Commit Graph
228 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 4e6aeb5f72 Query objects in bulk and filter, count or test a list (#259)
game-maker / gate (push) Successful in 3m36s
game-maker / suite (push) Failing after 10m6s
The object queries only ever returned one object: Object by name,
Child by name and Find all stop at the first hit. Getting every coin,
every child or every item that passes a test needed a For each with
its own bookkeeping. These nodes return the whole set as a list of
Object, so For each and Find can use item straight away.

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

Found on the way:

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

Tests:

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

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

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

Found on the way:

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

Not done:

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

Tests:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Differs from the plan:

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:56:21 +02:00
adminandClaude Opus 5.5 b90b62886b Put one item into a list, a struct staying whole, with Add item (#250)
A list could only grow through Join lists, and that takes its b apart:
a struct becomes one item per field and a list is joined. A list of
structs such as loot could not grow at all.

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:06:40 +02:00
adminandClaude Opus 5.5 393b8ec7f9 Build your own easing curve and use it on keys and Lerp (#247)
game-maker / gate (push) Successful in 3m44s
game-maker / suite (push) Successful in 10m25s
The built-in eases cover the usual shapes, but a game often wants its
own: a coin that bounces twice, a door that overshoots and settles.
A new asset type holds such a curve, and keys and the Lerp node can
pick it instead of a built-in ease.

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 14:49:22 +02:00
adminandClaude Opus 5.5 3abb6894a7 Let a container sort its content with its parent (#243)
A container is not drawn, so it had no place in the draw order. The
chain from its content to the parent of the container broke there, and
a container under a character could not be drawn together with it.

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:12:40 +02:00
adminandClaude Opus 5.5 53fa63441b Group scene objects in the hierarchy, for the editor only (#241)
game-maker / gate (push) Successful in 3m58s
game-maker / suite (push) Failing after 9m58s
A scene with a hundred crates fills the hierarchy with a hundred rows.
Groups bundle top-level objects under one folder row that folds away.
They exist for the editor only. Parenting, positions and the game do
not see them.

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:25:51 +02:00
adminandClaude Opus 5.5 7e829f737e Load every picture of a project ahead so animated tiles don't flicker
game-maker / gate (push) Successful in 3m26s
game-maker / suite (push) Failing after 9m6s
A texture was fetched only when it was drawn for the first time. Until
the file arrived, the tilemap skipped the cell for that frame. An
animated tile whose next step sat in another picture therefore blinked
away once on its first cycle, and sprite animations did the same.

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:32:58 +02:00
adminandClaude Opus 5.5 0c5ac32b59 Let structs and lists nest to any depth (#239)
game-maker / gate (push) Successful in 3m52s
game-maker / suite (push) Successful in 10m24s
Structs and lists were capped at two fixed levels (list of structs,
struct with a list field). Anything deeper was dropped silently on
load, in node settings and when written to a variable. The cap came
from an early design choice, not from a technical need, so it is
lifted completely instead of adding a third fixed level.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 19:36:49 +02:00
adminandClaude Opus 5.5 74b9c60661 Stop marking older sprites as changed after loading (#232)
game-maker / gate (push) Successful in 3m9s
game-maker / suite (push) Successful in 9m36s
Loading filled every missing asset property with its `default`. For
Sort with parent that is `false`, while the gold mark and Reset compare
against `initial`, which is `true`. So every sprite, text and particle
source saved before #232 counted as changed once loaded, and each save
wrote the `false` into the project file.

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 15:05:10 +02:00
adminandClaude Opus 5.5 1d18862ed6 Give unconnected node inputs the default the node shows (#234)
A new node handed null to every unconnected input that had no port
default, even a Bool. The inspector showed false, 0, "" or an empty
list at the same time, so what the node read was not what the editor
said. 97 of 135 inputs of the built-in nodes were affected.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:21:52 +02:00
adminandClaude Opus 5.5 21d7149756 Let a nested behavior without a start node run from On start (#230)
A behavior built as a plain behavior, with On start and no Behavior
start, did nothing when another behavior called it through Run
behavior. The node only showed a warning. Such a behavior should run
as a call too, without the author having to rebuild its entry.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 12:23:18 +02:00
adminandClaude Opus 5.5 af6ac12ab5 Show sharp tile preview labels and paths with tunnels and crossings
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 9m20s
The mask labels under the tile preview sat inside the zoomed board.
Pixi rendered them at 10 px and stretched them with the zoom, and
each label was shrunk to the width of its tile on its own. They came
out blurry and in different sizes. The example map also only showed
a ring, so narrow paths and crossings were never previewed.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 18:06:16 +02:00
adminandClaude Opus 5.5 4b7e8614a8 Keep play start and game view scale in the project (#226)
Both settings lived in the browser's localStorage, so they did not
travel with the project and differed per machine. They now belong to
the project like the symbol scale. There is no migration, old projects
load with the defaults.

- New module src/core/model/playSettings.ts reads playFrom and
  gameScale on load. Unknown or missing values fall back to the start
  scene and 100%.
- src/editor/settings.ts is gone.
- Play starts in the project settings dialog is an undo step
  (SetPlayFromCommand). It is only recorded on a real change.
- The game view scale is saved with the project but is no undo step,
  so Ctrl+Z never undoes a zoom. A scale picked during play is written
  to the stored project and survives Stop.
- Save states of persistent Variables assets (saves.ts) stay in the
  browser on purpose. They are runtime data of the game, not settings.

Tests:
- 6 new unit tests in tests/editor/play-settings.test.ts: defaults,
  save and load, broken JSON, undo of Play starts, scale without undo
  step, scale picked during play survives Stop.
- e2e 03g checks the value in the project, nothing in localStorage and
  no new undo step. 35f also checks project.playFrom. No new checks,
  the sum stays at 1375.
- Counter checks: no write to the stored project in play, no read on
  load, and an undo step for the scale each fail exactly their test.
- ./check.sh: 158 files, 2332 tests, CHECK EXIT 0
- e2e 1-17,28,30,35,38-40,46: ALL PASSED, 752 checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 11:38:18 +02:00
adminandClaude Opus 5.5 5afb70a92e Let the project set the size of scene view symbols
game-maker / gate (push) Successful in 3m0s
game-maker / suite (push) Failing after 9m27s
Pixel art projects draw at very different sizes, so the fixed 18 px
icons of behaviors, containers and rigidbodies were too big in some
projects and too small in others. The size now lives in the project
settings and travels with the project.

- New field Symbol scale in the project settings dialog, below Play
  starts. It takes 0.1 to 4 with two decimals and defaults to 1.
- The value is stored as project.symbolScale. Older projects load
  with 1, and values out of range are clamped on load.
- Every change is its own undo step through a project command.
- The factor scales the icon size, the spacing of icons that share a
  spot, the label offset and the selection frame of icon-only symbols.
- The footprints in bounds.ts that Fit uses stay as they were. The
  hit area follows the icon, so clicks match what is drawn.
- uiHooks reports the icon size so e2e can measure it.

The e2e sum in the README is 1375. That is 1374 plus one new check,
and 1374 itself has not been confirmed by CI yet.

Tests:
- ./check.sh: 157 files, 2326 tests, CHECK EXIT 0 (before 2320).
- New tests/core/symbol-scale.test.ts with 5 tests (default, save
  and load, clamping, undo, icon frame), one more in
  project-settings.test.ts.
- e2e 46f: dialog opens with 1, 0.5 plus Apply gives a 9 px icon,
  undo gives 18 again. Module 46: ALL PASSED, 13 checks.
- Counter checks: without loading the value the save and load test
  fails. With the icon ignoring the factor exactly 46f fails. Both
  originals restored per cmp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 10:55:42 +02:00
adminandClaude Opus 5.5 5bf1ee7a4e Let Equals match a number against a typed number like 130 (#224)
The float tolerance from the last commit never reached the case it was
built for. The inputs of Equals are of type any, and their inline field
is a text field. A typed 130 therefore arrives as the string "130", and
the tolerance only applied when both sides were real numbers. The node
fell back to comparing "129.99999999999997" with "130" as text.

- A number against a text that parses as a number now uses the same
  1e-9 rule as two numbers.
- An empty text does not count as 0.
- Two texts are still compared as text, so "1.0" and "1" stay
  different.
- Compare was not affected, its inputs are real number fields.

Tests:
- 3 new cases in node-catalog.test.ts: 129.99999999999997 vs "130"
  is equal, 0 vs "" is not, "1.0" vs "1" is not.
- Counter-check: with the old rule (two real numbers only) exactly the
  "130" case fails. Original restored and compared with cmp.
- ./check.sh: 156 files, 2314 tests, CHECK EXIT 0 (before 2311).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 08:44:25 +02:00
adminandClaude Opus 5.5 9d6a0aebd3 Let Compare and Equals treat float noise as equal numbers
game-maker / gate (push) Successful in 3m4s
game-maker / suite (push) Failing after 9m47s
A graph that checks "time - late == 6" after On timer (#224) failed,
because the difference comes out as 5.999999999999972. Both values are
sums of measured frame times, and they round along different paths.
The only workaround was a Round node in front of every comparison.

- New helper nearlyEqual in values.ts. Two numbers count as equal when
  |a - b| <= 1e-9 * max(1, |a|, |b|). The tolerance grows with the
  size of the values, so it holds for hours of summed dt.
- Compare uses the rule for all six operators. "<" and ">" only hold
  when the values are not nearly equal, "<=" and ">=" also hold when
  they are. So "==" and ">" are never true at the same time.
- Equals uses the same rule when both inputs are real numbers. Objects
  still compare by identity, everything else as text. The node
  description says so.
- The tolerance is fixed, there is no parameter on the node. Physics
  values come from float32 in Rapier and are not covered on purpose.
- The log display is unchanged and still prints the raw number.

Tests:
- ./check.sh: 156 files, 2311 tests, CHECK EXIT 0 (before 2300).
- 11 new cases in node-catalog.test.ts, including the value from the
  log against 6, growth with magnitude, 6.001 != 6 and 1e-6 > 0.
- Counter-check exact compare: exactly the 8 noise cases fail.
- Counter-check "<"/">" without the exclusion: exactly 2 cases fail.
- No e2e change, the check sum stays at 1374.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 08:30:45 +02:00
adminandClaude Opus 5.5 6fecb2e841 Tell On timer how late its frame is, so time minus late is exact (#224)
game-maker / gate (push) Successful in 2m55s
game-maker / suite (push) Failing after 9m22s
A timer can only fire on a frame. It fires on the first frame past each
due time, so Time.time at that moment is the due time plus up to one
frame. On a display that is not exactly 60 Hz this delay creeps up by
a millisecond every few seconds and falls back to zero once it reaches
a whole frame. The issue saw 82.009 after 82 ticks. The timer itself
does not drift, it keeps the remainder when it fires.

- On timer gets a number output late. It is what is left of the
  timer's clock after taking one interval, so time - late is exactly
  the due time.
- When one long frame catches up several ticks, each gets its own
  late. The first one was due longest ago and is the latest.

Tests:
- New unit test in behavior-events: late 0.125 after a frame past
  1.0 s, 0 on the dot, 1.5 and 0.5 for two ticks caught up in one
  frame.
- Counter-check: late taken before the interval is subtracted fails
  exactly that test. Original restored with cmp.
- ./check.sh: 156 files, 2300 tests, CHECK EXIT 0 (was 2299).
- No e2e change. The e2e modules only wire the exec of On timer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 07:44:53 +02:00
adminandClaude Opus 5.5 9ef360ba1b Let the game view show the picture at a chosen scale (#225)
game-maker / gate (push) Successful in 2m57s
game-maker / suite (push) Failing after 9m28s
The game view always stretched the camera picture to fit the pane.
Pixel art came out blurred at odd factors, and there was no way to
see the game at its real size. The view now has a header with a
scale drop-down, and 100 % is the default.

- The header of the new GamePane offers Auto, Fit, 25 %, 50 %,
  100 %, 200 % and 400 %. Auto and Fit show the factor they land
  on, e.g. "Auto · 100%", and follow the pane when it resizes.
- 100 % means one screen pixel per pixel of the camera resolution
  (width x height). The camera zoom scales the world on top of
  that, so a zoomed camera still fills the same frame.
- Auto takes the largest fixed step that fits the whole picture
  and falls back to 25 % when nothing fits. Fit keeps the old
  behaviour.
- A picture larger than the pane is cropped around the camera
  centre. Fixed steps start on a whole pixel so pixel art stays
  sharp at 100 %.
- The choice is kept in the browser like "Play starts". Nothing
  is written into the project.

Found on the way: the first draft applied the step to the world
instead of the camera resolution. The camera zoom then had no
effect at 100 %, which the existing check 12c caught (zoom 1.37
measured as scale 1).

The CI smokes were not run locally, because that would reseed
projects the user works in. All three smoke cameras are 640x360
and fit the 670x383 harness view at 100 %.

Tests:
- ./check.sh: 156 files, 2298 tests, CHECK EXIT 0 (before 2290).
- 8 unit tests in tests/viewport/view.test.ts for whole-pixel
  steps, cropping, Auto and Fit with fallback, and zoomed cameras.
- 7 e2e checks in 03g. e2e 1-17,28,30,38-40: ALL PASSED, 727
  checks.
- Counter-checks: no cropping, no rounding, no factor reported to
  the header, and no zoom share each fail their own tests.
- Check total: 1367 (CI at c1a702b) + 7 = 1374, computed only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 07:02:48 +02:00
adminandClaude Opus 5.5 c1a702bc39 Add a terrain autotile kind for 6x4 sheets like TD Plains
game-maker / gate (push) Successful in 3m7s
game-maker / suite (push) Successful in 9m54s
Sheets such as "TD - Tileset - Plains" draw an autotile as a 6 x 4
block: a 3 x 3 nine-slice, a vertical and a horizontal strip and a
single tile on the left, the inner corners on the right. The floor
kind only knew the RPG Maker 2 x 3 layout, so these sheets could not
be used as autotiles at all.

- New TileKind "terrain" with 16 px tiles in a 6 x 4 block. All 47
  neighbour combinations are resolved per quarter, so the renderer,
  the collision and the palette stay untouched.
- Whole tiles are used where the sheet draws them: the 16 side cases,
  the four single notches and the two diagonal pairs. Hand-drawn
  strips and single blocks therefore look as drawn.
- Only the missing cases are composed, for example an edge with a
  notch or two notches side by side. They take the side tile and put
  the notch quarters in.
- A notch also takes the quarter above or below from its notch tile
  when fill would stand there. Tall cliff notches keep their wall.
  On ground and stones fill meets fill, so nothing changes there.
- The label rule for floor and terrain now runs through one notch
  function. Floor still passes the MZ table test.

Not touched: the tile board only refits on open and on Fit. Switching
an open tile to a kind with another tile size leaves it small until
Fit is pressed. That was the case before.

Tests:
- ./check.sh: 156 files, 2290 tests, CHECK EXIT 0 (before 2283).
- e2e 39,40: ALL PASSED, 90 checks (before 86). 39j checks 47 tiles,
  pixels of single, notch, pair and composed tiles, and undo to floor.
- Counter-checks: without whole notch and pair tiles one unit test
  and one e2e check fail. Without the taken quarter one of each
  fails. Originals restored by cmp and rebuilt.
- Check sum: 1363 measured by CI plus 4 is 1367, computed only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 06:14:51 +02:00
adminandClaude Opus 5.5 d444b27fae Let behaviors read and set tilemap cells while the game runs (#135)
game-maker / gate (push) Successful in 2m59s
game-maker / suite (push) Successful in 9m22s
A behavior could move sprites around but had no way to look at or
change the tilemap it was standing on. Doors, breakable blocks and
"is there ground ahead?" checks all need that.

- New nodes Tile at, Set tile, World to cell and Cell to world. The
  conversion honours position, rotation, scale and mirroring of the
  placed map. A small Tile literal node lets a graph compare what it
  read against a fixed tile.
- The layer is picked by name from all tilemap layers in the project
  through a new field kind. "First layer" takes the map's first one.
  Because layer is an input, a text can also be wired in.
- Each placement keeps only its edited cells in liveTilemap.ts,
  layered over the asset's cells. A second placement of the same map
  stays untouched, and the asset itself is never written.
- A read sees a Set tile from earlier in the same flow. Drawing picks
  up the edit at once and neighbouring autotile edges adapt.
- Solids see the edits straight away, so a Move in the same frame
  already hits the new cell. Rapier rebuilds its shapes on the next
  step.
- After Stop the map is back to what was painted. The editor run shows
  the edit in the scene view while it lasts and does not touch the
  project.
- An unwired tilemap input means no map, like Get position. Cells
  outside the grid are refused and done reports false.

Tests:
- ./check.sh: 155 files, 2271 tests, CHECK EXIT 0 (before 2245).
- tests/core/tile-access.test.ts (14), one physics test for a floor
  set at runtime, catalog entries for the five nodes.
- e2e 39,40: all passed, 86 checks (before 81), five new in 40s.
- Counter-checks: collision ignoring edits fails 3 unit tests, the
  solids cache missing same-tick edits fails only the "at once" test,
  drawing ignoring edits fails the 2 drawing checks, the editor run
  not reporting a new tile fails only its check.
- 40s uses a still tile. The animated fixture tile redraws every frame
  and hid the last counter-check at first.
- Check total 1351 + 5 = 1356, computed. CI confirmed 1351 at cb32b4b.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 20:45:29 +02:00
adminandClaude Opus 5.5 abf3b1f618 Pick an existing collider or rigidbody from the object menu (#222)
game-maker / gate (push) Successful in 3m8s
game-maker / suite (push) Successful in 9m52s
"Add collider" and "Add rigidbody" could only create a fresh asset.
Reusing one meant creating a copy by hand, and a new box collider
never matched the sprite it was added to.

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 16:44:19 +02:00
adminandClaude Opus 5.5 ceaa44e5b8 Add roles and a user management tab for admins (#180, #179)
game-maker / gate (push) Successful in 2m50s
game-maker / suite (push) Successful in 8m57s
Until now every account could do the same, and managing accounts
meant running make-user.php on the server. Accounts now carry a role,
and admins get a tab in the editor to create, rename, re-role, reset
and delete accounts. Both issues share the same server files, so they
land in one commit.

#180 Roles:
- Every account is admin or user. A missing or unknown role counts as
  user, on the server and in the client.
- auth/session and auth/login return {user, role}.
- Auth::requireAdmin() answers everyone else with 403.
- make-user.php takes the role as a third argument. Without it an
  existing account keeps its role, so a password reset from the CLI
  never demotes an admin.
- Admins see and save other users' projects like their own. Saving
  keeps the original owner.

#179 User management:
- The account menu gets "User management" (admins only) and "Plugins"
  (everyone). Both open the same closable tab, accounts on top and
  plugins below. The fixed Plugins tab is gone.
- Per account: Rename, Role, Password (no old password needed) and
  Delete with a confirmation. "New user..." creates one.
- Each account lists its projects with an Open button.
- Delete is refused while the account still owns projects.
- Renaming moves the projects along and ends every session of the
  account. transfer takes the same lock as save.
- On their own row an admin can only set the password. The last admin
  cannot be demoted or deleted. The server enforces both.
- The account rules live in AccountRules.php and accountRules.ts as
  pure functions, so they are testable without a server.

Findings:
- At 1280 px the Delete button reached past the column edge and was
  not clickable. The name column is flexible now, and module 49 checks
  the layout.
- The server lets an admin delete other users' projects, but the
  editor has no button for it yet. Left open in the issue.

Tests:
- ./check.sh: 148 files, 2214 tests, exit 0 (was 147 / 2204).
- New tests/php/accounts.test.php, 51 checks, plain PHP. CI runs it
  as its own step in the gate job, the host has no PHP.
- New e2e module 49 with 18 checks. CI creates the e2e-admin account
  in serve.sh. Modules 14, 38, 46 and the scaffold follow the new tab.
- e2e 1-16,37,38,45,46,49: all passed, 581 checks.
- Counter-checks: owner on save, admin view, default role and self
  delete in PHP fail 7, 5, 5 and 1 checks. Unchecked requireAdmin,
  a wider column and the caller as owner each fail exactly their
  e2e check.
- Check sum 1314 -> 1333 (+1 in 38, +18 in 49), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 13:59:04 +02:00