Commit Graph
3 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 963f8a152a Open a scene framed, and thin out two inspector sections (#295)
Three small things asked for in one issue. A scene came up wherever
the view happened to stand, and the inspector carried a button and a
list that are better reached somewhere else.

- A scene comes up framed as if Fit had been clicked: after a
  project is loaded and when another scene is opened. From then on
  the view belongs to the user.
- An empty scene has nothing to frame and stands at the origin, one
  pixel per unit. A scene the running game loads is not framed anew.
- The Container tab is left out. It keeps the view of each container
  as before (#171).
- The Unpack button and the two lines under it are gone from the
  inspector of a placed container. Unpack container stays in the
  right-click menu of the hierarchy and of the scene view.
- The corners of a polygon collider are no row in the inspector any
  more. They are edited on the outline in the scene view. The new
  schema option noRow keeps a property out of the inspector while it
  stays a property.

Tests:
- Gate on melektaus-atx: 219 files, 3401 tests, CHECK EXIT 0.
- One new unit test in tests/core/polygon.test.ts: the corners are
  a property of the collider and no row.
- Three new e2e checks: a loaded project is framed like Fit (module
  03), an opened scene is (04), and after a real reload a click on
  Fit moves nothing (09).
- Module 09 unpacks through the right-click menu now and checks that
  the inspector offers no button.
- Full suite on melektaus-atx: 1695 checks, all pass. Smokes 24, 19
  and 21, all pass.
- No counter-probe evaluated, and nothing looked at after the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 23:52:49 +02:00
adminandClaude Opus 5 d4ea04d4d6 The scene view outlines a tilemap's collision only along its outer edges: where two pieces meet, their shared stretch runs once in each direction and is not drawn, so an autotile lake is one outline without cross strokes at the quarters, merged rectangles of plain tiles and one-way tiles follow the same rule, the bridges from splitting concave outlines disappear and a piece doubled on two layers is outlined once; fill and collision stay as they were, and the result is cached per tilemap and rebuilt only when its collision data changes (#173)
game-maker / gate (push) Successful in 1m56s
game-maker / suite (push) Successful in 6m54s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 12:54:53 +02:00
adminandClaude Opus 5 32057a96fc Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (#151); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (#141, to be reworked)
game-maker / gate (push) Successful in 1m52s
game-maker / suite (push) Successful in 6m41s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:56:25 +02:00