 files, 3510 tests, CHECK EXIT 0 (+13: 11 in
  tests/core/shader-functions.test.ts, 2 for the new icon)
- e2e 28: 100 checks, all passed (+3 in 28l-viii). Called and in
  place both #606060/#a2a2a2, halved in the function #303030/#515151.
- Counter-check: a fingerprint without the called functions fails 1
  unit test, and in the browser the change check (#606060 stays).
- The first e2e runs found two faults, both fixed: a double-click
  only selected the function, and an unreached call of itself
  showed no problem.
- e2e total 1728 is computed (1725 + 3).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:09:53 +02:00
adminandClaude Opus 5.5 e933fad446 Give a shader room to draw around the picture it wears (#69)
A shader ran only inside the rectangle of what wears it: the quad
has the size of the sprite, and outside of it no fragment runs. An
outline or a glow built with Sample texture was cut off at the
border. The issue still spoke of Filter.padding, but since #77 the
shader is no filter any more, the limit is the geometry.

- The Output node has a number Padding next to Edge: so many pixels
  of the picture per side the wearer draws beyond it. 0 is the
  default and draws as before, 256 is the most.
- The quad grows and its UVs grow with it, so the picture keeps its
  place and size. In the margin the UVs run on below 0 and above 1.
- Transparent is a fourth Edge mode: outside of the picture there
  is nothing. It is cut in the fragment (texelAt), so it needs no
  copy of the picture with an address mode of its own.
- Edge holds everywhere alike, also for Texture color, Texture
  alpha and unconnected inputs.
- Padding above 0 with Edge on Clamp puts the hint "Padding with
  Clamp smears the border" on the Output. The shader still
  compiles. A chosen Clamp and the default cannot be told apart.
- All four wearers draw the margin. A sprite counts in pixels of
  its frame, a text in its units, a particle source grows every
  particle about its centre.
- A nine-slice sprite gets a ring around its nine fields, as wide
  as so many border pixels. The fields themselves stay.
- Without a picture a pixel is one unit of the wearer's own size,
  or of the particle size.
- Particles now take the Edge mode of their shader. It had no
  effect on them before.
- An object wearing a padded shader is never culled, or its margin
  would vanish at the edge of the screen.
- The preview in the shader tab shows the margin and leaves room
  for it.
- Picking, the selection frame, the size and the collider stay with
  the rectangle without the margin.

Tests:
- Gate on melektaus-atx right before this commit: 216 files,
  3336 tests (3319 + 17), exit 0.
- e2e 28,30,31,37,41 on melektaus-atx: 178 checks, all pass.
  e2e 1-37,47,48,58 ran before the last change (no culling with
  padding): 1281 checks, all pass.
- 17 new unit tests: the compiler (padding, Transparent, the hint)
  and the geometry (quad, nine-slice ring).
- Seven new e2e checks: four at the sprite in module 28, one each
  for text, particles and nine-slice.
- 17 unit counter-probes all fail their tests. Three browser
  counter-probes fail their checks (5, 3 and 1 of them).
- Three screenshots looked at: the sprite with Clamp and margin in
  the scene, the preview in the shader tab, the text.
- The e2e sum of 1687 is counted (1680 + 7), the full suite and
  the smokes did not run.
- Not seen: the hint at the node in a picture, particles and
  nine-slice in a picture, the game view while playing, sprites
  without a picture, vector and pixel art pictures.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 20:33:20 +02:00
adminandClaude Opus 5.5 46c620ae3b Give a behavior more ways in and out, and hear it as an event (#294)
game-maker / gate (push) Successful in 2m48s
game-maker / suite (push) Failing after 13m34s
A behavior run by another one had a single flow port at its Start
and at its End, so it could not branch for its caller. And it could
not be used as an event: a call needs a pulse at its flow input,
and the events of a called graph never fire. An input like
"Confirm" (Space or Enter) had to be built again in every graph.

- A declared port of a Start or an End node can be of the kind
  Flow. It sits above the values and shares their names, exec stays
  reserved. Only these two nodes declare one, a struct does not.
- Run behavior shows a flow port of the Start as a further flow
  input. A call arriving through it leaves the Start through the
  output of that name and not through exec.
- Run behavior shows a flow port of the End as a further flow
  output. The call goes on through the one the End was reached by
  last, and then through exec. exec fires always, as before.
- On behavior is a new event node without a flow input. The
  behavior it names runs at the node for as long as the behavior
  around it runs, with all of its own events and one set of
  variables per node.
- Its outputs are those of the End. It fires once the inner pulse
  is through, by the output the End was reached by last, exec only
  for End.exec. A pulse that never reaches the End is not seen.
- The value ports of the Start are its inputs, read anew for each
  inner pulse. The Start itself never fires there.
- It nests to any depth. Under a Run behavior it stays silent. A
  behavior hearing itself, however far round, is not started and
  the node says "A behavior cannot listen to itself".
- The palette offers every other behavior with an End once more as
  "On <name>". A node naming one without End says so.
- An On node removed while the game runs ends its behavior with On
  disable and On destroy. The sounds of the entity end only with
  the behavior placed on it.
- Renaming and deleting a declared port follows the edges at On
  behavior nodes as it does at Run behavior nodes.
- The flow outputs of the Start of a behavior placed on an object
  never fire, like its exec.
- The engine prompt of the benchmark names flow ports and On
  behavior.

Tests:
- Gate on melektaus-atx right before this commit: 215 files, 3319
  tests (3278 + 41), exit 0.
- e2e 19 on melektaus-atx: 39 checks (+4), all pass. e2e
  1-6,17-24,26,36,51: 628 checks, all pass.
- 19 unit tests in flow-ports.test.ts, 19 in on-behavior.test.ts
  on a real world, the rest in the node catalog.
- Four new e2e checks in module 19: a flow port declared by mouse
  at the End, On Confirm in the graph, the call leaving through the
  further output while playing, Enter and Space on a real keyboard.
- 19 unit counter-probes all fail their tests. One did not at first
  (a removed node kept its instance), a test was added. Two browser
  counter-probes fail their checks.
- One screenshot looked at: On Confirm with exec and pressed, the
  second flow pin at the calling node.
- The e2e sum of 1680 is counted (1676 + 4), the full suite and
  the smokes did not run.
- Not seen in the browser: flow inputs at the Start, nesting, the
  ring, values through On behavior, the palette entry. No test
  holds that the sounds of the entity go on when a heard behavior
  ends.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:33:34 +02:00
adminandClaude Opus 5.5 6d79cf59a3 Move a large graph instead of drawing it again (#292)
game-maker / gate (push) Successful in 2m44s
game-maker / suite (push) Successful in 13m55s
In a graph of many nodes the frame rate dropped while panning, and
more so while one node was dragged. Every pointer move rebuilt every
box, every text and every curve, and a drag also announced a changed
project, so the panels rebuilt along with it.

- Panning and zooming move the picture. GraphCanvas.applyView sets
  position and scale and draws anew only the grid and the rubber
  band. It used to call redraw().
- A node draws its box and makes its texts only when what they show
  has changed. NodeView keeps a signature of what redraw reads and
  one of what rebuildTexts reads, and returns early while they hold.
- A drag does not announce a changed project. GraphDrags writes the
  model on every pointer move and asks the canvas once a frame to
  follow (GraphCanvasHost.moved). state.preview() waits for the
  command of the release.
- Nodes outside the picture are not drawn. inView in graphView.ts is
  the rule, cull() applies it after every redraw and every change of
  the view.
- The graph is a render group, and box and pins go into the batch.
  The mask sits on a container above the group, on the group itself
  it would be panned and zoomed along.
- The rubber band and the drop mark of a dragged behavior are drawn
  on their own (drawBand), without a redraw of the graph.

Measured in the CI image with 388 nodes and 540 links, fitted to the
canvas, 240 pointer moves 16 ms apart:

- Pan, script per move: 25.2 ms before, 2.0 ms after
- Pan: 4.4 frames per second before, 18.7 after
- Drag a node: 2.7 frames per second before, 22.4 after
- The still picture: 9 frames per second before, 21 after

Not solved: the still picture of such a graph stays at 21 frames per
second in the test browser. What is left is the drawing itself, and
the frame rates are those of that browser, not of a desktop GPU.

Tests:
- Gate on melektaus-atx: 207 files, 3121 tests (3114 + 7), exit 0
- e2e 4,6,18,19,20,23,24,26,28,31,36,43,51,53 on melektaus-atx: 542
  pass, 1 fail. The fail is module 51 after module 43, an order the
  suite does not have, and it fails the same way without this
  change. Module 51 alone: 12 checks, all pass.
- No full run and no smokes. The sum of 1660 (1656 + 4) is reckoned,
  and the CI workflow is switched off.
- Seven unit tests: six for inView in tests/editor/graph-view.test.ts
  and one in frame-preview.test.ts
- Four e2e checks in block 6z-xii of module 06: pan, drag, zoom in
  and fit, a changed value
- Seven browser counter-probes fail 2 to 3 checks each

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:18:20 +02:00
adminandClaude Opus 5.5 32a0af6e2c Put the text and boxes of the interface on device pixels
On a screen scaled to 125 % or 150 % the editor looked soft beside
a page the browser draws itself. The layout counts in whole CSS
pixels, and most of those fall between two device pixels there. The
GPU averages both: text loses its edges, and a 1 px line becomes a
pixel and a half of mixed colour. Now text and boxes are rounded to
device pixels, and a line is one device pixel wide.

- ui/pixelGrid.ts holds the rule. crispText() makes a text with
  Pixi's roundPixels, crisp() does the same for a Graphics of
  upright boxes, and hairline() is the width of one device pixel.
- Every text of the interface is made with crispText() instead of
  new Text().
- crisp() only rounds where the scale is not a whole number. At
  100 % and 200 % nothing changes.
- drawControlBox, drawHeaderBar and drawSectionBand draw their
  lines a hairline wide and flush with the edge. The widgets that
  draw lines of their own do the same.
- Two bands share exactly the line they draw, and a column still
  ends on a whole pixel.
- The stage is nudged by 1/32 px where the scale is not whole. At
  150 % every odd pixel is an exact half, and without the nudge one
  band came out a row shorter than its neighbours.
- Curves, icons and everything of the game stay unrounded. Rounding
  their points would bend them.
- The harness takes deviceScaleFactor as an option, and the hooks
  deviceColumn, edgeContrast and pixelGrid read the frame as the
  screen gets it.

Not in here: the subpixel smoothing a browser gives its own text.
Pixi draws a text into a transparent picture first, and there only
greyscale smoothing is possible.

Measured at 150 %, edge contrast before and after: top bar 31.5 to
47.8, the lists on the left 68.6 to 86.4, inspector 27.6 to 38.4.
At 100 % it is 46.5, 90.1 and 37.9, and the picture there is the
same as before pixel for pixel, apart from the fps display.

Tests:
- Gate on melektaus-atx: 206 files, 3114 tests (3104 + 10), exit 0
- Full run on melektaus-atx: 1655 of 1656 checks passed, smokes
  24/19/21. The one that failed was a condition of the new step
  62 itself: it scrolled an inspector that had nothing to scroll.
  The step now makes the window lower for that reading.
- e2e 61,62 after that fix: 14 checks. The full run was not
  repeated, and CI is switched off for now.
- Ten unit tests, nine in tests/ui/pixel-grid.test.ts
- Eight e2e checks in the new step 62, which runs at 150 %
- Eleven unit counter-probes fail tests
- Four browser counter-probes fail their checks. They ran before
  the fix to step 62 and were not repeated for it.
- Screenshots looked at for 125 % and 150 %

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:42:26 +02:00
adminandClaude Opus 5.5 c5ba21533d Pick a link on its line and delete it from there (#289)
game-maker / gate (push) Successful in 2m37s
game-maker / suite (push) Successful in 13m10s
A link could only be removed through the menu of its port, and the
line itself took no input. A transition of a state machine could only
be deleted in the list of the inspector. Now the line is the handle,
in a behavior's graph and between states alike.

- A click on a line selects that link and draws a halo behind it. A
  press counts within 6 screen pixels of the line, and where two cross
  the one drawn last wins.
- Ctrl-click or Shift-click adds a link or takes it away. The rubber
  band takes every line it crosses, into the same selection as the
  nodes and boxes it caught.
- Delete or Backspace removes what is picked as one undo step. A
  right-click on a line offers Hide link and Delete link.
- The inspector shows a picked link: the node and port at each end and
  the type it carries, with Hide link and Delete link below. For
  several it says how many.
- The arrow of a transition is picked the same way, on its name too.
  Delete or a right-click with Delete transition removes it.
- The menu of a port is unchanged, Disconnect included, as answered in
  the issue.
- editor/graph/edgeHit.ts holds the hit test as pure functions, and
  editor/inspector/edgeSection.ts builds the section. The selection
  has a new kind edge, and node and annotation carry edgeIds.

Decided here:

- A hidden link has no line and is never picked this way, also while
  it is shown on loan. Its mark at the port stays its handle.
- The menu of a line speaks about the whole selection, like the menu
  of a box. With nodes or boxes held alongside it reads Delete N
  items.
- Hiding picked links lets go of them, since no line is left.
- A link wins over the box it crosses, and a mark wins over a link.
- A transition has no Hide entry.
- With nodes or boxes in the selection the inspector keeps showing
  the node or box, not the link.

Tests:
- Gate: 201 files, 2982 tests (2967 + 15), exit 0
- e2e, full run: 1635 checks passed (1629 + 6), exit 0
- Smokes: 24 / 19 / 21, exit 0
- The full run was done for exactly this state.
- 15 unit tests in tests/editor/edge-selection.test.ts
- Six e2e checks with a real mouse, block 6z-xi in module 06 and 26e7
  in module 26
- 12 unit counter-probes all fail tests, run on stein2
- Three browser counter-probes fail, the build went through each
  time: no hit on the line, no halo, a band that skips lines
- Screenshots of a picked link and a picked transition looked at
  before the last build, none after it

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 20:51:15 +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 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 b830f9c747 Split wiring, drags and the frame layer out of GraphCanvas (#215)
GraphCanvas had grown to 1406 lines. Wiring, dragging and the frame
views each carry their own state, so they now live in their own
classes behind a narrow host interface. Behaviour is unchanged.

- GraphCanvasHost is what the new classes see of the canvas.
- Wiring owns dragging a pin, the palette on a drop into empty space
  and "Make transition".
- GraphDrags owns moving nodes and frames, including snapping.
- AnnotationLayer holds the frame views. The test hooks stay on the
  canvas and read the views through the layer.
- BeadClock moves into beads.ts and can now be tested without a
  browser.
- The canvas builds host, wiring and drags in its constructor because
  state is a parameter property and not set during field init.
- GraphCanvas is down to 1019 lines.

Tests:
- ./check.sh: 145 files, 2192 tests, CHECK EXIT 0 (+2 for BeadClock)
- e2e 1-28,31,36: ALL PASSED, 932 checks
- New e2e check in 36k: a frame caught by the rubber band is also
  drawn as selected. No check covered that before. Against a bent
  build it fails with selected: false.
- Counter-checks for drop target, snapping and beads fail exactly
  the expected checks.
- Editor check sum is now 1314 (CI measured 1313 at 487b3aa).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 10:20:05 +02:00
adminandClaude Opus 5 d7a2521ca7 A port can take its type from what is plugged into it (#207)
game-maker / gate (push) Canceled after 1m8s
game-maker / suite (push) Canceled after 1m8s
Until now every port of "First not empty" was grey and typeless, so the
editor could not tell you what actually travels through the node. The
output is now typed as soon as both inputs agree, and every any-input is
painted in the colour of its own edge. Nothing changes at runtime.

- A NodeDef can declare which of its ports carry the same value
  (`sharedType: { inputs, outputs }`). The rule itself lives as a pure
  function `agreedType` in `src/core/graph/portTypes.ts`.
- Only the output inherits. It becomes the shared type when every input
  of the group is connected and they all carry the same type, otherwise
  it stays `any`.
- The inputs stay `any` on purpose. `canConnect` checks against the port
  type and a busy input is replaced by the new edge, so a typed `a`
  could never be re-plugged with a text without disconnecting first.
- Chains do not propagate. When looking up what feeds an input, a node
  of the same kind reports the `any` it is registered with, so two of
  them in a row stay untyped and a data cycle cannot ask itself in a
  circle.
- An edge that the new type makes invalid stays where it is and turns
  red. `EdgeLayer` already paints a mismatching edge with `danger`,
  nothing is disconnected on its own.
- New `PortDef.paintType`: colour only, never truth. It is set in
  `drawnDef` and read in `NodeView.redraw`, so `canConnect`, the
  interpreter and the compiler keep seeing `any`. Every connected
  any-input is painted, not just members of a `sharedType` group; ghost
  ports keep their hollow red look.
- The pin now matches the edge that ends in it, because both take the
  colour from the resolved output type of the neighbour. Mixed sources
  therefore show two colours, which explains why the output stays grey.
- New hooks `__gm.graph.portTypes(id)`, `__gm.graph.edgeColor(id)` and
  `__gm.themeColor(name)`. `portTypes` reports type and paint colour
  separately so the type checks do not silently become colour checks.

Findings:

- `resolveDef` only appends derived ports to the registered ones, so a
  fixed port cannot be retyped that way -- it would appear twice. The
  shared type is therefore resolved before the ports are built.
- Answer 5 of the issue (inline field follows the type) has no case left
  under variant A: an unconnected input stays `any` and keeps its text
  field.
- `Item at`, `Join` and `Equals` do not profit: `Item at` has no
  any-input, the other two have fixed outputs. The next candidates are
  the shader arithmetic nodes, which were left alone.

Tests:

- ./check.sh -> 143 files, 2127 tests, exit 0 (was 142 / 2113)
- GM_STEPS=1-6 fresh -> ALL PASSED, 245 checks (was 242), 9 of them new
- 14 new unit tests in tests/core/shared-port-type.test.ts
- 9 new e2e checks in block 6z, one of them a pixel check straight on
  the pin via pixelAt + themeColor
- Counter-probes all bite: filtering unconnected inputs out of
  `agreedType` fails 3 unit tests, ignoring `inherit` fails 1, killing
  the derivation in the bundle fails exactly the 2 expected e2e checks,
  and never setting `paintType` fails 4 unit tests plus the 3 pin
  checks (#bdbdbd instead of #e6a8ff / #6fcf97)
- Screenshot read: `a` pink, `b` green, output `value` grey, edges in
  the same colours
- Check total 1302 (1299 + 3), 1293 was measured by CI at 1a3babf

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 21:15:21 +02:00
adminandClaude Opus 5 25ec7879a0 Several transitions between the same pair of states: make transition onto a state that is already connected in that direction adds another transition, which gets its own name right away (Transition 2, Transition 3, skipping names that already leave the state), so two unnamed transitions between one pair never exist; renaming is refused when another transition between the same pair in the same direction already carries the name, the empty name included, while equal names to other targets are only warned about as before; the behavior graph keeps Already connected; self transitions may repeat too, each further loop drawn as a ring around the previous one with the preview showing the next ring, and transition labels that would cover another one slide along their own edge until they are free (pure function freeLabelSpot); test hook transitionLabelAt also returns width and height, e2e 26e6 (#162)
game-maker / gate (push) Successful in 1m58s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:30:52 +02:00
adminandClaude Opus 5 010b6a7f6c A state can transition to itself: make transition and a second click on the same state connects a self transition, taking it fires On state exited and then On state entered every time, for local and global machines, while Set state into the current state stays silent as before; only states may connect to themselves, every other node is still refused, one self transition per state; the loop is drawn over the middle of the top edge with its arrow pointing down and its name at the apex, the preview already shows it while armed, and the inspector lists it once under Transitions out; new test hook transitionLabelAt, e2e 26e5 (#163)
game-maker / gate (push) Successful in 1m56s
game-maker / suite (push) Successful in 6m45s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:10:02 +02:00
adminandClaude Opus 5 cc285af10a Tabs are open documents: Scene, Game and Plugins stay as fixed tabs, every other asset opens in its own tab (double click or Enter in the asset panel, on creation, from the list button), several assets of one kind can be open at once, a tab is labelled with its kind dimmed before the name, cut at 160 px and renamed with its asset, closes with its x or a middle click and goes away when its asset is deleted; a tab always shows its own document instead of following the selection, the picker in the tab head is gone, zoom and scroll are kept per document for the session and dropped on close, a double click on a call node stays in the same tab with breadcrumbs per tab; one editor per kind is switched between documents, the placement rules live in the pure module documents.ts, and the test hook showTab stays as a compatibility path; new e2e module 44 documents (#171)
game-maker / gate (push) Successful in 1m59s
game-maker / suite (push) Successful in 6m53s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:49:54 +02:00
adminandClaude Opus 5 57a97ba94f Plugins in data/plugins are loaded at startup and can add a tab with a read-only node board, and the demo plugin shows every asset as a node (#113)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m43s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 19:00:03 +02:00
adminandClaude Opus 5 d3563897d8 Two compilers that walk a graph the same way walk it through one emitter (#85)
game-maker / suite (push) Failing after 2m22s
game-maker / gate (push) Successful in 2m53s
Refactoring round two: the particle and shader compilers share emitGraph.ts (cycle detection,
duplicate names, emit order) and keep only their rules. FontLibrary and TextureLibrary sit on
FileLibrary (base URL, loading/failed bookkeeping, listeners); SoundLibrary keeps its own
contract. The three Create*Command share ImportFileCommand, the three renames share
RenameCommand - class names stay. bandBounds() in framing.ts and portNameField() in
portSection.ts replace in-file clones, and three comments that told history now state the rule.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 19:28:28 +02:00
adminandClaude Fable 5.1 cc6db5f350 Three stores, three importers and three pickers that differ only in their type are one of each (#85)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m46s
Refactoring round one: HttpFontStore/HttpSoundStore/HttpTextureStore collapse into a generic
HttpFileStore over a FileStore contract; fontImport/soundImport/textureImport share assetImport
with an ImportKind per sort; ImagePicker/FontPicker/SoundPicker sit on FilePicker and describe
only their row. The group/comment drag logic leaves GraphCanvas for annotationDrag.ts (with its
own unit test), declaredRows.ts replaces the duplicated row build in particles.ts and shaders.ts,
and dead code in font/sound/compile/emission/transform/actions is gone. README: asset list,
check count 958, the two-job CI, the Scenes wiki page.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 17:38:54 +02:00
adminandClaude Opus 5 36ccc7626f A box drawn around a part of the graph is part of it, so a fit frames it and a band catches it (#95)
game-maker / suite (push) Successful in 6m22s
Fit measured the nodes alone: a group drawn around them was cut off, and a graph holding nothing
but a comment framed the empty origin. It now frames both sorts together.

The rubber band ignored boxes entirely. It catches them now, into the *same* selection as the
nodes — `nodeIds` and `annotationIds` side by side — so one drag moves all of it, one Delete
removes all of it, and one undo takes it back. A box counts only when the band holds all of it,
where a node counts on touching: a group wraps the nodes it holds and therefore overlaps every
band drawn over any of them, and since it drags those nodes along, catching it by accident would
be felt at once.

A node inside a selected group is moved once, not twice — `travellers()` collects everything one
gesture carries and lets each thing appear in it a single time.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 14:23:56 +02:00
adminandClaude Opus 5 b9f1a9d319 A graph that grew past one screen needs somewhere to say what a part of it is for (#38)
game-maker / suite (push) Successful in 6m13s
The graph could hold any number of nodes and said nothing about which of them
belonged together. Groups and comments are two separate things, as decided in
the issue: a group is a titled box that carries the nodes it encloses, a
comment is free text that carries nothing.

Both live as optional arrays on Graph, not as registry nodes. A comment that
were a real node would run through the interpreter, show up in the drop
palettes and be compiled into a shader — the wrong place for a piece of text.
As arrays on Graph they exist in all four graph kinds at once, and a document
without them means exactly "no groups", so no format bump.

Membership is computed when the box is grabbed, never stored: the center of a
node inside the box travels with it, and a node dragged out is simply out. A
box inside a box travels with the outer one, its own nodes included. A group
is grabbed by its title bar only — its body stays transparent to the pointer,
or a rubber band could never be drawn across the nodes it holds. Deleting a
box deletes the box; the nodes stay where they are, because a box that
silently took ten nodes with it would be the most expensive surprise in the
feature.

The color is a free picker, and the title color follows from it: relative
luminance per WCAG, threshold at 0.179 where the two contrast ratios meet —
not 0.5, which would pick white on mid grey where black reads better.

Resizing snaps the far edge to the grid, not the width, so the corner that is
not being dragged stays put. The minimum size rises in whole steps for that
reason: 80 is no multiple of 24, so a box squeezed to the stop would have sat
off-grid in exactly the mode meant to keep it on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 11:24:34 +02:00
adminandClaude Opus 5 7babf88636 A state change is something the graph can react to, so the machine announces it (#53, #54, #55, #57)
game-maker / suite (push) Successful in 10m58s
Four issues that all reach for the same line: how the current state is
read and written. Splitting them into four commits would mean four
states of the tree that do not compile, so they arrive together.

#55 start state — the machine asset carries an optional `start` holding
a State node's id. Right-click a state to set or remove it, a ring in
the node's title says which one it is. A dead id (the state was deleted)
reads as "no start", so nothing has to clean up after a deletion.

#53 entered/exited — `On state entered` and `On state exited`, one exec
output per state. Every change now goes through a single `setState`
that reports it; BehaviorSystem delivers it after the exec flow that
caused it, `exited` of the old before `entered` of the new, round after
round until the queue is empty, with a cap that stops a ping-pong graph
with an endless-loop error. A local machine tells the instance that
switched, a global one tells every instance holding a matching event
node. The start state fires `entered` too: per instance for a local
machine, once per run for a global one.

#57 reading — `Current state` with `name` for showing and `id` for
comparing, `Is in state` with one boolean per state. Neither has a
`run`, so `read` learned `def` and `lookup`, and the catalog test knows
this third kind of node.

#54 seeing it — during a run the state machine tab marks every state
some instance is holding faintly, and the one held by the selected
scene object's instance strongly.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 06:18:20 +02:00
adminandClaude Opus 5 98fa9907fd A drop asks the area the pointer already uses, so a port at the very edge is still the node
`nodeUnder()` recomputed the node's face as `0 <= x <= w`, while the pointer events follow the
`hitArea`, which reaches `PORT_HIT_RADIUS` past the edge. An input port sits at exactly x = 0, so the
global point rounded back landed a hair outside: the drop counted as one on empty canvas, the node
palette opened and swallowed every later click – four checks of step 6 at once. `NodeView` now
answers from that same `hitArea`, and the step also checks that no palette is open.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:14:57 +02:00
rootandClaude Opus 5 68c92daaa6 A transition carries a name, so a state needs no visible port (#52)
game-maker / suite (push) Successful in 10m22s
A state keeps its `in`/`out` exec pins in the model and the editor never draws
them. That is the whole trick: connecting, undo, deleting a state and saving all
keep working untouched, because `normalizeGraph` filters nodes and never edges,
and no edge ever checks its port key against a NodeDef. Only two places change --
`NodeView.redraw` stops drawing the row, and `portAt` refuses to hand one out, so
an invisible pin cannot be grabbed either.

Transitions are drawn by right-clicking a state, `Make transition`, then clicking
the target. The armed mode takes the same shape as a live drag, so the existing
preview draws it with no second code path, and it dies with Escape, a click on
empty canvas or a switch to another asset.

Removing the pins removed the only handle a transition had: edges have no
hit-test anywhere, and the pin right-click was the sole route to Disconnect.
The inspector's TRANSITIONS OUT / TRANSITIONS IN lists are therefore not a
convenience, they are the delete path.

`GraphEdge` gained an optional `label`, which `normalizeGraph` has to pass
through explicitly or a saved name is dropped on load. `State transition`
replaces `Next state`: it takes the machine on an input port and the name from a
picker, and resolves against the *current* state. Names are deliberately not
unique across a machine -- two states may both have an `alarm` -- so a node named
`alarm` moves whichever state has one, and an empty name follows the single
unnamed edge.

The geometry moved to a Pixi-free `transitions.ts`: a gap to the box border, and
a fan that puts a pair of opposite edges beside each other instead of on top of
each other. Keeping it as plain maths is what let a screenshot bug become a unit
test -- an earlier pin-to-pin line ran under the target node and took its
arrowhead with it, because `nodeLayer` sits above `edgeLayer`.

One limit stands and is not fixed here: `ConnectCommand` rejects a second edge
between the same two states ("Already connected"), because every transition
hangs off the same two ports. With names, `A --alarm--> B` beside
`A --seen--> B` is a sensible pair, so this is worth its own issue.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:05:18 +02:00
root a041322a0e An edge to a vanished port needs a handle, so the port stays as a ghost (#60)
game-maker / suite (push) Successful in 10m7s
Four ways erase a derived port and take no edge with them: deleting a state,
deleting the `State machine` literal, deleting `Behavior start`/`end`, deleting
the asset. The common cause is `RemoveNodeCommand` clearing only its own graph,
so the fix sits in `drawnDef` (graph/nested.ts) and touches no delete site.

A right-click on an edge goes through `view.portAt` only — there is no curve
hit-test. Without a port row such an edge is not merely invisible, it is
unreachable, so the ghost row is the handle Disconnect hangs on.

`resolveDef` stays untouched: it is the truth for interpreter, compiler,
ConnectCommand and dropTarget, so nothing runs or connects through a ghost
without a second guard.
2026-09-14 11:50:36 +02:00
rootandClaude Opus 5 fbb2d157f0 A held preview is rebased, not paused, and it wears the asset's own rows (#86)
game-maker / suite (push) Successful in 9m42s
Three reports plus one found on the way.

Hold only froze the *picture*: the preview computed a fake second while drawing,
the library clock kept counting underneath, so letting go jumped to "how much
would have passed by now". That is the flip side of the formula model — a thing
that is a function of the clock is not stopped, its origin is moved.
ParticleField.rebase() does that; hold(null) calls it with the second stood at.
The Hold label now mirrors the preview's state instead of its own click history,
so dragging the slider (which holds too) reads `Run`, and Restart puts a held
preview back to 0.00 s rather than leaving it on the second it stopped at.

previewProps only read defaultsFor('particles'), so the panel showed the type's
defaults while the inspector showed the asset's rows. AssetBase.props is a full
bag on a graph asset as well — asset.props now lie over the defaults, the
asset's texture is resolved instead of always drawing a white square, and the
slider's span follows its lifetime. The span is re-read in tick(), because the
rows are edited in the inspector and the tab hears nothing about it.

The preview moves from under the graph to beside it, past a draggable splitter:
a graph is read across, so width is what it can spare and height is not.
AssetTabEditor grows a body() hook for that — the base class still stacks header,
strip and canvas, a subclass may put something next to the canvas.

Found by the full run, not reported: the graph canvas's empty-state hint ran
38 px past its frame now that the preview takes 280 px away. It is cut with
truncate() like any other label.

816 checks (809 + 7).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 07:03:51 +02:00
root 0f9e1611d1 A particle is a function of its age, not a thing that is stepped (#73)
game-maker / suite (push) Failing after 4m22s
The asset type `particles` is placeable and carries a graph at the same time —
`behavior` was the blueprint. Because a continuous emitter gives birth to particle n
at time n/rate, the whole field is a function of the clock rather than of the frames:
no ring-buffer bookkeeping, exact time jumps, reproducibility as a measurable property.

compile.ts follows compileShader's frame but emits JS closures into a Float64Array
instead of GLSL, and without eval; a node with two consumers is evaluated once.
Drawing is one Pixi ParticleContainer per source, so one draw call.

Collision, wind and braking in flight are out for good — that is the price of the
formula model, not an omission.

The tab count goes from nine to ten, which is exactly the case #84 was built for one
day earlier: at 1280 px the row no longer holds every tab, so guard 14b now asks for
hidden.length > 0 instead of === 0.
2026-09-14 05:44:25 +02:00
rootandClaude Fable 5.1 42cafa7543 Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
game-maker / suite (push) Failing after 3m59s
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:41:14 +02:00
rootandClaude Opus 5 c47fd5e4dc Console panel: capture console.*, timestamped lines, resizable (#50)
A log layer (src/editor/console/log.ts) keeps a 500-line ring buffer and
wraps console.log/info/debug/warn/error, still calling the original. Notices
and behaviour runtime errors go straight to the layer instead of through
console, so editor tests stay quiet and errors can render red. world.log is
untouched: it is per-run structured state that runtime tests and e2e read
directly, not a text stream.

The panel sits under the visible tab, resizable with Splitter('y'), with a
CONSOLE header and a clear button. Each line carries its wall-clock time in
its own dimmed column, so locate() still finds the message text.

The taller centre area drops the graph fit zoom to 0.60, which broke six e2e
checks that assumed one screen pixel is one graph unit and that a fixed
offset from the canvas centre is empty. They now ask __gm.emptySpot(),
__gm.graph.emptySpot() and __gm.graph.zoom() instead of guessing.

locate/locateAll added the unscaled Pixi text width to the global position,
so click points in the scaled graph canvas landed too far right; they use
getBounds() now.

check.sh: 831 tests. Full e2e: ALL PASSED - 671 checks. Smokes 24/19/20.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 19:35:40 +02:00
rootandClaude Fable 5.1 e7d82bd1a9 State machines: asset, tab, State branch and Set state nodes (#51)
A state machine is an asset whose graph holds one `State` node per state
(no ports, name as title), edited in a new "State machine" tab that reuses
the graph canvas: right-click places "State n", snap toggle shared with the
Behavior tab via SnapToggle. `statemachine` is a value kind like texture
(port, literal node, variable, struct field, tagged list item).

Behaviors use it through `State branch` (one exec output per state) and
`Set state` (one exec input per state; the interpreter now hands `run` the
entry port). States live per behavior instance in NodeContext.states, with
no initial state. Ports derive from the inline picker or a wired
`State machine` literal; BehaviorLookup became GraphLookup with
behavior(id) and machine(id).

The Graph tab is labelled "Behavior" (key unchanged). Unit tests
(state-machine, kinds, catalog, ports), e2e step 26 and README added.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 18:00:23 +02:00
rootandClaude Opus 5 656d61f187 Edit the graph during play and watch values and flow run through it
The graph was only locked by five edit-mode guards in GraphCanvas. The
running game reads the graph by reference each frame, so a new node, edge,
changed value, disconnect or undo takes effect from the next frame. Stop
discards these edits like everything else changed in play. A new On start
node does not fire for a behavior that has already started.

During play every data output shows the value it last produced, in the
highlight colour and refreshed ten times a second. Values are kept per
graph, because node ids are only unique within one; with several
instances the most recent value wins. The Variables node reads the live
variable bag, so only its own outputs are kept, as a snapshot.

Each time an exec edge fires, a bead runs along it in 0.3 s, at most one
every 0.15 s per edge, following the same curve the edge is drawn with.
Beads run on game time and freeze while paused; the game logic is
unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 21:19:07 +02:00
rootandClaude Opus 5 7c63c884ef Replace the five variable nodes with one Variables node
A single node now lists any number of variables. Every entry is an output
that reads the current value whenever it is pulled; an entry switched to
Set is also an input and is written when the flow arrives. Exec pins only
exist while at least one entry writes, and all inputs are read before any
write, so one node can swap two variables.

Get/Set variable, Get/Set variables and Variable are gone. Old project
files are converted on load: each old node becomes a Variables node with
the same variables, edges and typed values.

A written port without a typed value now shows the zero of its kind on
the node body, matching what the inspector shows and what the run writes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 16:56:24 +02:00
rootandClaude Opus 5 854ae2e756 Add Get/Set properties nodes and a breadcrumb for opened sub-behaviors
Get properties / Set properties work like their variable counterparts:
one port per chosen property, an unconnected input writes its inline
value. A port chosen from the built-in list keeps that property's field
and default (height starts at 100, color is a colour field). "object" is
reserved for the fixed input, checked by the command and on load.

The property picker names the owning type ("Sprite width"), and text
fields can now carry a suggestion list; Get/Set property use it.

Double-clicking a call node shows the path of opened behaviors under the
graph header. Clicking an entry jumps back and trims the path; choosing
a behavior any other way hides it. Reopening a behavior already on the
path steps back to it instead of repeating it. The bar shows before the
graph switches, otherwise it clips the graph that was just fitted.

The "Add node..." header button is gone; nodes come from the context menu.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 15:07:07 +02:00
rootandClaude Opus 5 8f92a06c84 Consolidate duplicated editor code, trim comments, refresh README
Split GraphCanvas (1076 -> 831 lines) into EdgeLayer and graphMenus;
the port and marker menus were the same list and are now one function.
Value specs of the inspector and the list tab share valueSpecs.ts, and
the remaining copies (compound commands, type glyphs, typed asset
lookup, name rule, play/editor world setup, marquee) are merged.

Four copies had already drifted apart; merging them fixes:
- "Disconnect N links" in the port menu is one undo step, not N
- "+ Add collider" is hidden on a placed container instance, as in
  the hierarchy menu, instead of always failing
- a bool property coerced from the text "false" becomes false
- a port command on an unknown node type reports instead of crashing

Comment-only edits leave the bundle byte-identical. README corrected in
35 places (step limit, jump-run clock, suite duration, 409 body, ...).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 11:00:30 +02:00