526b1da7f4a9c26d2643aa2cd9173260f5298a40
100
Commits
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526b1da7f4 |
Add a Get world position node with just the world x and y
Get position hands out four numbers, local and world. A graph that only needs where an object is in the world had to pick the two world ports out of four and leave the local ones dangling. - Get world position has one object input and the outputs x and y. It reads the same worldPositionOf as Get position, so a child adds every parent's position in. - Without an object it reports the origin, like Get position. Tests: - Node catalog: a top-level object, a child under a parent and no object (3 cases). - node-catalog and hierarchy: 2 files, 378 tests, all green. The full gate was not run for this commit, CI covers it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ed7872c893 |
Let a called behavior share the caller's local state machines
A local state machine started over in every Run behavior call, so a state set in a sub-behavior was gone by the next call. A character controller split into sub-behaviors could therefore never remember that it was attacking. Scene or global scope would keep the state, but then every character shares it. - A call now runs on the states of the instance that runs it, however deep. A state one call sets is still set in the next one, and the call begins in the start state like the instance does. - A move made inside a call is reported like one the caller made. The caller's On state entered and On state exited hear it, the event nodes of the called graph stay silent as before. - Two objects running the same behavior still hold a state each. - This reverses the rule from #229 that local machines of a called behavior are not kept. Keep stays a switch for variables only. Tests: - Two unit tests that pinned the old rule now expect the shared state. - New world test: a sub-behavior closes a door per object, the caller's events hear it, and the next call finds it closed. - Counter-check: with the old call context the 3 tests fail. - Gate on melektaus-atx: 239 files, 3600 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d80d5cce26 |
Let a Start input or a variable name the state machine it carries
A sub-behavior that gets its machine through a Start input had no state ports on Is in state, Set state and the other state nodes. Their ports came only from an inline pick or a State machine literal, so a machine handed in from outside left them empty. - A statemachine port of a Start node can now name a machine (DeclaredPort.machine). The inspector shows the pick next to the port name. SetPortMachineCommand sets it with undo. - machineIdOf follows an edge from such a port to that machine, so the state nodes it feeds offer its states. - A Run behavior node has the machine picked in advance on that input. - A different pick there is allowed, but the node warns, because the called graph asks for the states of its own machine. - A statemachine variable of a Variables node can name a machine the same way, picked next to the variable's row. - The inspector signature of a node now includes the picked machine. Before, the pick changed the ports but the dropdown kept its text until the node was selected again. - A local machine handed in still starts in no state every call. That rule from #229 is unchanged. Tests: - tests/core/start-machine.test.ts (7): ports with and without a machine and undo, save and load, the preset value moving a shared machine through the call, the warning, a port of another kind, the inspector signature, a Variables node. - Counter checks: without the new branch in machineIdOf 2 tests fail, without the machine in the signature 1 test fails. - Gate on melektaus-atx: 239 files, 3599 tests, CHECK EXIT 0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3f12a77aea |
Preview a sprite at the end of its inspector, placed or as an asset
A sprite's inspector listed its rows but never showed what they add up to. The picture, its frame, nine-slice, tint and shader could only be judged in the scene, often far from the object being edited. - SpritePreview draws the sprite through syncSpriteMesh, the function the scene draws it with. Slices, padding, tint and shader come out the same without a second path. syncSpriteMesh now takes only the three fields of a DrawItem it reads. - The subject is resolved by previewPicture from the Shader tab, so a placed sprite shows its own overrides. - previewFit is the rule for size and place: whole device pixels per unit from 1 on, at most 8, and the corner on a whole device pixel. Pixel art stays sharp. A sprite larger than the group shrinks freely. - A shader with a Time node keeps the preview redrawing once a frame while it is on screen. A folded group or a hidden panel stops it. - New test hook __gm.inspectorSpritePreview(). Finding: the preview redrew on a model change in a microtask at first. A drawn picture whose revision moved on is retried once, in a microtask queued by the scene's synchronous redraw. That retry ran before the preview had let go, and the old pixel art sheet stayed waiting (e2e 48l-iii read waiting [1,1,1]). The preview now redraws at once on a model change, as the scene does. Tests: - unit: 238 files, 3592 tests (+5 in preview-fit.test.ts), and the group list of a placed sprite in sections.test.ts ends in PREVIEW - e2e 48: ALL PASSED, 47 checks (+2: 48l-i asset preview with the frame, 48l-iii placed preview with its shader values) - counter-checks: without whole-pixel zoom 2 unit tests fail; with the microtask redraw 48l-iii fails with waiting [1,1,1] Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1665576fb9 |
Let a pixel perfect camera draw on the game view's pixel grid
A camera that follows smoothly stands between pixels most of the time, and pixel art then wanders between them. The new camera switch draws what the camera shows on the game view's own grid, while positions in the model keep their fractions. - `Pixel perfect` is a camera row, off by default. It works at every fixed game scale and at Auto, but not at Fit and not in the Scene tab, where one works with the fractions. - The grid has one step per device pixel of a world unit. At 100% that is whole units, at 500% fifths. The view carries it (`View.grid`), so no view draws with the grid of another. - The view looks from a point that puts the world's origin on a whole device pixel (`lookFrom`). This also covers odd camera sizes and views that cut the picture to an odd size. - Sprites, texts and tilemaps snap their top left corner when they are unturned, so an odd size lands on whole pixels too. A turned object snaps its pivot (`snapPlacement` in `pixelGrid.ts`). - Under a camera shader the picture is taken the same way, and the objects in it use the picture's grid. With Camera pixels that is one step per camera pixel. - An overlay camera has its own switch and snaps only while the main picture is at a fixed scale. - Particles are drawn where they are. - New test hook `__gm.gameDrawnRect(id)` reads where a sprite's picture is drawn, which `gameRect` (the model's) cannot tell. Found: the e2e fixture at 300% drew the crate at y 205.5 device pixels without moving the camera, because the view cut to an odd height puts its centre on half a pixel. With the switch on it is at 206. Tests: - Gate: 237 files, 3587 tests (+10 in pixel-grid.test.ts) - e2e 2,3: ALL PASSED, 75 checks (+1, 3j) - Counter-checks: without the origin snap 3 unit tests fail, with the centre snapped instead of the corner 2 fail Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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92395f6773 |
Find the render layer log pair in e2e 63c3 instead of the tail (#305)
The suite went red three times in a row (tasks 488, 491, 492) on one check only: 63c3 read `named: ["",""]` while the picture half passed. Alone the module was green. In the full run objects left by earlier modules are still in the scene, and their behaviors log two empty lines after the OnStart of the check. `log.slice(-2)` took those. - The check now searches the log for the pair "UI", "1". Both lines come from one exec chain, so they stand next to each other. - Without the pair it shows the last 6 lines for diagnosis. - Not found out: which earlier module writes the empty lines. Tests: - e2e 63 on melektaus-atx with a temporary behavior that logs two empty lines after the switch: ALL PASSED, 13 checks. - The same with the old `slice(-2)`: 1 FAILED, `named: ["",""]`, the picture from CI. The disturbing behavior is removed again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3f57cf731d |
Keep a pixel frame worn through a shader alive while it is drawn
Changing a palette colour of pixel art flooded the console with Pixi warnings: "[BindGroup] a 'textureSource' was destroyed while still bound to a shader", and the same for its sampler. #293 had stopped this for a drawing, but a frame of pixel art is worn as a cut of the sheet. The cut has a source of its own, so the sheet looked unbound, was freed at once and took the cut with it under the shader. - The check whether a replaced picture is still in use gets its key too. TextureLibrary then asks the picture and every cut taken from it. - A sheet with a bound cut waits like a bound picture did since #293, and both go together once the shader has taken the new frame. Found on the way: - The project the report came from has a sprite wearing a frame of an eleven-frame pixel art through a shader asset. - A nine-sliced sprite wearing the frame showed no warning, even without the change. The first try of the e2e check used it. Tests: - Gate on melektaus-atx: 236 files, 3577 tests (+1) - e2e 48: 45 checks (+1, sum 1741). 48l-iii puts a shader on the object wearing the second frame, changes a palette colour three times and counts the warnings. - Counter-checks bite: without the cuts in the check the unit test fails, and 48l-iii counts 6 warnings for 3 changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c74b6b1cab |
Show where an inspector row can be dragged and answer the pointer
After #310 rows could be dragged by their mark, but nothing said which marks take a drag, and the pointer on one changed nothing but the cursor. - A mark that drags is now a Grip: the same widget wrapped, the same size, so the value column stays where it was. Once sortBlocks takes it, it carries six faint dots at its left edge. - Marks that cannot drag stay plain: the variables of a placed object and the fields of a typed struct show no dots. - With the pointer on a grip its dots light up and the whole block that would move is washed in the accent colour, a struct with its fields. While the block is carried the wash gives way to the dimming, and the grip stays lit. - While a block is carried the other grips let the pointer pass: no lit dots, no wash. Every grip of the column shows grabbing instead of grab until the drop. - The wash first used controlHover like list rows. In the inspector it is darker than the panel and vanished next to the dark fields, so it became the accent at 15 percent, the colour of the drop line. - __gm.inspectorMark also reports the dots: none, idle or lit. Tests: - Gate on melektaus-atx: 236 files, 3576 tests (+4 in block-drag.test.ts, one of them a drag passing over another grip). - e2e 22: 40 checks (+1, sum 1740). 22f-iii reads idle dots, moves the mouse onto the mark and reads them lit. - Two counter-checks bite: no wash on hover fails 1 test, grips never made grabbable fail 3. A third: hover ignoring the drag fails 1. - Screenshots of a lit single row and a lit struct block looked at. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2c19c89878 |
Let variables, fields, ports and list items be dragged into order (#310)
Variables of a behavior, the fields of a struct, the ports of a start or end node and the items of a list could only be added and removed. Changing their order meant removing and adding them again. Now each of them is dragged by the mark in front of its row. - sortBlocks (ui/blockDrag.ts) makes the rows of one column sortable. A block is every row it covers, so a struct moves with its fields and a list item with its nested list. The block is dimmed while it is carried, an accent line shows where it lands, and a scrolled panel follows the pointer at its edge. Less than 4 px stays a click. - The arithmetic is pure and lives in ui/sortable.ts: blockGap, gapLineY, dropSlot and edgeScroll. dropIndex of the tile strip moved there too, so the reorder maths sits in one file. - MoveVariableCommand, MoveStructFieldCommand and MovePortCommand build on the existing MoveCommand. Undo moves back. - Lists need no command. InlineList replaces the list as a whole, as it does for every other edit of its items. - The grip is the kind mark, for a list item its number. Moving only happens among siblings: a field stays in its struct. - On a Struct asset the move runs through WithStructTypes. Typed variables, Pack/Expand ports and split outputs follow the new order. - Values and edges hang on names, so only the order changes. Nodes running a behavior read their ports from the start node, the new order reaches them without a copy. - Not sortable by design: the variables of a placed object, the fields of a typed struct (moved on the Struct asset) and the picked ports of Variables/Properties nodes. - Test hook __gm.inspectorMark(label) finds the mark of a row. Tests: - Gate on melektaus-atx: 235 files, 3572 tests, CHECK EXIT 0 (+9). - tests/core/reorder.test.ts: a variable, a field two levels deep, a Struct asset reaching a typed variable and Pack, and start ports reaching the calling node with edges and result kept. - e2e 22: ALL PASSED, 39 checks (+4, sum 1739). 22f-iii drags a variable past a struct of several rows, then a field inside it. - Counter-probes: dropSlot by top edge instead of middle and a field move that ignores its path fail 3 unit tests. With sortBlocks switched off, the three order checks of 22f-iii fail. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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cf6043a066 |
Show a wheel step or Fit as a short zoom transition (#309)
The wheel and the Fit button used to jump to the new view. Now the view takes a short way there, 200 ms by default, everywhere the editor zooms. The zoom steps stay the same, only the change is shown. - viewTween: tweenView is the way between two views as a pure function. The scale moves by equal ratios, and the world point that sits at the same place on screen in both views stays there. After a wheel step that is the point under the pointer. - ViewTween drives it on the ticker. A surface hands it reading, writing and drawing its own view and wraps its wheel and Fit code in change(). A step during a transition starts from where that one was heading, so quick steps add up to exactly as many steps. - Anything else that moves the view ends the transition. A pan jumps to the target first, and saving a view saves the target. - Wired into FreeViewport (Scene, Container, animation preview), SheetCanvas (Texture, Curve, Pixel art, Vector art), GraphCanvas, panAndZoom (Tile board, plugin node board) and the timeline. - Menu > General settings... sets the time in ms, 0 jumps at once. It is kept in this browser like the panel sizes, not in the project, and it is not an undo step. - A document that opens still comes up framed at once. The animation preview frames a new subject itself instead of calling fit(). - The pixel art readout names the step the view is heading for. Measured in the scene view at 200 ms on melektaus-atx, where every frame of the transition is a full redraw: - 500 sprites: redraw 6.7 ms, 16 frames, mean 18 ms - 1000 sprites: redraw 13.0 ms, 9 frames, mean 27 ms - 2000 sprites: redraw 32.2 ms, 5 frames, mean 58 ms Tests: - The harness sets 0 ms on every load, so the existing modules read the step and not the way. - e2e 46i samples one wheel step at 1000 ms a frame later: zoom 1.033 between 1 and 2, the point under the pointer kept at (134, -40). It lands on the view a 0 ms jump reaches. - e2e 46 and 49 expect the new menu entry. - Gate (atx): 234 files, 3563 tests, CHECK EXIT 0 (+15) - e2e 46,49 (atx): ALL PASSED, 43 checks (+3, sum 1735) - Three counter-checks fail view-tween.test.ts as expected. e2e 46i fails when the scene view does not carry its centre along. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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8452a99c64 |
Let a graph read and change the z of an object
Until now a behavior could not move an object in front of another while the game runs. Set position writes only x and y, and z lives on the running object rather than in its props, so Properties cannot reach it either. Drawing already reads the z every frame, so only the nodes were missing. - Get Z (data): object in, z and world z out. World z is summed up with the parents, the way drawing does it (worldTransformOf). - Set Z (action): object and z in. It sets the object's own z, local to its parent like Set position. Higher is drawn in front from the next frame on. - Two nodes of their own rather than a z port on Set position and Get position, as asked. Tests: - node-catalog: Get Z for a child (2 below 5 is world z 7) and for no object, Set Z writes only z and leaves x/y. - set-z.test.ts: in a running world a key sets the lower of two sprites to z 2, drawSlots then draws it in front, Get Z logs 2 and 2. - Two counter-checks bite: Set Z without the write and Get Z without the parent fail 3 tests. - Gate: 233 files, 3548 tests (3542 + 6), CHECK EXIT 0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3e05cbbed5 |
Let pixel art and vector art be nine-sliced and sorted (#308)
Nine-slice and the sort line hung on the texture frame alone. Drawing and sorting already read both off the TextureRef every picture hands out, but the generated pictures always said "no slice, no line". So the feature moves from the frame to the picture, without a second copy of any rule. - PictureCut (border, fill, sortLine) is one type. TextureFrame extends it, PixelArtAsset and VectorArtAsset carry it as a whole. The texture file format does not change, and no migration is needed. - The rules in texture.ts take a cut and a size: cutSortLine, setCutSlice, rawCutSlice and the rest replace the frame* versions. serialize.ts reads all three through one readCut. - cutTarget.ts resolves a target to cut and size: a texture frame, a pixel frame's size or the vector canvas. It lives apart from texture.ts because vectorart.ts reaches texture.ts itself. - SetSliceCommand and SetSortLineCommand take that target instead of (assetId, frameId). They refuse an asset that draws no picture. - generatedRef fills slice and sortLine from the drawing. The whole strip of a pixel art asset with several frames gets none, it is no picture of that size. With one frame asset and frame are the same. - Nine-slice scale is one shared schema row, now also on pixel art and vector art. - cutSection.ts holds the NINE-SLICE and SORTING rows once. The frame inspector and the drawing inspector both build them. - SheetCanvas draws a drawing's lines that are set, dashed as in the Texture tab. They are not dragged there, the painting tools own the canvas (as proposed in the issue). - drawOrder falls back to the picture's height when a ref has no rect, or a sort line on vector art would have been ignored. Tests: - Gate: 232 files, 3542 tests (+8: drawing-cut.test.ts, and vector art in sort-by-y.test.ts). Three counter-proofs bite: no cut on a drawing, a cut on the whole strip, no height fallback. - e2e 48: 44 checks (+1, sum 1732). 48l-ii reads red and blue where 12-pixel borders at scale 2 put them. Without borders both spots read green. - Looked at: the Pixel art tab with the lines, and the sliced sprite. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d9c6bbfa4d |
Add a node that names the render layer of an object (#305)
The issue asked for Set render layer, Set sees and Render layer of. As with #211, a probe showed that writing already works. A Properties node of the object's type writes Render layer during a run, Inherit included, and one of type Camera writes Sees. The next picture follows both. As agreed, only Render layer of is built, and writing stays with Properties. - Render layer of is a data node with the input object and the outputs name and number. It answers the layer that holds, so an object without a choice of its own names its parent's. - NodeContext.renderLayerOf answers the number with the same rule the drawing uses (renderLayerAlong). The new field renderLayers on GraphLookup brings the names to the node. - hasRenderLayer in PropertySchema says which types are drawn. - Decided here: for an object that is not drawn (a camera, a behavior, a collider) the name is empty and the number -1, as Layer of does without a collider. Changing the render layer or Sees during a run had no test so far. Three unit tests now hold the proof from the issue. Tests: - Gate: 231 files, 3534 tests (3526 + 8), exit 0 - e2e 6: 149 checks passed, e2e 63: 13 checks passed (+1) - Unit: the coin moves into the overlay with Set and back with Inherit, a HUD container takes its sprite along, the main camera sees a second layer once its Sees is set, and Render layer of names the inherited layer, and none for a behavior - Node catalog: four cases for Render layer of - 63c3 moves a sprite onto UI in a Play run: the main camera no longer draws it, and the log reads "UI" and "1" - Three counter-probes fail 1, 1 and 2 tests: without inheriting in the node, without the check for a drawn type, and without inheriting in the drawing - "layer of" in the palette still finds Layer of first (6z-x) - The e2e sum is 1731 (1730 plus 1) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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70f3608733 |
Let Mouse position and Is hovered see through any camera (#304)
An overlay camera from #302 can stand elsewhere and zoom differently.
A HUD button only it shows lay somewhere else in the world than the
mouse of the main camera, so Is hovered never found it. Both nodes now
take a camera and see the mouse through that camera's picture.
- New input `camera` on Mouse position and Is hovered. Left open, both
read the main camera exactly as before.
- `pointerThrough` in core/properties/camera is the rule as a pure
function. It fits the camera's picture into the main one and centres
it, the same way overlayView draws it.
- The game view reports where the mouse lies on the main picture, as a
part of its width and height. The world turns that into a camera's
view, so a main camera on the move does not drag the mouse across
the HUD while the mouse stands still.
- `in view` is true only on the camera's own picture. A camera that is
not drawn (switched off, a second plain one, not a camera) never has
the mouse on it.
- On click and Mouse button stay with the main camera, as agreed in
the issue.
Also fixes a unit test that
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1d0fa7b947 |
Let the game view zoom up to 20x
A small camera on a large screen stopped at 6x. The steps now go on in whole numbers up to 20, both in the zoom menu of the Game tab and for Auto, which takes the largest step that fits whole. - GAME_SCALE_STEPS in playSettings.ts runs 0.25, 0.5, 1 to 20. Prettier wraps the longer line. - e2e 60 keeps its own copy of the steps to work out what Auto should pick. The copy follows the new list. Tests: - view.test.ts: 23 passed (every step is used as its own factor) - e2e 60: ALL PASSED - 19 checks (Auto still picks 4 at 1280x800) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a18966bfe5 |
Show the current editor in the README screenshot
The picture from
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b895ae99c0 |
Show the graph in the e2e 6 screenshot of the long name (#306)
The check for the long animation name ran after a play and stop, which leave the editor on the scene tab. Its screenshot showed the scene, not the node. The check itself read the row through the test hook and was not affected. - The step switches back to the graph tab before it renames the animation. Tests: - e2e 6: all passed, 149 checks. The screenshot shows the node, with "animation Swi…" ending before a whole "progress". Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2aa635f453 |
Keep an output's name readable beside a long inline value (#306)
An input and an output in the same port row were cut to fit each on its own. The input text could reach x = 123 and the output label could start at x = 83, so a long inline value ran under the output's name. At Animation playing a long animation name covered "progress". - The output label is placed first and keeps its room. The input text is cut with an ellipsis 6 px before it, as decided in the issue. - The rule is a pure function in src/editor/graph/portRow.ts. A row without an output keeps the input's old limit of 108 px. - The value a run shows beside an output uses the same rule. Its left edge can no longer lie right of its right edge. - New test hook __gm.graph.rowSpans(nodeId) gives each row's input and output text as cut and placed, in node units. - NODE_WIDTH stays as it is, as decided in the issue. Tests: - Gate: 230 files, 3520 tests (6 new in port-row.test.ts). - e2e 6: all passed, 149 checks (148 + 1). - Counter-check: with the rule switched off, the input text reaches x = 121.4 under "progress" at x = 114.1, and the new check fails. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a40e629fde |
Make e2e 56 pass on its own, not only after module 55 (#307)
Check 56a-ii clicks the read-only value of a private variable and types into it. A read-only field takes no focus, so typeText found no input and threw when the module ran alone. In the full run the keystroke went into whatever input an earlier module had left focused, and the check was green by luck. - New harness helper typeBlind sends the keystrokes without checking where they land. It is meant for keystrokes that should be refused. - 56a-ii now also checks that no field holds the focus after the click (__gm.focusedRect() is null), the same way module 28 checks its read-only Asset row. - No other module types into a field that is meant to be locked. Tests: - e2e 56 alone: ALL PASSED, 10 checks (was E2E EXIT 1 before) - e2e 55,56: ALL PASSED, 27 checks - Counter-check with the second lock click left out: 56a-ii fails with a focused field and timer 9, three later checks follow - Gate: 229 files, 3514 tests, CHECK EXIT 0 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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808e1eefc2 |
Clean up duplicates and dead code, and fix the + menu check (#85)
Refactoring round 9 covers everything since round 8 ( |
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a526e1b40f |
Use a shader graph as a node in other shaders (#303)
A calculation needed in several shaders (a greyscale, a noise, an outline) had to be built again in every one of them. A shader function keeps it as an asset of its own, called like a behavior is since #16. - New asset type `shaderfunction` ("Shader function"), edited in the Shader tab. The panel beside the graph shows no picture, the readout counts its inputs and outputs. - Two new nodes: `Function input` and `Function output`. Their declared ports, numbers or colours only, are the ports of every call. One of each per function, like Start and End. - The call is node `ShaderCall`, named after the function. The palette lists every function, it can be dragged in from the Assets panel, and a double-click opens it. - The compiler sets the function in where it is called (`inlineFunctions`). It renames the copied nodes `<call>/<node>` and turns an unconnected port into a constant. Passes, Time, the Edge cut and the corner walk then see a plain graph. - A problem inside a function is reported at the call, in the function's words. The function's own tab checks it on its own (`checkShaderFunction`). - `ShaderLibrary` keys a shader on its graph and on every function it calls, however deep, so a change reaches every caller. - The port commands mirror a new, renamed or removed port into every call, as for a behavior's Start and End. `NodeDef.portKinds` holds the two ends to Number and Color. - As agreed in the issue: no `Property`, `Color property`, Output or Vertex output in a function, and `Time` is the caller's clock. - Own decision: a `Pass` may stand in a function. It becomes a pass of the calling shader, so a wide blur can be a function. - A function calling itself, also through another, says so at the node and is not set in. The palette does not offer such a call. - The Shader tab showed only the compiler's problems. A call nothing reaches was never compiled and looked healthy, so a call now also shows its own problem there, as in a behavior. Tests: - Gate: 228 files, 3510 tests, CHECK EXIT 0 (+13: 11 in tests/core/shader-functions.test.ts, 2 for the new icon) - e2e 28: 100 checks, all passed (+3 in 28l-viii). Called and in place both #606060/#a2a2a2, halved in the function #303030/#515151. - Counter-check: a fingerprint without the called functions fails 1 unit test, and in the browser the change check (#606060 stays). - The first e2e runs found two faults, both fixed: a double-click only selected the function, and an unreached call of itself showed no problem. - e2e total 1728 is computed (1725 + 3). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2e55071fa5 |
Lay a shader over a camera's whole picture (#299)
A shader so far worked only on its own wearer. Effects over the whole game picture, such as a vignette, grey, scanlines or a red flash on a hit, had no place to live. A camera now wears one, drawn the way a field shader of a particle source is (#170). - The camera gets a Shader row and, while one is picked, a Shader resolution row. The shader's properties follow as camera rows. They load, animate and appear in a Properties node under Type Camera. - Every view keeps masks and objects in one container. CameraShade renders it into the camera's picture, cleared to the background, and draws the shader over the frame. Game tab and play.html take the container off the stage while the picture stands in for it. - Screen pixels gives the picture as many pixels as it covers on screen. Camera pixels uses View width x View height and scales up without smoothing. - A pixel counts as a camera pixel in both (the user's choice). The uniform uPixelScale makes Texture size read View width x View height, so a Blur keeps its reach at any game scale. - Each camera wears its own shader, overlay cameras included. A red flash on the game camera leaves the HUD of an overlay camera alone. - The scene view's eye has a Shader switch on the Camera row, off by default. With it on, the main camera's shader lies over its frame, below symbols and gizmos, and the world around it stays drawn. - New tool tools/perf-camera-shader.mjs measures the cost. Measured on stein2 (HD 630, Game tab at Fit 1310x679): a camera shader that hands the picture through stays inside the scene's own spread of 3 to 5 fps between runs. A Blur of 4 cost 4 to 8 fps. Tests: - Gate on melektaus-atx: 227 files, 3497 tests (3487 + 10). - e2e 63 alone: 11 checks (6 + 5), e2e sum 1725 counted. - 63e-63i: pass-through is byte-equal and upright at 100%, flat red reaches the corners while the overlay keeps its green, Texture size reads 640 x 360 in both resolutions at Fit, no shader draws as before, and the scene view shows it only with the switch on. - Counter-checks: a camera left out of the shader wearers fails 1 unit test. Counting screen pixels fails 63g with #ab6000. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b2326085ed |
Show each camera only its layers and lay overlay cameras on top (#302)
A camera could only show the whole scene, so a HUD drawn in the world would run through a camera shader (#299) with everything else. Render layers say which cameras see an object, and overlay cameras draw their own picture over the main one. - The project has a list of up to 16 render layers, edited in Project settings next to the collision layers. It is a list of its own, read by the same rules (`layerNamesOf`). - Sprites, texts, tilemaps, particle sources and containers carry a row `Render layer` under their switches. Its default `Inherit` takes the parent's layer, at the top the first one. - A camera has `Sees` (all layers by default) and `Overlay`. The main camera is the first one switched on without Overlay, so two plain cameras still draw through the first one only. - Every view through a camera keeps only what that camera sees and lays one see-through view per overlay camera over itself. That view is a `WorldViewport` of its own, handed its view and frame from below. - An overlay is fitted into the main camera's whole picture without distortion. One of the same size and zoom covers it exactly. - `z` sorts within one camera only. The pictures lie on top of each other as a whole, which is what a shader per camera (#299) needs. - The Game tab's preview now collects the scene once per redraw. Before it collected it twice, with the cameras it would have been five times. - `SetCollisionLayersCommand` became `SetLayerNamesCommand`, which takes the list it sets. Follow-ups: #304 (the mouse through a chosen camera) and #305 (change the render layer at run time). Tests: - Gate: 226 files, 3487 tests (3480 + 7) - e2e 63 (new): 4 checks. A green overlay sprite at z -10 covers a red main sprite at z 1000, in the preview and in the running game. A `UI` sprite in front of the main camera and a `Default` one in front of the overlay stay away. Without Overlay the second camera draws nothing. The settings dialog adds a render layer at the end. - Counter-checks: inheriting from parents switched off fails 1 unit test. Overlays never drawn fails the two overlay checks in e2e 63. - e2e total 1720 (1716 + 4), computed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f03ca0d382 |
Draw a shader in passes with a Pass node (#301)
A Blur stops at radius 8 in one pass, and bloom needs a softened copy of the picture beside the original. A Pass node cuts the graph: what feeds it is drawn into a picture of its own first, and the nodes that read a picture read that one when it feeds them. - Pass has color and alpha like the Output, a Resolution setting (Full, Half, Quarter) and a picture output. Texture color, Texture alpha, Sample texture, Blur and Texture size get a picture input. Unconnected it is the wearer's own picture, so the original stays readable beside any pass. - picture is a port type of its own. It plugs only into a picture input, not even into an any port. - The walk shared by the compilers can stop at a node (cut). The shader compiler draws each Pass it meets as a fragment of its own, earlier passes first. A ring through a picture says Feeds itself, and more than 8 passes say so at the node. - A pass draws untinted. The tint comes on when the last part reads a picture, so a particle source draws its passes once for all of its particles (user decision). - A pass's picture is the wearer's picture and its Padding, at the pixels of the picture times Resolution, at most 2048 per side. It is read with the picture's own filter and continues past its frame as the Output's Edge says. - PassPictures keeps one render texture per pass and wearer. It draws again only when picture, size, Padding or a uniform changed. A field's picture is a render texture that changes under the same id, so a field draws its passes every time. - Sprite, sliced sprite, text, particle source, field shader and the Shader tab's preview all draw passes. syncShader takes a fixed picture for a 9-slice, which holds its corners but keeps the margin. - texelAt and blur take the sampler they read. Existing shaders compile to the same program apart from that argument. - A field shader's Blur and Texture size count a pixel as a unit of the frame (uPixelScale), not of the screen. Before, a field's blur grew when zooming out and shrank when zooming in. This came with #170 and #300 and is fixed here because passes inherit it. - tools/perf-shaders.mjs and tools/perf-field-shaders.mjs measure two passes with GM_PERF_PASSES=1 and GM_PERF_PASS_RESOLUTION. Below Full an open Pass shrinks the picture first, as the wiki's recipe does. Found on the way: - Destroying the pictures before the shader made Pixi warn that a texture was still bound. The shader goes first now, and a picture of a new size is resized rather than replaced. - Two passes in a row could draw plain white the first time. Pixi builds the code that binds a program's resources once and finds them by position. A pass of one graph is often the same program as a pass of another with fewer slots, so it bound a placeholder. Every shader now declares all 8 pass slots and its uniform group. Tests: - Gate on melektaus-atx: 225 files, 3480 tests (3467 + 13), exit 0. - e2e 28 and 31 on melektaus-atx: 97 checks (94 + 3) and 44 checks (43 + 1), all passed, no Pixi warning in the console. - 28l-vii: a Blur across, a Pass and a Blur down draw the 5x5 spot of a Blur of Both (difference 0.000). On a grey sprite a pass's picture added to the original is 231/60/60, each tinted once. Two Passes in a row after a graph with one show red and green, not white. - 31v-iii: a Blur of 8 fades a field's frame edge over 8.0 units at 50 % and at 200 % zoom. - Counter-checks: a tinted pass fails 1 unit test. Pictures never bound fail both e2e checks (spot 0.20 instead of 0.04, 243/158/158). Pass slots by the number of passes draw #ffffff, and a field without its pixel scale ramps over 16 and 4 units: exactly the two new checks fail. - e2e sum 1716 is counted, not yet measured (1712 + 4). - Measured on stein2 (HD 630, one run per row): 50 field shaders at radius 8 go from 11.4 to 41.3 fps in two passes, 44.4 at radius 16 (three passes at Half). 800 sprites at radius 8 go from 13.9 to 24.5 fps. At radius 4 one pass stays faster from 400 sprites on. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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df61b08bd1 |
Soften a shader's picture in one pass with a Blur node (#300)
A blur already worked with Sample texture, but only by wiring every sample by hand: 25 nodes for a 5x5. Averaging their colours also gave a dark seam wherever a neighbour was transparent. The Blur node writes the loop itself and averages the right way. - Blur takes radius (pixels of the picture, 0 to 8, fractions allowed) and u/v like Sample texture, and gives color and alpha. - Kind is Box (default) or Gaussian, Direction is Both, Horizontal or Vertical. Both are arguments of one prelude helper, blur(). - The samples are averaged premultiplied and only then made straight, so a transparent neighbour lowers the opacity and adds no black. - The outermost ring counts by the part of the radius that reaches it, so a radius from a Property changes smoothly and compiles nothing again. - A node may now declare prepare, a vec4 the compiler works out once into a local. Color and alpha read that one sum instead of blurring twice. - A reached Blur counts as a shifted sample, so the picture comes with the Output's Edge. It cannot feed the Vertex output. - Both perf tools take GM_PERF_BLUR=<radius>. Wider blurs and bloom need several passes. That is #301. Measured on stein2 (HD 630, one run per value, fps), Box blur: - 48x48 sprites at 100/400/800: radius 2 59.8/58.4/55.6, radius 4 53.1/51.4/36.3, radius 8 46.6/24.4/14.4. - 256x256 field shaders at 1/10/50: radius 2 60.2/56.0/49.0, radius 4 60.1/49.0/27.1, radius 8 52.4/34.9/11.4. Tests: - Gate: 224 files, 3467 tests, CHECK EXIT 0 (+7). - e2e 28: ALL PASSED, 94 checks (+5 in 28l-vi). Pixels match the arithmetic to 1: the last red texel at radius 0.5/1/4 reads 187/173/154 (expected 188/173/154). - Counter-checks: Blur not counted as shifted fails 1 unit test. Blur output left premultiplied fails the seam and spot checks. - e2e total 1712 is computed (1707 + 5). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d6d38a6422 |
Lay a shader over a particle source's whole field (#170)
A shader on a source runs per particle and stops at each quad, so a glow or blur across the whole cloud was not possible. A source now has a second shader row that is laid over everything it draws at once. - New rows Field shader, Field width and Field height (256) on a particle source. The size rows show only while a field shader is picked (new `shownWhenSet` on a row definition). - The particles are drawn into a RenderTexture of the frame, and a sprite mesh wearing the field shader draws that picture. The frame is centred on the source and turns and grows with it. - UV run 0 to 1 across the frame. Texture color, Texture alpha and Sample texture read the picture of the particles. - The picture has as many device pixels as the frame covers on screen, at most 2048 per side. A frame off screen draws no pass. - The field shader's Padding and Vertex output do nothing: the frame is the edge, and its corners stay put as on a nine-sliced sprite. - A name both shaders declare is one row, and both uniforms read it. - The scene view draws the frame dashed round a selected source. The Particles tab preview wears the field shader too. - `tools/perf-field-shaders.mjs` measures 1, 10 and 50 sources. On the HD 630 they ran at 60.0, 60.0 and 57.6 fps against 60.1, 60.0 and 59.2 without, one run per row. Tests: - Gate: 223 files, 3460 tests (3452 + 8), CHECK EXIT 0. - e2e 31: 43 checks, 3 of them new. Sum 1707 is computed (1704 + 3). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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bf27e42e8a |
Let a shader declare a color the sprite sets (#298)
A shader could only ask its sprites for numbers. A tint, an outline colour or a glow colour had to be built from three Property nodes. - New node Color property next to Property: Name and Default (a colour, white unless picked), output `color`. It becomes a colour row below the Shader dropdown and a vec3 uniform in the program. - Number and colour properties share one set of names. A clash is the existing "Another property is named" problem. - Like Color it cannot feed the Vertex output. - Placed from the palette it is called tint, then tint2. - The preview in the Shader tab shows a colour field for it. Like the sliders it starts at the sprite's value and never writes into the project. - `declaredRows` takes the row builder, so the particle graph keeps its number rows unchanged. Tests: - Gate: 222 files, 3452 tests (3445 + 7) - e2e 28: 89 checks (28l-v: default colour drawn, then the colour the sprite sets) - e2e total 1704, counted (1703 + 1) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4f4c149211 |
Duplicate an asset from its right-click menu (#297)
A new asset that starts out like an existing one (a death animation
next to "Break", a second slime) had to be built again by hand. Now
the asset panel's right-click menu has Duplicate.
- The copy lands right below the original and is named the way a new
asset would be ("Crate 2"). It is selected and its tab opens where
it has one. A copied scene does not become the active one.
- One undo step takes it out again. A redo brings back the same id.
- The copy is a deep copy: values, graph, tracks, layers and objects
are its own, and editing it leaves the original alone.
- Frames of a texture or of pixel art get fresh ids, because a sprite
names a frame across the whole document.
- Objects of a scene or container get fresh ids the way pasted ones
do. Parents and object references among them follow the copy.
- Whatever pointed at the original keeps pointing at the original: a
sprite wearing it, an animation's root, a placed object.
Tests:
- 3 new unit tests (DuplicateAssetCommand). One counter-check run:
without renaming the references the scene test fails.
- e2e 04: 2 new checks with the real menu (copy named "Crate 2" right
behind the Crate and selected, one undo removes it).
- Gate: 221 files, 3445 tests, CHECK EXIT 0.
- e2e total 1703 is computed (1701 + 2). Full suite left to CI.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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0dda6a012a |
Walk an object to a point, and measure distance in the world (#296)
The slime of #296 walks to three kinds of point: a spot in its home area, home again, and the player. Each of those took about eight nodes, and Distance measured between local positions, so it was wrong for the player, whose sprite sits inside a container. - New node Move toward: steps an object toward a world point by at most speed times dt and stops exactly on it. Below a moved or turned parent the step is turned into the axes Move counts in. - With Collide with solids it moves the way Move does. Outputs are arrived, the distance still left and hit. - Distance now measures in world units, however deep each object is nested. The slime itself, its state machine, the player's lives and the change to the Break animation live in the project, not in the repo. Tests: - Gate on melektaus-atx: 220 files, 3442 tests (3436 + 6), CHECK EXIT 0. - Six new catalog cases. Both counter-checks bite: Distance back to local positions fails one, Move toward without the parent's axes fails one. - No e2e module touches these nodes. The e2e sum stays at 1701. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f1e3bd8378 |
Let a joint glide on a rail and drive it with a motor (#154)
Step 2 of the joints: a door that opens by itself, a lift and a piston need a joint that slides along one line and a motor that turns or pushes. A graph also needs to read how far such a joint stands. - Slider: a fifth joint type on Rapier's prismatic joint. Its rail is the joint's own x axis, so turning the joint turns the rail. Joints now carry Scale, Rotation and Mirror like a sprite. - Limit distance with Min and Max, in world units from where the object was placed. - Motor on hinge and slider: Off, Speed or Target, with Motor speed, Motor target and Max force (0 = no limit). Target goes there at no more than the speed and slows down for the last stretch. - Changing speed, target or force keeps the engine joint. Switching the motor on or off builds it again. - New node Joint position: value and speed of a hinge (degrees, counting past a full round) or a slider (world units). - Scene view draws a slider's rail dashed, with a tick at each limit. - shownFor in the schema takes a list of choices that must all hold. Findings, measured with a probe against Rapier 0.20: - A prismatic joint holds both bodies at one angle. Held to the scene or to an object without a rigidbody, the joint's own anchor body is turned by the placed difference, so nothing jumps. Between two rigidbodies the held one is turned to match, and the console says so once. - Rapier reads no joint angle back. The position is worked out from the two bodies. - A hinge motor is weak on a small body at the end of a long arm (box 20 on an arm of 100 does not lift itself). More solver iterations would help but cost every scene. A door of 100 x 20 reaches -90 and holds it. This is written in the wiki. Tests: - Unit: 16 new in joints.test.ts, 1 in joint-links, 3 catalog cases. - e2e 41: 27 checks (25 + 2), block 41f with a real mouse in the inspector and the motor in play (59.1 of 60 units in 1 s). - 9 of 9 unit counter-probes fail as they should. - Gate: 220 files, 3436 tests (3416 + 20), CHECK EXIT 0. - e2e total 1701 is counted (1699 + 2), the full suite did not run. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4716726b6b |
Let a shader move the corners of the picture it wears (#79)
A shader could only say what colour a pixel has. Where the picture is drawn was fixed to the four corners of its rectangle, so nothing could wave, bend or wobble. - The new node Vertex output takes x and y, in pixels of the picture, and moves every corner of the wearer's grid by them. The UVs stay with the corners, so the picture bends along. - Subdivisions on that node says how fine the grid is: cells per axis, 1 to 64, 8 by default. 1 is the plain quad. A shader without the node keeps the quad every sprite shares. - A graph holds one Vertex output at most. UV, Time, Property, Number and the math nodes may feed it, and one node may feed both outputs. - Texture color, Texture alpha, Sample texture, Texture size and Color cannot feed it. The node says "Not available per corner" and the shader does not compile. - Sprites, texts and the preview in the shader tab wear the grid. A nine-slice sprite and particles draw as if the node were not there. - Picking, the selection frame, the size and colliders stay with the rectangle. A wearer with a Vertex output is never culled, as with Padding, and with Padding the grid covers the room around the picture too. - tools/perf-shaders.mjs takes GM_PERF_SUBDIVISIONS to measure a grid against the plain quad. Measured on stein2 (Intel HD 630), frames per second, one run per row: at 800 sprites 58 with a shader on the quad, 46 with 8 cells, 41 with 32. Up to 400 sprites a grid hardly shows. Every sprite holds its own grid. Tests: - Gate on melektaus-atx: 220 files, 3416 tests, CHECK EXIT 0. - 15 new unit tests for the compiler and the grid. - Four new e2e checks in modules 28 and 30: a fixed offset moves the picture, 8 cells bend only the lower half where 1 cell shears it all, Texture alpha is refused at the node, a text moves. - e2e 28,30 on melektaus-atx: 110 checks, all pass. - The e2e total of 1699 is counted (1695 + 4), the full suite did not run. - No counter-probe, no screenshot. Not looked at: the preview, Time in the browser, flipped sprites, Padding together with the grid. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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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> |
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ca5b2db449 |
Keep where each divider was dragged to across a reload
A panel dragged wider was back at its first size after every reload. The sizes are now kept in the browser, next to the folded groups. - editor/panelSizes.ts holds one entry in localStorage, game-maker.panel-sizes: a name per divider and its width, height or share. - A panel reads its size once when it is built, held to the bounds its divider keeps today. Every drag writes the new size. - Kept are the columns left and right of the centre, the console, the split of the left column, the tilemap panel, the preview of the Shader, Particles and Pixel art tabs, each under its own name, and the split of the user management. - The sizes belong to the browser, not to the project. They hold for every project opened there. - A browser that refuses the storage, or holds rubbish under the entry, starts with the sizes the editor comes with. Tests: - Gate on melektaus-atx: 219 files, 3400 tests, CHECK EXIT 0. - Seven new unit tests in tests/editor/panel-sizes.test.ts. All five counter-probes bite. - Smokes on melektaus-atx: 24, 19 and 21, all pass. - One new e2e check in module 48: the left column dragged 40 px wider is as wide after a reload, and dragged back after. - Full suite on melektaus-atx: 1692 checks, all pass. It ran before the fix to the animation players of the commit before last. - Browser counter-probe: without the write to the browser exactly that check fails. - Only the left column is measured across a reload. The other dividers go the same way and have no check of their own. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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8f9d373d7b |
Scroll the + menu to Vector art before picking it in e2e 47
The suite to
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4407c02078 |
Keep who played an animation beside its player, not on it
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d6fd000160 |
Let a behavior hear the end of an animation it played itself
A behavior that played an animation on the parent of its owner never heard it finish. On animation finished listened to the owner and to what stands below it, and the parent stands above. - Play animation notes on the player which behavior asked for it. - On animation finished hears, as before, every animation on the owner or below it, and now also every animation the behavior played itself, on whatever object. Its output object names that object. - Two behaviors that both played the same animation on the same object each hear its end once. - A behavior that is called by Run behavior or heard by an On node counts as the behavior it sits in. - The description of the node and the engine prompt say so. Tests: - Gate on melektaus-atx: 218 files, 3392 tests, CHECK EXIT 0. - Two new unit tests: the behavior hears the animation on the parent of its owner while a bystander does not, and two starters hear it once each. - Both counter-probes bite. - e2e 6,17-26 on melektaus-atx: 480 checks, all pass. - No new e2e check, and nothing was looked at in the browser. The rule for called and heard behaviors has no test of its own. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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7dd3ae1131 |
Tie two objects with a hinge, a spring, a rope or for good (#154)
Two bodies could not be connected: no door on a hinge, no lamp on
a rope, no wheel on an axle. This is the first step of the issue,
the four joints without a motor. The slider and the motors follow
in a second step under the same issue.
- Joint is a new asset type, placed as a child of the object it
holds, like a collider or a rigidbody. "Add joint…" in the
object menu makes one or places one the project has. An object
takes as many as it needs.
- Where the joint sits is the point it holds its object at. A
hinge and a fixed joint have that one point only. A spring and a
rope end at a connected anchor on the other object, counted in
that object's own units, or in the scene's without one.
- The rows follow the type: length, stiffness and damping for a
spring, length for a rope, an angle limit for a hinge. Length 0
takes the distance the two ends were placed at. The limit counts
from how the two were placed.
- The connected object is an object reference in the schema of the
type. Pasting, containers and removing treat it as they treat
every reference since #258.
- shownFor is a new schema option: a row is shown while an enum of
the same bag holds one of the named values.
- The object needs a rigidbody, its own or one further up. Without
one the joint holds nothing and the console says so once.
- A connected object without a rigidbody is a moving anchor: the
joint has a kinematic body of its own that follows it.
- A connected object destroyed while playing makes the joint let go
with a hint. Removed in the editor the reference empties, so the
joint holds on to the scene. The issue asked for "inactive" there.
- "Add joint" ties two objects while the game runs, from a joint
asset as the template. Destroy on the joint lets go, there is no
Break joint node. Destroy with keep children takes the joints
along with the object.
- The scene view draws a line from each joint to what it holds on
to and rings the held point. A selected spring or rope has a
round handle on its far end, and dragging it is one undo step.
- Joints hold in Play only. The editor run simulates nothing
(#148), and the inspector of a placed joint says so.
- Rapier counts a revolute joint's limits absolutely, not from the
start, so the placed angle is added. Measured with a probe.
- The + menu has 25 types now and no longer fits under its button
on a canvas 800 high. It scrolls there, and e2e 04 scrolls to
the last entry instead of expecting it in view.
Tests:
- Gate on melektaus-atx for this state: 218 files, 3390 tests
(3336 + 54), exit 0.
- e2e 1-16,24,39-46,51,52,57,58 on melektaus-atx: 831 checks, all
pass. Module 41 alone: 25 checks (21 + 4).
- 54 new unit tests: 40 in joints.test.ts (rope, spring, pendulum,
limit, fixed, the other end, the node, containers, paste), 6 for
the line the scene view draws, 4 catalog cases of the node. The
remaining 4 come from tests that make a case per asset type.
- Four new e2e checks in module 41: Add joint from the menu, the
rope to the hook with its line and handle, dragging the handle
with one undo, the bob hanging in Play next to one that falls.
- e2e 04, 40 and 46 count the new type in their lists.
- 21 of 22 unit counter-probes fail their tests. The other one is
equivalent: Rapier ignores removing a joint that left with its
body, the guard stays.
- Three browser counter-probes fail their checks (2, 1 and 2).
- One screenshot looked at: icon, line, handle and the rope rows.
- The e2e sum of 1691 is counted (1687 + 4, 1687 measured by CI
on
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e066613583 |
Watch a held body for a time, not for a count of frames
The suite to |
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e933fad446 |
Give a shader room to draw around the picture it wears (#69)
A shader ran only inside the rectangle of what wears it: the quad has the size of the sprite, and outside of it no fragment runs. An outline or a glow built with Sample texture was cut off at the border. The issue still spoke of Filter.padding, but since #77 the shader is no filter any more, the limit is the geometry. - The Output node has a number Padding next to Edge: so many pixels of the picture per side the wearer draws beyond it. 0 is the default and draws as before, 256 is the most. - The quad grows and its UVs grow with it, so the picture keeps its place and size. In the margin the UVs run on below 0 and above 1. - Transparent is a fourth Edge mode: outside of the picture there is nothing. It is cut in the fragment (texelAt), so it needs no copy of the picture with an address mode of its own. - Edge holds everywhere alike, also for Texture color, Texture alpha and unconnected inputs. - Padding above 0 with Edge on Clamp puts the hint "Padding with Clamp smears the border" on the Output. The shader still compiles. A chosen Clamp and the default cannot be told apart. - All four wearers draw the margin. A sprite counts in pixels of its frame, a text in its units, a particle source grows every particle about its centre. - A nine-slice sprite gets a ring around its nine fields, as wide as so many border pixels. The fields themselves stay. - Without a picture a pixel is one unit of the wearer's own size, or of the particle size. - Particles now take the Edge mode of their shader. It had no effect on them before. - An object wearing a padded shader is never culled, or its margin would vanish at the edge of the screen. - The preview in the shader tab shows the margin and leaves room for it. - Picking, the selection frame, the size and the collider stay with the rectangle without the margin. Tests: - Gate on melektaus-atx right before this commit: 216 files, 3336 tests (3319 + 17), exit 0. - e2e 28,30,31,37,41 on melektaus-atx: 178 checks, all pass. e2e 1-37,47,48,58 ran before the last change (no culling with padding): 1281 checks, all pass. - 17 new unit tests: the compiler (padding, Transparent, the hint) and the geometry (quad, nine-slice ring). - Seven new e2e checks: four at the sprite in module 28, one each for text, particles and nine-slice. - 17 unit counter-probes all fail their tests. Three browser counter-probes fail their checks (5, 3 and 1 of them). - Three screenshots looked at: the sprite with Clamp and margin in the scene, the preview in the shader tab, the text. - The e2e sum of 1687 is counted (1680 + 7), the full suite and the smokes did not run. - Not seen: the hint at the node in a picture, particles and nine-slice in a picture, the game view while playing, sprites without a picture, vector and pixel art pictures. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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46c620ae3b |
Give a behavior more ways in and out, and hear it as an event (#294)
A behavior run by another one had a single flow port at its Start and at its End, so it could not branch for its caller. And it could not be used as an event: a call needs a pulse at its flow input, and the events of a called graph never fire. An input like "Confirm" (Space or Enter) had to be built again in every graph. - A declared port of a Start or an End node can be of the kind Flow. It sits above the values and shares their names, exec stays reserved. Only these two nodes declare one, a struct does not. - Run behavior shows a flow port of the Start as a further flow input. A call arriving through it leaves the Start through the output of that name and not through exec. - Run behavior shows a flow port of the End as a further flow output. The call goes on through the one the End was reached by last, and then through exec. exec fires always, as before. - On behavior is a new event node without a flow input. The behavior it names runs at the node for as long as the behavior around it runs, with all of its own events and one set of variables per node. - Its outputs are those of the End. It fires once the inner pulse is through, by the output the End was reached by last, exec only for End.exec. A pulse that never reaches the End is not seen. - The value ports of the Start are its inputs, read anew for each inner pulse. The Start itself never fires there. - It nests to any depth. Under a Run behavior it stays silent. A behavior hearing itself, however far round, is not started and the node says "A behavior cannot listen to itself". - The palette offers every other behavior with an End once more as "On <name>". A node naming one without End says so. - An On node removed while the game runs ends its behavior with On disable and On destroy. The sounds of the entity end only with the behavior placed on it. - Renaming and deleting a declared port follows the edges at On behavior nodes as it does at Run behavior nodes. - The flow outputs of the Start of a behavior placed on an object never fire, like its exec. - The engine prompt of the benchmark names flow ports and On behavior. Tests: - Gate on melektaus-atx right before this commit: 215 files, 3319 tests (3278 + 41), exit 0. - e2e 19 on melektaus-atx: 39 checks (+4), all pass. e2e 1-6,17-24,26,36,51: 628 checks, all pass. - 19 unit tests in flow-ports.test.ts, 19 in on-behavior.test.ts on a real world, the rest in the node catalog. - Four new e2e checks in module 19: a flow port declared by mouse at the End, On Confirm in the graph, the call leaving through the further output while playing, Enter and Space on a real keyboard. - 19 unit counter-probes all fail their tests. One did not at first (a removed node kept its instance), a test was added. Two browser counter-probes fail their checks. - One screenshot looked at: On Confirm with exec and pressed, the second flow pin at the calling node. - The e2e sum of 1680 is counted (1676 + 4), the full suite and the smokes did not run. - Not seen in the browser: flow inputs at the Start, nesting, the ring, values through On behavior, the palette entry. No test holds that the sounds of the entity go on when a heard behavior ends. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b5339b96c2 |
Tell a graph the frame a key went down or came up
Key is down says whether a key is held. To act once on a press, a graph had only the events On key down and On key up. A behavior that is called by another one and reads its input as data had to keep the state of the last frame in a variable of its own. - Key was pressed is true for the one frame in which the key goes down, the frame On key down fires in. Key was released is the same for the frame the key comes up. - Both sit next to Key is down in the palette and have the key as their only setting. - NodeContext gains wasKeyPressed and wasKeyReleased. The behavior context answers them from justPressed and justReleased of the input, through keyName, so a key saved as "A" meets the key "a". - No repeat. On key down may fire again while a key stays held, a held key is pressed once here. - When the window loses the keyboard, every held key counts as released in that frame, as On key up has it. - The engine prompt of the benchmark names the two nodes. Tests: - Gate on melektaus-atx right before this commit: 213 files, 3278 tests (3264 + 14), exit 0. - e2e 18,20,43 on melektaus-atx: 57 checks, all pass. - Ten unit tests in key-edges.test.ts on a real world, four cases in the node catalog. - Eight counter-probes all fail their tests. One did not at first (the case of the key saved on the node), a test was added. - No e2e check of its own, the sum stays 1676. The nodes were not looked at in the browser, neither in the palette nor with a real keyboard. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b45bbcc976 |
Hold in tests that a graph edit reaches a running behavior (#216)
The issue said a behavior that runs in the editor keeps the graph it started with, until it is switched off and on. Measured before building anything, that is no longer so. An edit runs from the next frame on. Since when, was not found out. - No code changes. A command raises the project event, EditorRun refreshes, and syncFromModel of the behavior system empties the graph cache. - Decided in the issue: the instance carries on and is not started over. Its variables and timers stand, and On start does not fire again. A restart would write what On start writes or spawns into the saved scene with every edit. - Starting over stays what it was: Run in editor off and on, or Play. - Module 43 of the e2e no longer switches the behavior off and on before it measures the changed layers of a ray cast. Tests: - Gate on melektaus-atx for this change alone: 212 files, 3264 tests (3260 + 4), exit 0. The gate right before this commit ran on the tree of this and the next commit together: 213 files, 3278 tests, exit 0. - e2e 18,20,43 on melektaus-atx: 57 checks, all pass. The check in 43 is the old one, it now holds without the workaround. - Four unit tests in editor-run.test.ts: a changed node setting, a node wired in and one cut off, a flow hung on On start that does not fire until the switch goes off and on, and an undo. - One counter-probe: without the emptied cache the wiring test fails. The setting test does not, settings change in place. - No full run and no smokes. The sum of e2e checks stays 1676. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c7dc0e4733 |
Leave hiding and deleting a link to its right-click menu
The inspector of a picked link carried the buttons Hide link and Delete link below its facts. Both actions are in the right-click menu of the line since #289, and Delete removes a picked link as well. The user asked for the buttons to go. - buildEdgeSection in editor/inspector/edgeSection.ts only describes now: the two ends, the type, and for a transition its name field. - The button under several picked links and Delete transition in a state machine go with them. They came from the same line of code, and the menu offers both. - The note under several links stays. It speaks of the Delete key. Tests: - Gate on melektaus-atx: 212 files, 3260 tests, exit 0. - e2e 4,6,26 on melektaus-atx: 275 checks, all pass. - No full run and no smokes. The sum of e2e checks stays at 1676, which is reckoned. - Module 06 now checks that the inspector of a picked link shows neither button. Its menu check finds Hide link and Delete link only in the menu, where it had to take the one drawn last before. - Module 26 checks that a picked transition shows no Delete transition. - No unit test names the buttons. No counter-probe was run. The old checks found both texts in the inspector, which is the state the new ones would fail on. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f02adabcf9 |
Show the type an arithmetic shader node really puts out (#219)
The result of Add, Multiply, Mix and the other arithmetic nodes of a shader graph was drawn as any, whatever went in. The compiler already lifts a colour on any side to a colour result, so the pin said less than the code knew. A colour result could also be wired into a number input, and the shader then failed to compile. - liftedType in core/shader/nodes.ts is the one rule. The compiler reads it when it lifts two operands, and the editor reads it through liftedPortType for the ports it draws. - A SharedPortGroup may bring its own rule as agree. Without one it is agreedType, as before. The thirteen arithmetic nodes share their type by liftedPortType. - Only the any inputs decide. An input nothing feeds counts as the number typed into it. t, edge, exponent, min and max have no say. - The type travels through a chain of such nodes without code of its own, because #210 hands a shared type on. - In a ring the result stays any, unless a colour has settled it. - A number may feed a colour input. Without that a number result no longer fitted Output.color, although the compiler spreads it over three channels. The rule sits in portsCompatible, but only the shader graph has colour ports. - A colour result no longer fits a number input. An edge laid before the colour came in stays and is drawn in the danger colour, and the node at its end names the problem. - The nine shaders in the stored projects (108 edges) all stay valid under the new rule. Tests: - Gate on melektaus-atx: 212 files, 3260 tests (3240 + 20), exit 0. The gate right before this commit ran on the tree of this and the next commit together, with the same numbers. - e2e 28 on melektaus-atx: 81 checks, all pass. - e2e 1-31: 1059 pass, 1 fail in module 18 (the editor clock read 1.97 s after a stop). A rerun of 1-18 passed with 602 checks and 0.18 s. 1-31 was not run in full again. - No full run and no smokes. The sum of 1676 (1673 + 3) is reckoned. - Twenty unit tests in shader-port-types.test.ts, one of them runs all thirteen nodes through every mix of number and colour and compares what is drawn with the code made. - Two tests in shaders.test.ts now lay the edge first and bring the colour in after, the only order that still wires such a graph. - Three e2e checks in module 28 with the real mouse: a colour into Multiply, the red edge with its message, and the colour result refused at alpha and taken at color. - Fifteen unit counter-probes and two browser counter-probes all fail their tests. - Not checked in the browser: the one-input nodes, Mix and the ring, and a number wired straight into a colour input. Nothing was looked at after the build. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9ca220a285 |
Hand a shared port type on through a chain of nodes (#210)
Since #207 the output of First not empty or Select takes the type
its inputs agree on. A second node of that kind behind the first
stayed any, because the first one answered with the any it was
registered with. That was the guard against a circle of such nodes
asking each other forever. The issue asks for the type to travel
through the chain. Answered there: measure with 50 nodes and build
no cache, and the painted input pins follow along.
- shapedDef in core/graph/nested.ts takes a Trail in place of the
flag inherit. Its set open holds the nodes still being asked. A
node reached a second time reports the any it was registered
with, which ends a circle.
- The map done of the Trail keeps each answer of one question. A
node feeding both inputs of the next is asked once, so the work
does not double with every link of a chain.
- ownShape is the part of shapedDef that builds the ports before a
shared group has its say. It is split off, nothing in it changed.
- Inputs stay any and only outputs inherit, as in #207. An edge
that turns invalid further down is left in place and drawn in the
danger colour.
- paintedInputs uses one Trail for all pins of a node, so the pins
show the type handed on through the chain.
- Nothing is cached between two changes. A chain of 50 resolved in
about 10 ms where it took 2 ms before, measured earlier in this
round and not again for this commit.
Tests:
- Gate on melektaus-atx: 211 files, 3240 tests (3227 + 13), exit 0
- e2e 1-6 on melektaus-atx: 298 checks, all pass
- e2e 4,6,18,19,20,23,24,26,28,31,36,43,53: 558 checks, all pass
- No full run and no smokes. The sum of 1673 (1671 + 2) is reckoned,
1671 is what CI counted for
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c88f57cf0a |
Let a project choose how its game link is zoomed (#279)
The page of a released game always drew the camera at Auto, the
largest whole step that fits. A camera of 300x180 in a window of
1280x800 stands at step 4 and leaves a border left and right. The
issue asks for Fit next to it. Answered there: a setting of its own
rather than the scale of the Game tab, and no switch for the player.
- The project has a field gameLinkZoom, 'auto' or 'fit'. A document
without it reads as 'auto', so nothing changes for a project that
is there already. No format bump.
- Project settings has a row "Link zoom" with a menu of Auto and
Fit. It is an undo step of its own, SetGameLinkZoomCommand.
- GameScreen hands the field to cameraView where it passed a fixed
'auto'.
- gameScale, the scale of the Game tab, is not touched and does not
reach the link.
- The released copy is frozen, so the change reaches the link only
with "Update release".
Decided here:
- The row is called "Link zoom", not "Game link zoom" as proposed.
The longer label is wider than the label column of the dialog and
pushed its button 12 px out of line with the others.
- The undo step keeps the name "Game link zoom", which is what the
tooltip of the undo button shows.
- A note under the row says "The released game at the largest whole
step that fits, or filling the window."
Tests:
- Gate on melektaus-atx: 211 files, 3227 tests (3219 + 8), exit 0
- e2e 60 on melektaus-atx: 19 checks, all pass
- e2e 35,46,59,60: 74 checks, all pass
- No full run and no smokes. The sum of 1671 (1668 + 3) is reckoned,
1668 is what CI counted for
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9e869df063 |
Free a redrawn picture only once no shader names it (#293)
Editing a vector drawing made Pixi warn "destroyed while still bound
to a shader", twice with every change, once it had begun. It began
where an object wears the drawing through a shader asset. Each
change draws the picture anew and destroyed the one before it, but
the mesh of that object keeps its picture bound until it syncs. The
issue also asks for the button "Add shape" to go: a shape without
points cannot be given any, the Pen draws a new one.
- GeneratedPictures takes two more callbacks. inUse says that a
picture cannot be freed yet, soon runs a retry once whoever asked
is done.
- A replaced picture that is still in use waits in a list of its
own. It is freed right after the redraw that asked, as a rule. On
a later ask where its wearer was not part of that redraw.
- TextureLibrary tells a bound picture by the listeners for change
on its source. Under WebGL the bind groups are the only ones that
listen there. The retry is a microtask.
- The rule is asked for every drawn picture alike, whoever wears it.
- The inspector of a drawing and of a shape has no "Add shape" any
more. "Delete shapes" for several selected shapes stays.
Decided here:
- Under the list of shapes a second note says "The Pen draws a new
shape." while only the asset is selected.
Found on the way:
- Reproduced on a throwaway copy of the project the report came
from: 6 warnings for 3 changes with the shader override on the
object, none without it. After the change none, and no replaced
picture is left waiting.
- The fixture project of the tests never showed the warning. No
object there wore a drawing through a shader.
Tests:
- Gate on melektaus-atx: 211 files, 3219 tests (3209 + 10), exit 0
- e2e 47,48 on melektaus-atx: 113 checks, all pass
- e2e 28,30,31,39,40,47,48: 350 checks, all pass, run before the
wording of the new note changed
- The first gate was red: an existing test read the wording of the
note that had changed. Only three test files had been run after
the change.
- No full run and no smokes. The sum of 1668 (1667 + 1) is reckoned,
1667 is what CI counted for
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ec2fd9084f |
Say what a button without words does when the pointer rests (#209)
The top bar, the magnet, the eye and many marks of the inspector are
pictures without a caption. Whoever did not know one could only try
it. The toolkit had no hint on hover, which also forced the point
menu of #195 to be words. The answers in the issue settle the open
points: a cut tab name shows in full, shortcuts are part of the
text, the point menu stays as it is.
- Button takes a tooltip, a text or a function asked each time. It
shows on a small sign once the pointer has rested for half a
second.
- There is one sign for the page, a TooltipLayer on the overlay
above the menus. A control reports each pointer move and the
pointer leaving, the layer does the waiting.
- A press, a key, the wheel or a blur of the window takes the sign
away. initUI listens for them on the window.
- placeTooltip in ui/tooltip.ts is the rule for the place as a pure
function: under the control and flush left, flush right at the
right border, above the control at the bottom.
- toolbarTip says what the five buttons of the top bar do right now.
Undo and redo name their step from CommandStack.undoLabel and
redoLabel, as in "Undo Paint tiles (Ctrl+Z)".
- A SortableList reports its own marks with a key per mark: the eye,
the duplicate mark, the cross and the plus.
- The magnet, both fullscreen buttons, the eye of the scene tab, the
overflow of the tab strip, the plus of the assets panel, the marks
of the inspector rows and the nine anchors of the resize dialog
carry a text.
Decided here:
- Every button whose text is cut short shows the whole text, not
only a tab.
- A row action of the inspector names the one thing a click does. A
button that opens a menu says only Reset, Apply or Size from the
picture.
- A button just clicked stays quiet until the pointer has left it.
- A greyed out button shows no sign.
- The switches of the eye popup, the cross of a document tab and the
tools of pixel art have none. The tools carry words, other than
the issue assumes.
- The marks of a list say Show or Hide, Duplicate, Remove and Add,
whatever the list holds.
Found on the way:
- Signing out empties the overlay and would have destroyed a sign on
screen with it. The editor takes the tooltip away first. This has
no test of its own.
- The text hooks locate and has skip the sign, or it would answer
for the button under it.
Tests:
- Gate on melektaus-atx: 210 files, 3209 tests (3176 + 33), exit 0
- e2e 46 on melektaus-atx: 20 checks, all pass
- e2e 1-14 on melektaus-atx: 508 checks, all pass
- e2e 1-9,14,39,40,44-48: 685 pass, 2 fail, both in module 14. It
measures tabs that modules 10 to 13 open, and the chain 1-14 is
green. The cut chain was not run on the state before.
- No full run and no smokes. The sum of 1667 (1664 + 3) is reckoned,
1664 is what CI counted for
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345289982b |
Scale, turn and mirror the shapes of a vector drawing (#291)
A shape could only be moved and reshaped point by point. Whoever
wanted it larger or turned pulled every point alone, and for several
shapes or a group there was no way at all. The answers in the issue
settle the rest: the change is baked into the points, nothing of it
is remembered, and the line width stays.
- With Select the selection stands in a frame of eight squares and a
knob, drawn like the one of the scene view. It holds one shape,
several shapes or a group, the same selection that is dragged as
one.
- A corner square scales from the opposite corner, a square on an
edge in its own direction. Shift keeps the proportions, Alt scales
about the middle.
- The knob turns round the middle of the frame, with Shift in steps
of 15 degrees. After the pull the frame stands upright again.
- The inspector has a band TRANSFORM with X, Y, Width, Height and
Rotate by, and the buttons Flip horizontal and Flip vertical.
- Points, handles, gradients and texture tiles are taken through the
same matrix. The rule is a pure function in vectorTransform.ts,
transformShapesCommand makes one undo step of any number of
shapes.
- A press goes to a point or a handle first, then to the frame, then
to a line. shapeFrame.ts holds where the handles are and what a
pull of each means.
Decided here:
- The frame stands 15 pixels off the shapes. The points of a shape
lie on its bounds, so a square on the bounds would cover them.
- The knob only turns. In the scene view it scales as well.
- A side cannot be pulled through the opposite one, the frame keeps
at least 1 pixel.
- Coordinates are rounded to a thousandth of a pixel, so a quarter
turn is exact.
- A texture tile stays upright under a turn and grows to the bounds
of the turned tile. The bands of a gradient stay square to its
axis under an uneven scale.
- The switch Scale stroke of the proposal is not built.
Found on the way:
- The inspector of a shape is now taller than the window. Two checks
of module 47 no longer found their row or button on the screen and
use the new hook inspectorButton, which scrolls there first.
- Not solved: with a shape at the top edge of the view the knob lies
outside the tab. The wiki names it under the limits.
Taken over from #217: the e2e check for two selected shapes without
a group, and unit tests for the snap of the common offset and for
the gradients of the shapes dragged along.
Tests:
- Gate on melektaus-atx: 209 files, 3176 tests (3121 + 55), exit 0
- e2e 47,48 on melektaus-atx: 112 checks, all pass
- No full run and no smokes. The sum of 1664 (1660 + 4) is reckoned,
1660 is what CI counted for
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6d79cf59a3 |
Move a large graph instead of drawing it again (#292)
In a graph of many nodes the frame rate dropped while panning, and more so while one node was dragged. Every pointer move rebuilt every box, every text and every curve, and a drag also announced a changed project, so the panels rebuilt along with it. - Panning and zooming move the picture. GraphCanvas.applyView sets position and scale and draws anew only the grid and the rubber band. It used to call redraw(). - A node draws its box and makes its texts only when what they show has changed. NodeView keeps a signature of what redraw reads and one of what rebuildTexts reads, and returns early while they hold. - A drag does not announce a changed project. GraphDrags writes the model on every pointer move and asks the canvas once a frame to follow (GraphCanvasHost.moved). state.preview() waits for the command of the release. - Nodes outside the picture are not drawn. inView in graphView.ts is the rule, cull() applies it after every redraw and every change of the view. - The graph is a render group, and box and pins go into the batch. The mask sits on a container above the group, on the group itself it would be panned and zoomed along. - The rubber band and the drop mark of a dragged behavior are drawn on their own (drawBand), without a redraw of the graph. Measured in the CI image with 388 nodes and 540 links, fitted to the canvas, 240 pointer moves 16 ms apart: - Pan, script per move: 25.2 ms before, 2.0 ms after - Pan: 4.4 frames per second before, 18.7 after - Drag a node: 2.7 frames per second before, 22.4 after - The still picture: 9 frames per second before, 21 after Not solved: the still picture of such a graph stays at 21 frames per second in the test browser. What is left is the drawing itself, and the frame rates are those of that browser, not of a desktop GPU. Tests: - Gate on melektaus-atx: 207 files, 3121 tests (3114 + 7), exit 0 - e2e 4,6,18,19,20,23,24,26,28,31,36,43,51,53 on melektaus-atx: 542 pass, 1 fail. The fail is module 51 after module 43, an order the suite does not have, and it fails the same way without this change. Module 51 alone: 12 checks, all pass. - No full run and no smokes. The sum of 1660 (1656 + 4) is reckoned, and the CI workflow is switched off. - Seven unit tests: six for inView in tests/editor/graph-view.test.ts and one in frame-preview.test.ts - Four e2e checks in block 6z-xii of module 06: pan, drag, zoom in and fit, a changed value - Seven browser counter-probes fail 2 to 3 checks each Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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32a0af6e2c |
Put the text and boxes of the interface on device pixels
On a screen scaled to 125 % or 150 % the editor looked soft beside a page the browser draws itself. The layout counts in whole CSS pixels, and most of those fall between two device pixels there. The GPU averages both: text loses its edges, and a 1 px line becomes a pixel and a half of mixed colour. Now text and boxes are rounded to device pixels, and a line is one device pixel wide. - ui/pixelGrid.ts holds the rule. crispText() makes a text with Pixi's roundPixels, crisp() does the same for a Graphics of upright boxes, and hairline() is the width of one device pixel. - Every text of the interface is made with crispText() instead of new Text(). - crisp() only rounds where the scale is not a whole number. At 100 % and 200 % nothing changes. - drawControlBox, drawHeaderBar and drawSectionBand draw their lines a hairline wide and flush with the edge. The widgets that draw lines of their own do the same. - Two bands share exactly the line they draw, and a column still ends on a whole pixel. - The stage is nudged by 1/32 px where the scale is not whole. At 150 % every odd pixel is an exact half, and without the nudge one band came out a row shorter than its neighbours. - Curves, icons and everything of the game stay unrounded. Rounding their points would bend them. - The harness takes deviceScaleFactor as an option, and the hooks deviceColumn, edgeContrast and pixelGrid read the frame as the screen gets it. Not in here: the subpixel smoothing a browser gives its own text. Pixi draws a text into a transparent picture first, and there only greyscale smoothing is possible. Measured at 150 %, edge contrast before and after: top bar 31.5 to 47.8, the lists on the left 68.6 to 86.4, inspector 27.6 to 38.4. At 100 % it is 46.5, 90.1 and 37.9, and the picture there is the same as before pixel for pixel, apart from the fps display. Tests: - Gate on melektaus-atx: 206 files, 3114 tests (3104 + 10), exit 0 - Full run on melektaus-atx: 1655 of 1656 checks passed, smokes 24/19/21. The one that failed was a condition of the new step 62 itself: it scrolled an inspector that had nothing to scroll. The step now makes the window lower for that reading. - e2e 61,62 after that fix: 14 checks. The full run was not repeated, and CI is switched off for now. - Ten unit tests, nine in tests/ui/pixel-grid.test.ts - Eight e2e checks in the new step 62, which runs at 150 % - Eleven unit counter-probes fail tests - Four browser counter-probes fail their checks. They ran before the fix to step 62 and were not repeated for it. - Screenshots looked at for 125 % and 150 % Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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275e50af01 |
Let a tile report a touch instead of blocking it (#160)
A tile could be solid, one-way and scaled, but not report without blocking. Water, lava, spikes or a goal zone needed a trigger object of their own laid over the map. Now a tile has a switch Trigger, and the collision events name the tile and the cell they met. - A tile has the switch "Trigger (reports, never blocks)" under Solid. Its cells hold nothing up: no Move, no falling body, no ray. They raise On collision enter, stay and exit with the tilemap as other. - The three events have the outputs tile, cell x and cell y. Without a tile, tile is empty and the cell is -1, -1. - The three events have the input per cell. Off, the default, gives one event per area: cells of the same tile that touch side by side. On gives one event per cell. - The scene view outlines trigger cells in yellow like a trigger collider, merged to rectangles but never with solid cells. - Is touching with the map counts trigger tiles, and Set tile works while the game runs. - Both systems find the touches with the same overlap check in runtime/systems/tileTriggers.ts, not through the physics engine. Decided here: - Trigger wins over Solid. A tile with both does not block, as with a collider. - Water beside lava is two areas, and so are two ponds that touch only at a corner. - An area names the cell nearest to the centre of the collider, and on exit the cell it named last. - The solid cells of a map still do not name their tile. - Normal, impulse and point are 0, as with a trigger collider. - Collision scale and outlines shape a trigger cell like a solid one. One-way, friction and bounciness have no effect. Tests: - Gate on stein2: 205 files, 3104 tests (3067 + 37), exit 0 - e2e 39,40: 106 checks. e2e 1-8,39-43: 490 checks. Both on melektaus-atx. No full run, the sum of 1648 (1645 + 3) is reckoned and CI measures it. - 37 unit tests in tests/core/tile-triggers.test.ts, nearly all against both systems - Three e2e checks with a real mouse in block 40l-iv - 24 unit counter-probes fail tests. Two did not at first, tests were added for them. - Two browser counter-probes fail their checks - Two screenshots looked at (yellow outline, the node with per cell) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2ff3a78607 |
Put the shapes of a vector drawing on layers and in groups (#190)
A vector drawing was one flat list of shapes. With many shapes the list got hard to read, and several shapes could not be kept or moved together. Now the shapes stand on layers, as in pixel art, and can be put into groups that nest. - A drawing has layers, each with a name and an eye. A hidden layer is neither in the tab nor in the picture a sprite wears, and its shapes cannot be pressed. One layer is the one worked on: the pen and Add shape draw onto it, and SHAPES lists what is on it. - The inspector has a list LAYERS over the shapes. Its plus adds a layer, the cross on a row removes it with all on it, the last one stays. A double-click renames, a drag sorts. - Group (Ctrl+G) puts the selected shapes into a group, Ungroup (Ctrl+Shift+G) takes it away. A group stands over its rows in the list, the rows one step in, and a row is dragged into a group or out of it. - In the tab a press on a shape takes its outermost group, and a drag moves the group as one undo step. - The model has layers with a tree of shapes and groups instead of a flat shapes array. The rules are pure functions in core/model/vectorTree.ts. A drawing saved before opens with all its shapes on one layer. - SortableList takes rows with a depth and drops into a tree. The flat lists of tilemap and pixel art run as before. Decided here: - A group has no transformation of its own and cannot be hidden or locked. Rotating and scaling is the follow-up #291. - A group is never empty: the one that loses its last shape goes with it. - Several selected shapes are dragged together, grouped or not, and a click on a shape of the selection keeps the selection. This is what #217 asked for. - Shift+click selects like Ctrl+click. With Select, Shift pans only beside the shapes, as in the scene view. The middle button pans anywhere, and with the pen and Paint Shift pans as before. - A row of the list picks one shape of a group alone. - Shapes change their layer through a row Layer in the inspector, which is there from two layers on. Rows are not dragged between layers. - A group cannot span two layers, the button is off then. - The pen does not draw onto a hidden layer, the hint says so. - Groups are always shown unfolded. - The four order buttons work inside the own group or layer. Tests: - Gate: 204 files, 3067 tests (3008 + 59), exit 0 - e2e 47,48: 108 checks. e2e 39,40,47,48 before the Shift change: 209 checks. No full run, the sum of 1645 (1639 + 6) is reckoned and CI measures it. - 59 unit tests: 36 in tests/core/vector-tree.test.ts, 23 in tests/editor/vector-layers.test.ts - Six e2e checks with a real mouse in block 47j - 47 unit counter-probes for layers and groups and three for the Shift click all fail tests, run on stein2 - Three browser counter-probes fail their checks - Two screenshots looked at (group in the list, hidden layer) - Only unit tested: the row Layer, sorting and removing layers, copying a group, the Shift pan beside the shapes Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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393caadc9d |
Head the groups of the inspector with bands that fold (#290)
The groups of the inspector had a small grey label as their title, in the same grid as a property row, so with many rows one group hardly stood apart from the next. Now every group has a band as its head, from edge to edge of the panel, and a click on it folds the group. - A band runs across the padding of its column in the header colour, with the title and a mark that says whether the group is open. The titles stay as they are, as answered in the issue. - A click on a band folds its group: the rows go, the band stays and the next band moves up against it. A control in the band (Open, + Variable, + Property) does its own job and folds nothing. - A placed object has a group SWITCHES under its name, asset and parent: Enabled, Keep on scene load and the switches of a behavior. An asset has SWITCHES and PROPERTIES, and a group without rows is left out. - The same bands head the tilemap panel, the Variables tab, the side of the Pixel art tab and the shape list of vector art. A list with a title (Layers, Frames, Shapes) folds with a click on its header, clear of its plus. - ui/sections.ts holds the rules as pure functions, SectionStack is the column and SectionHeader the band. Every title of the inspector goes through addTitle or sectionHeader in inspector/host.ts. Decided here: - A fold is kept for good, in localStorage of this browser. The issue asked whether for the session or for good and the answer left it open. - A fold is remembered by title, per panel. PROPERTIES folded once is folded on every object, asset and node. A number in a title does not count. - A behavior asset has all its rows under SWITCHES. A Variables asset and a state machine get a group SCOPE. - A greyed out control in a band takes the click too. Without that the click fell through to the band and folded the group. - The Curve tab has no column of this kind and is unchanged. Found on the way: - The inspector of a sprite is taller than the 800 pixel window of the checks now. The hooks that hand out a row scroll it into view first, and module 28 scrolls before it looks for a row by its text. Tests: - Gate: 202 files, 3008 tests (2982 + 26), exit 0 - e2e: no complete run for this state. Modules 28 to 61 passed alone (749 checks). A full run was cut off in the accounts module at 1492 passes without a failure, the modules after it and the smokes are missing. The sum of 1639 (1635 + 4) is reckoned, CI measures it. - 26 unit tests in tests/editor/sections.test.ts - Four e2e checks with a real mouse, three in module 02 and one in module 48 - 25 unit counter-probes all fail tests, run on stein2 - Screenshots of the bands looked at before the last build, none after it Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c5ba21533d |
Pick a link on its line and delete it from there (#289)
A link could only be removed through the menu of its port, and the line itself took no input. A transition of a state machine could only be deleted in the list of the inspector. Now the line is the handle, in a behavior's graph and between states alike. - A click on a line selects that link and draws a halo behind it. A press counts within 6 screen pixels of the line, and where two cross the one drawn last wins. - Ctrl-click or Shift-click adds a link or takes it away. The rubber band takes every line it crosses, into the same selection as the nodes and boxes it caught. - Delete or Backspace removes what is picked as one undo step. A right-click on a line offers Hide link and Delete link. - The inspector shows a picked link: the node and port at each end and the type it carries, with Hide link and Delete link below. For several it says how many. - The arrow of a transition is picked the same way, on its name too. Delete or a right-click with Delete transition removes it. - The menu of a port is unchanged, Disconnect included, as answered in the issue. - editor/graph/edgeHit.ts holds the hit test as pure functions, and editor/inspector/edgeSection.ts builds the section. The selection has a new kind edge, and node and annotation carry edgeIds. Decided here: - A hidden link has no line and is never picked this way, also while it is shown on loan. Its mark at the port stays its handle. - The menu of a line speaks about the whole selection, like the menu of a box. With nodes or boxes held alongside it reads Delete N items. - Hiding picked links lets go of them, since no line is left. - A link wins over the box it crosses, and a mark wins over a link. - A transition has no Hide entry. - With nodes or boxes in the selection the inspector keeps showing the node or box, not the link. Tests: - Gate: 201 files, 2982 tests (2967 + 15), exit 0 - e2e, full run: 1635 checks passed (1629 + 6), exit 0 - Smokes: 24 / 19 / 21, exit 0 - The full run was done for exactly this state. - 15 unit tests in tests/editor/edge-selection.test.ts - Six e2e checks with a real mouse, block 6z-xi in module 06 and 26e7 in module 26 - 12 unit counter-probes all fail tests, run on stein2 - Three browser counter-probes fail, the build went through each time: no hit on the line, no halo, a band that skips lines - Screenshots of a picked link and a picked transition looked at before the last build, none after it Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0f85476b93 |
Add points by double-click and delete the picked one (#288)
Four editors edit points, and all of them put a point down on a single press on the line and took one away on a double-click. A stray click added a point, and there was no way to see which point a key would hit. All four now work the same way: the Curve tab, the Vector art tab, a polygon collider in the scene view and a frame's collision outline in the Texture tab. - A double-click on a line, edge or segment puts a point there, in the Curve tab on free space too. The point is picked and stays in place. It can be dragged with the next press, as answered in the issue. - A click on a point picks it, and it is drawn filled. A double-click on a point takes nothing away any more. - Delete or Backspace takes the picked point away. Without a picked point the key removes the shape, the object or the outline as before. - A right-click on a point picks it and opens a menu with Delete point. In the Curve and Vector art tab the four point types stand below it. Alt-click stays. - A polygon keeps three corners and a curve keeps its ends. The entry is greyed out then. - The pick ends with a click beside the points, with another object, shape or frame, and after the point is gone. - editor/pointGestures.ts holds the rule as a pure function, and editor/pointMenu.ts builds the menu for all four. Decided here: - A single click on a line no longer adds anything. In Vector art it drags the shape, on a polygon it drops the pick, and in the Texture tab it makes that outline the active one and drops the pick. - In the Texture tab a click inside the frame still appends a corner, and that corner is picked. Delete takes the last corner first. To remove the whole outline, click one of its edges before. - The point the Pen put down last is picked, so Delete takes it and not the shape. - Delete hits the picked point also when the tab has lost the keyboard focus, after a click in the shape list or after the menu. - A vector shape that loses its last point is removed whole. Before, an empty shape stayed in the list. Findings: - Fixed: the new hint line in the Texture tab was cut off at the edge. The shorter text was not looked at in a picture again. - Not fixed: in the scene view the collider's name label covers a corner that sits near the centre. That was so before. Tests: - Gate: 200 files, 2967 tests (2944 + 23), exit 0 - e2e, full run: 1629 checks passed (1625 + 4), exit 0 - Smokes: 24 / 19 / 21, exit 0 - After the full run an unused parameter and a comment were tidied. For that final state the gate and e2e 42,47,53 (105 checks) ran again, the full run did not. - 23 unit tests in tests/editor/point-gestures.test.ts, for the rule and for each of the four editors - Four e2e checks with a real mouse, two in module 42 and one each in 47 and 53. The existing checks for adding and removing a point use the new gestures. - 20 unit counter-probes all fail tests, run on stein2 - Two browser counter-probes fail, the build went through both times. Without the Delete wiring the key removes the collider. Without the right-click hook the menu is missing, and that run stops in module 42, so 47 and 53 were not reached with it. - Three screenshots looked at, the picked point is filled. None of the Vector art tab. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1aa824ecb4 |
Keep objects through a Load scene with a switch (#165)
A Load scene destroyed every object of the old scene. A player, a HUD or a music object had to be built again in each scene, with its state pushed through shared variables. A top-level object with the new switch Keep on scene load now travels into the next scene as the same entity, with everything below it. - The switch is a common property right under Enabled, off by default, on the asset and on a placed object. The inspector shows the row on top-level objects of a scene only, as answered in the issue. - runtime/keptObjects.ts holds the rules as pure functions. keptEntities picks what travels, objectsToBring copies the stored objects as the run parents them, and bringObjects puts them into the next scene. - World.instantiate takes a handed entity as it is instead of making one. The next syncToModel then writes the run's values into the scene. - BehaviorSystem.release takes the running instances out before the old world is destroyed, and the next system adopts them. They hear no On destroy and no second On start, and their sounds play on. - PhysicsSystem.resume gives a dynamic body the velocity and spin it had. - Duplicates: the object brought along wins. The next scene does not build its own object with the same id, which is the way back into the scene the object came from. - Decided here: the next scene does not build a top-level object of the same asset that is kept itself either. The issue only names the id. With the id alone a level that places its own player would hold two after a swap. - Decided here: kept objects land behind the scene's own, the switch is no animation row, and collisions are found anew. A finding, fixed along with it: Load scene did not build a scene as it is stored, but as the run had left it. A moved object stayed moved and a destroyed one stayed gone. The way back into a scene needs a clean build. - GameRun copies a scene's objects and groups before it first builds it and puts them back before it builds it again. - GameRun.end puts every such scene back. The player calls it on stop, so spawned objects no longer stay for "Click to play again". - The consequence: an edit made in a scene during Play is gone the next time that scene is loaded. Tests: - Gate: 199 files, 2944 tests (2929 + 15), exit 0 - e2e, full run: 1625 checks passed (1619 + 6), exit 0 - Smokes: 24 / 19 / 21, exit 0 - 15 unit tests in tests/core/keep-on-scene-load.test.ts - Six e2e checks in module 35: the switch is set with a real mouse, the child has no row, the object is in the new scene, its counter still reads 1, its sound plays on, and the stored scenes are unchanged after Stop - Eleven tests with fixed row lists only count the new schema row - 16 unit counter-probes all fail tests, run on stein2. One did not fail at first (same id not left out), it has its own test now. - The browser counter-probe fails 4 of the 6 new checks - Not looked at in the browser: the switch as a port of the Properties node, and a released game with a kept object Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3e8c88c66d |
Add a node that names the collision layer of an object (#211)
The issue asked for three nodes: Set layer, Set collides with and Layer of. A probe showed that the finding behind the first two is outdated. The Properties node of type Collider already writes both settings while the game runs, and both collision systems see the change at once. As agreed, only Layer of is built, and writing stays with Properties. - Layer of is a data node with the input object and the outputs name and number. The name is what the project calls the layer. - NodeContext.collisionLayerOf answers the number, and the new field collisionLayers on GraphLookup brings the names to the node. - layerHolderOf in solids.ts says whose layer counts. An object stands for its first collider child, a collider or tilemap for itself. - Decided here: a collider that is switched off counts too, because its layer is set either way. - Decided here: without a collider the name is empty and the number is -1. - The node is a read, not a run, so it answers at the moment it is asked. Right after a Set in the same flow it names the new layer. - The output number was not asked for. It fits the layer port of Properties as it is. Changing the layer during a run had no test at all so far. Five tests now hold it in both systems. Tests: - Gate: 198 files, 2929 tests (2914 + 15), exit 0 - e2e 1-6: 285 checks passed (06: +2 for block 6z-x) - Five unit tests for the change during a run: a mover is blocked, passes and is blocked again, a ray with a layer filter follows the change, and a dynamic body falls through the ground in Play - Six unit tests for Layer of, three against each system, and four cases in the node catalog - 6z-x finds the node in the palette, checks its ports and logs "Ghost" and "1" for the owner's collider in a Play run - Two counter-probes for the change during a run fail 1 and 4 tests, and only new ones, so those places were unguarded before - Six counter-probes for Layer of fail 2 to 3 tests each. All eight ran on stein2, not in the container. - The browser counter-probe fails 6z-x with "Layer 1" and "1" - The e2e sum of 1619 is calculated (1617 measured in CI run 276, plus 2). Neither the full suite nor the smokes ran for this state. - Not looked at in the browser: that the layer port of Properties shows the same picker as the inspector. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d39bf83ea9 |
Pick the frame's outline when adding a collider to a sprite (#218)
"Add collider" on a sprite always made a box of the sprite's size, even when the sprite's picture is a frame that has a collision outline. The outline then had to be picked by hand as "Frame collision". - newColliderProps in colliderCommands.ts is the rule as a pure function. A sprite whose picture is a frame with an outline gets a collider with shape "frame" and that frame. Anything else keeps the box of the sprite's size. - The frame is the one the sprite shows when the collider is added, also when only this placement overrides it. - Decided here, the issue says nothing about size: a frame collider is as big as its frame, so a sprite drawn bigger or smaller with the same proportions gets the collider's scale set to match. - Decided here as well: a sprite stretched out of the frame's proportions keeps the box, because an outline cannot be stretched in one direction. Tests: - Gate: 198 files, 2914 tests (2911 + 3), exit 0 - e2e 8,42: 46 checks passed (42: +1 for 42e-ii) - Three new unit tests in tests/core/collider-parts.test.ts: the frame with undo, the scale with an overridden frame, and the cases that keep the box - 42e-ii goes through the context menu: "Frame collision" with scale 2 on the sprite wearing the wedge frame, a box on a sprite without a picture - Five unit counter-probes fail, 1 to 2 tests each. They ran on stein2, not in the container. - The browser counter-probe fails 42e-ii with shape "box" - The e2e sum of 1617 is calculated (1616 + 1). Neither the full suite nor the smokes ran for this state. - Vector art has no test of its own, it takes the same branch as a whole texture. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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defc34bd09 |
Add a single prompt that builds the engine from scratch
The prompt is meant as a benchmark: one agent, one prompt, and the goal is a finished engine rather than a measure of how far it gets. - The scope follows the decisions made on 2026-10-01. In: projects, scenes with a hierarchy, camera, containers with nesting and instance edits, behaviors, shaders and particle effects as graphs, colliders, animations, text with custom fonts, textures and sprites, state machines, variables assets, structs, typed lists, sound, the console and custom curves. - Out: accounts, plugins, the performance panel, export and player, tilemaps, the pixel art and vector art editors, run in editor, snapshots and hierarchy groups. - The stack is fixed except for the UI framework, which the agent picks itself. The interface is DOM, Pixi only draws the views. - "Done" is checkable: three sample games with smoke tests, numbered acceptance criteria and an ACCEPTANCE.md the agent has to fill in. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d6171fd386 |
Preview pixel art and curve fields once per frame too (#274)
The previous commit left two findings open: in the pixel art tab the palette colour and the opacity of a layer still told the editor about every input, and so did the place fields of the curve tab. They now follow the same rule as the inspector rows. - PixelArtSide writes colour and opacity into the model on every input and requests the preview through a FramePreview. Both commits cancel a waiting preview first. - CurveCanvas.movePicked does the same for the t and v fields of the picked point. Showing another curve cancels a waiting preview. - Also fixed: when the colour picker ended on the colour it started from, the model was put back but nobody was told, so the previewed colour stayed on screen. commitColor now says so, as the opacity already did. The gain was not measured for either tab, only the behaviour is tested. Tests: - Gate: 198 files, 2911 tests (2907 + 4), exit 0 - e2e 47,48,53: 117 checks passed - Four new unit tests in tests/editor/frame-preview.test.ts: colour, opacity, curve fields and the return to the starting colour - Seven counter-probes fail, one test each. They ran on stein2, not in the container. - No new e2e check, the sum stays at 1616. Neither the full suite nor the smokes ran for this state, and there was no counter-probe in the browser. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c4a9280140 |
Preview inspector edits once per frame, not per input (#274)
Scrubbing a number in the inspector and dragging a colour stop of a gradient told the editor about every input. Pixi repeats each pointer move shortly after, so both gestures paid for two previews per move. The issue asked to measure first and to build only from 10 % per move. The measurement showed about 50 %. - previewingHandlers still writes the model on every input but requests the preview through a FramePreview of its own. The commit cancels a waiting preview first. - The preview handler of the GradientBar in shapeSection.ts does the same. - Wider than the issue describes: the row handlers also serve typing, the arrow keys and the colour picker. All of them preview once per frame now. Measured on stein2, fixture project with 120 extra objects, 120 moves 8 ms apart, three runs each: - Scrub: 236 project events before, 51 to 61 after. 45 to 50 ms per move before, 22 to 27 after. - Colour stop: 238 project events before, 50 to 51 after. 44 to 49 ms per move before, 22 after. - One preview still costs 13 to 17 ms. That price per frame is what remains. Finding, not fixed here: in the pixel art tab the palette colour and the opacity of a layer still preview on every input (PixelArtSide.ts), and so do the head fields of the curve tab. Neither was measured. Tests: - Gate: 198 files, 2907 tests (2903 + 4), exit 0 - e2e, full run: 1616 checks passed (1615 + 1), exit 0 - Smokes: 24 / 19 / 21, exit 0 - Four new unit tests in tests/editor/frame-preview.test.ts, two for a row and two for a colour stop - One new e2e check in module 02: a held scrub gave 10 project events in 12 frames, and the value is there before the release - Four unit counter-probes fail, 1 to 2 tests each. They ran on stein2, not in the container. - The browser counter-probe fails the new check with 50 events in 16 frames Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c1cc80bb45 |
Add nodes that ask whether an animation still runs (#233)
A graph could start, pause and stop an animation and hear it finish, but it could not ask in between whether one runs or how far it is. Two data nodes answer that now. - Animation playing takes an object and an animation and gives playing, progress and time left (s). It answers at the moment it is read: right after Play animation in the same pass it says on, and in the frame On animation finished fires it says off. - With Animation at None it answers for the running animation started last on the object. - Animation length gives the seconds of one pass, from the timeline and the frame rate alone. - The rule is a pure function in src/core/model/animation.ts (playerStatus, leadingPlayer). The nodes reach an animation's length through a new field animation on GraphLookup. - animationPort is exported so both nodes show the same picker as Play animation. Decided in the issue: a Once (reset) counts as running while it blends out, and progress and time left also hold for Loop and Ping-pong, at the place of the playhead. On Ping-pong progress falls again on the way back and time left counts to the next turn. Decided here, the issue says nothing on it: - A paused animation does not count as running. Progress and time left stand still. - One that Stop animation fades out does not count as running, and its time left is 0. - Time left of a Once (reset) includes its blend out. While it blends out progress is 1 and time left is the rest of the fade. Finding, not fixed: on the node the name of the chosen animation overlaps the output label progress in the same row. That comes from the fixed node width in NodeView and was seen in the Fit view only. Tests: - Gate: 198 files, 2903 tests (2891 + 12), exit 0 - e2e 1-6: 282 checks passed, 06 has +2 for block 6z-ix - Nine unit counter-probes fail, 1 to 4 tests each - The browser counter-probe fails 6z-ix with ["false","false"] - e2e total 1615 is computed, not measured in a full run. The smokes were not run. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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26cc6324af |
Stop resolving every object in every frame of a run (#287)
World.syncToModel runs after every frame of a run and resolved each object of the scene anew to compare it with its entity. With 222 entities that was most of the Editor line in the performance panel, also for entities that are never drawn. - The world keeps per entity what the model said when it last read the object (syncFromModel, spawn) or wrote it. A frame compares the entity with that and resolves nothing while both agree. - A place that differs is written as three numbers. - A value that differs is written as an override, and that one object is resolved again. An override can bring rows of its own, such as a sprite's shader. - The objects of entities that left the run are dropped only in a frame in which one left. World.remove notes that. - Editing during a run works as before: the editor has the model read again on every project event, which renews what the world keeps. One difference: a write to the model that goes past the editor and does not have it read again now stays. The next frame used to overwrite it with the entity's state. No code does that, during a run only the world writes. Measured on stein2 with a copy of the reference project of #284, ms per frame: syncToModel alone 0.92 to 0.12 (Node, 600 frames), the Editor line in the browser 1.14 / 1.20 / 1.29 to 0.25 / 0.25 / 0.27. Physics and Drawing are unchanged. Tests: - Gate: 198 files, 2891 tests (2887 + 4), exit 0 - e2e, full run: 1613 checks passed, exit 0. That measures the total that was only computed since #273. - Smokes: 24 / 19 / 21, exit 0 - Four new unit tests, no new e2e check: 60 unchanged frames resolve nothing, an edit during the run arrives and stays, an override with rows of its own is seen with them, container content in an editor run is written into the instance edits once - Seven counter-probes fail, 1 to 4 tests each Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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cfd288c4b7 |
Halve the frame time of a playing scene with a tilemap (#284)
The performance panel showed Physics and Editor as the large parts of a frame in a scene of 222 entities. Nearly all of it came from a tilemap that only stands there. - Whoever writes cells in place now says so with cellsChanged. Only then does cellsVersion compare the content. The comparison ran about 60 times per frame and was the largest single item at 14 percent. - The four writers call it: the painter during and at the end of a stroke, PaintTilesCommand on execute and on undo. A new writer that forgets it stays invisible. - The game view is drawn once per frame in play. With an animated tile in view it was drawn twice, once by the run and once by animate(). animate() now gets the redraw count from the start of the tick. - TilemapField builds the geometry of a mesh only when its source changes: the cells, the tile size, the origin or the image. For that groupByTile and layerRows return the same objects for the same list. - PhysicsSystem skips a tilemap whose source and switch are unchanged. The switch is kept because a map that starts switched off would otherwise have dead colliders once it is switched on. - World.syncToModel looks entities and assets up in a map per pass instead of a linear search per object. Measured on stein2 with a copy of the reference project, ms per frame: Physics 2.64 to 0.97, Drawing 6.89 to 2.56, Editor 1.95 to 1.31. Left open: syncToModel still mirrors every entity every frame. That is its own issue. Tests: - Gate: 198 files, 2887 tests (2883 + 4), exit 0 - e2e 1-17,28,33,39-43,59: 810 checks passed, 40 has +3 - Smokes: 24 / 19 / 21, exit 0 - Three unit tests wrote cells directly and now call cellsChanged - Eleven counter-probes fail. Two did not at first: the stroke needed a check of its own, the physics test has to start with the map switched off. That last one was repeated on stein2 only. - e2e total 1613 is computed, not measured in a full run Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6491888f56 |
Stop offering private variables as new animation rows (#270)
A behavior variable switched private is hidden from the placed object and from the Properties node, but the row dialog of an animation kept offering it. Rows that exist already stay as they are, as decided in the issue. - offeredDefs in src/core/model/animation.ts is what the dialog offers now: what the target can animate, less private variables and less what another row animates already. The filter moved there from RowDialog.ts, so it can be tested without the editor. - animatableDefsOf is unchanged. The label and the runtime read it, so a row on a variable that went private keeps playing and keeps its label. - Deviation from the proposal: under Change target the row's own variable stays on offer, private or not. The dialog would open with no property and a disabled button otherwise. Other private variables are not offered there either. - The command does not refuse a private variable. Only the dialog does not offer it. Finding, not fixed: e2e 56 fails when it runs alone, in 56a-ii from #257 (typing "9" did not arrive: focus is BODY). With 55 before it the module passes, so a full run does not show it. It was not measured on HEAD without this change. Tests: - Gate: 198 files, 2883 tests (2882 + 1), exit 0 - e2e 55,56: 27 checks passed, 56 has +56e - e2e 25: 31 checks passed, it uses the same dialog - Three unit counter-probes each fail the new test - The browser counter-probe fails 56e, mood shows up in the dialog - e2e total 1610 is computed, not measured in a full run Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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5e21d473a4 |
Fix references into nested placements and on asset delete (#285, #286)
Two findings from #269. A reference from a container into a placement nested in it was dead from the start, and deleting an asset left references to the objects it took along showing "(missing)". - A reference is stored the way its holder shows the object. In a container tab that is q~x for content of a nested placement q. - referenceCandidates translates it when the container is placed: in placement r, q~x becomes r~q/x. pathOfId and idOfPath in instance.ts do the mapping, objectChoices offers the same spelling the other way. The rule holds at any depth. - Storing q/x as proposed in #285 was dropped. The container tab would then have had to translate its own ids. - No migration. All projects and snapshots hold three references, none of them with ~ or /. - Create container lets a reference to content of a member placement follow it. It was left dead before. - Paste lets such a reference point into the copy. It kept pointing at the original before. Both go through the new renamedReference. - Delete asset records what every holder shows before the cascade and clears every reference to an object that is gone afterwards, with dropReferencesToGone from #269. The row shows None, undo restores the references (#286). Tests: - Gate: 198 files, 2882 tests (2873 + 9), exit 0 - Unit object-references: 26 passed (17 + 9) - e2e 1-17,57: 566 checks passed, 57 has +57i and +57j - Six unit counter-probes fail between 1 and 3 tests each - The browser counter-probe fails 57i and 57j as described in the issues - e2e total 1609 is computed, not measured in a full run Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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214218d1b2 |
Clear references to a template object in every scene on delete (#269)
Deleting an object in a container tab only cleared references inside the template. Placements in scenes and other containers kept their instance edit and showed "(missing)" in the inspector. - shownObjectIds records which objects every holder shows before the delete. dropReferencesToGone compares that with the state after it and clears each reference that no longer resolves. - A reference is resolved from its own place with referenceCandidates, the same way the runtime does. One rule covers instance edits, nested placements and full ids like p~crate. - A cleared instance edit is dropped when it now says the same as the template's own value. Without such a value a marked None stays, as if picked by hand, and Reset hands the row back to the template. - All cleared references come back with a single undo. - References that were already dead in saved projects stay untouched. Findings, not fixed here: - A reference from container D into a nested placement q is stored as q~<id>, but the copy is named r~q/<id> in every placement of D. The runtime finds nothing, so that reference is dead from the start. - Delete asset removes placed objects by cascade but does not clear references to them. Tests: - Unit object-references: 17 passed (13 + 4) - Gate: 198 files, 2873 tests, exit 0 - e2e 1-17,57: 564 checks passed, 57 has 13 (+1 for 57h) - Five unit counter-probes and one browser counter-probe fail as expected - e2e total 1607 is computed, not measured in a full run Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0f6e628616 |
Check the declared type when a graph writes a typed variable (#271)
A list variable with an item type only kept its shape in the editor. A graph could write any list into it at runtime, and the List node had no type at all. Now the declaration decides what a write may store. - Writing a list into a typed list variable leaves out every item that does not have exactly the fields of the type. The rest is written and the console names each item that was left out, like Add item does. - The same rule holds for typed list fields inside a struct variable and for lists inside typed items, at any depth. - A typed struct variable refuses a struct with a field the type does not have, and a value that is no struct. A struct with missing fields still merges in as before, so a partial Pack keeps working. - The check runs in the Variables node (own variables and Variables assets) and in the Properties node when it sets a behavior variable of another object. - Ports learn their declaration through GraphLookup: what a variable declares about its type, and which behavior owns a graph. The rule itself lives in the new src/core/graph/typedValues.ts, fitsType moved there from SetItem. - The List node gets a Type setting. With a type its items are shaped and marked, follow the struct asset, count when the type is deleted and offer Split into fields in For each. The mark never reaches the running game. - A type on a List node holding something other than structs is refused with a console line. - Setting the List node back to None removes the marks, unlike a list variable. A node list has no per-item type row, so marked items could never be freed there. Undo brings everything back. - tests/core/kinds.test.ts looked for the value as the first parameter of a literal. Type now comes first on the List node, so the test finds the value by its key. Tests: - Gate: 198 files, 2869 tests (2856 + 13), CHECK EXIT 0 - e2e 55: 19 checks (+55j write at runtime, +2 for 55k List node) - e2e 54: 16 checks, smokes 24 / 19 / 21 - Five mutations, each fails between 1 and 4 tests - e2e total 1606 is computed (1603 + 3), no full run Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f2282a81fb |
Stop loading the bold face the editor never draws in (#273)
The editor waits for every face in FACES before it starts. Source Sans 3 in 700 was one of them, but nothing in src/ sets a weight above 600, so it cost a download and a wait for nothing. - fonts.ts loads Source Sans 3 in 400, 500 and 600 plus Source Code Pro 400. The 700 file (15 596 bytes) is gone from src/ui/fonts. - A search for bold, font-weight and HTML headings in src/, web/*.html and the player found nothing that would fall back to 700. - fonts.test.ts now checks both ways. A loaded Sans face must be set somewhere in src/, and every .woff2 in the font folder must be in FACES, so a stray file the glyph test would still read shows up too. - The weight scan moved into usedWeights(), since two tests need it. Tests: - Gate on melektaus-atx: 197 files, 2856 tests (2855 + 1), exit 0. - e2e 1-14: all passed, 492 checks, loaded faces ["400","500","600"]. - e2e 14 alone fails its two tab width checks, as known: it needs the documents 7-13 open. The font check was green there as well. - dist/assets holds no 700 file after the build. - Counter check: loading 700 again with its file fails the new "loads no face the editor never sets". - Counter check: the file back without a FACES entry fails "... and no other" and names the file. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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cbda6d64a7 |
Let only the owner delete a project, not an administrator (#272)
#179 decided that nobody deletes a project on someone else's behalf. The API still let an administrator do it, because the admin store treated every project as its own. Option A from the issue is now in place: opening, editing, snapshots and release stay open to the administrator, deleting stays with the owner. - Store::delete checks the owner under the save lock and throws NotOwnerException for anyone else. It follows the pattern of StaleRevisionException. - The route answers that with 403 "Only its owner may delete a project". A file without an owner is covered the same way. Non-admins still get 404 for a project that is not theirs. - The editor has no way to delete a foreign project, the project picker lists only one's own. Nothing changes there. - An account that owns projects can no longer be deleted by an administrator at all. Its owner has to delete them first. - e2e 49 deleted the throwaway projects as administrator, both in its sweep and in 49i. It now signs in as the owner for that. 49i checks both answers. Tests: - tests/php/accounts.test.php: 56 checks passed (was 52, one check turned around, five new) - e2e 49: 22 checks passed (was 21), deleteByAdmin 403, deleteByOwner 204 - Gate: 197 files, 2855 tests passed - Counter-checks: without the owner check 4 PHP checks and 49i fail - The e2e total of 1603 is computed (1602 + 1), not measured Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f14c4ecb77 |
Show the frame rate the measured times allow in the overlay (#275)
The fps line of the performance overlay stops at the display's rate, 60 on most screens. It does not tell how much room a game has left. The new top line answers that from the times the overlay measures. - possibleFps in src/editor/frameMeter.ts is 1000 ms over the sum of the five areas, rounded down. It has no number while nothing took any time, and the overlay shows a dash then. - The editor's share is in the sum, because it costs time while playing in the editor. A released game can do a little better. - It is an upper bound. The GPU's time is not measured and not in it. - e2e 59e reads the lines one further down and checks the new line against the times it measured itself. Tests: - Unit frame-meter: 11 passed (+2 for possibleFps) - Gate: 197 files, 2855 tests, CHECK EXIT 0 (2853 + 2) - e2e 59: ALL PASSED, 19 checks (+1), on melektaus-atx - Counter-check: possibleFps without the editor's share fails the unit test - The e2e total of 1602 is counted (1601 + 1), not measured Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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77f4c2c1a3 |
Show entities and time per area while playing in the Game View (#275)
A game that stutters gave no hint where the frame goes. The Game tab now has a Performance switch. It shows a small overlay in the top left corner of the Game View while a game runs: fps, the number of entities and the mean milliseconds per frame for each area, averaged over half a second like the fps counter. - src/editor/frameMeter.ts holds the pure rule. FrameMeter sums the areas per frame, closes a window every 0.5 s and formats the lines. - World.timeSystem times every system the world ticks. PlaySession maps the systems to Behaviors, Physics and Animation and sets the hook again after Load scene. - Animation has its own line. Counting the AnimationSystem under Behaviors would have skewed that number. - Drawing is the build of the game picture plus app.render(). It is main thread time only. The GPU work after it is not in the number, and app.render() draws the whole canvas including the panels. - Editor is the rest of the editor tick after the systems and the game picture: mirroring into the model, panels and console. - The overlay lets clicks through to the game. It shows dashes until the first window closes. The switch is off by default and is not saved. The released game (#266) runs without a meter. Tests: - Unit frame-meter: 9 passed. - Gate on melektaus-atx: 197 files, 2853 tests, CHECK EXIT 0. - e2e 59 on melektaus-atx: ALL PASSED, 18 checks (13 before, +5 in 59e with a real mouse on the switch). Run twice. - Three mutations were caught: the editor share not subtracting the systems (2 unit tests), systems running in pause not reported (1 unit test), the overlay getting no times (59e). - The e2e total of 1601 is computed (1596 + 5), not measured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d471150efb |
Keep e2e 58 in the scene view after the eyedropper checks (#276)
The CI run for
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ded71a92c9 |
Pick the target of an object variable in the Scene View (#276)
Choosing the target of an object variable meant finding its name in a dropdown. With many objects, or several with the same sprite, the name alone does not say which one it is. The eyedropper lets you click the object where you see it instead. - Every object dropdown gets an eyedropper button next to it. This covers variables, struct fields and list entries, in the Inspector and in the Variables tab. - The button opens the Scene View or the container tab the object lives in. A strip above the view names the field and the current candidate and offers Take and Cancel. The cursor is a crosshair. - A click picks a candidate and writes nothing yet. The candidate gets its own cyan frame, the selection stays on the object with the variable. - Clicking follows the selection rule. `pickOn` in `src/viewport/pick.ts` uses `pressOn` and only counts objects the dropdown offers. A click on empty space keeps the candidate. - Enter or Take writes through the same handlers as the dropdown. That is one undo step, or none if nothing changes. - Esc, Cancel, a right click in the view or a second click on the button cancel without writing. So do a tab switch, another selection, undo, redo, play and loading a project. - After Take or Cancel the editor goes back to the tab the pick came from. - While the eyedropper runs, the view does not drag, marquee, paint, show handles or open its context menu. Panning and zooming stay. Found on the way: - Started from the Variables tab, the click missed the object. The Scene View is hidden while that tab is open, and the layout skips hidden children. The strip appeared then, the view moved down by 32 px but kept its old height. `Editor.display()` now lays the row out again after showing it. Tests (on melektaus-atx): - unit pick and object-pick: 27 passed, 13 new - gate: 196 files, 2844 tests, CHECK EXIT 0. Two more come from svg-icons, which checks every icon twice. - e2e 57: ALL PASSED, 12 checks, 5 new (57e to 57g) - Counter-checks work. Without the layout fix 57g fails. Picking objects the dropdown does not offer fails 2 tests. Writing on cancel fails 2 more. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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42647d309b |
Run the gate on stein2 and the suite on the WSL runner (#283)
The gate needs no GPU, so it goes back to the runner on stein2 (`game-maker-ci`, same image). The suite stays on `game-maker-wsl` on melektaus-atx. The two jobs no longer share the four cores of one runner while they overlap. - The change of `runs-on` for the gate is the user's own edit. - The header comment now says which job runs where. GM_TEST_WORKERS stays at two, for the day both jobs share one runner again. Tests: - Both runners were online in Gitea before the push (`stein2-docker`, `melektaus-atx-wsl`). - Prettier passes on the file. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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543b052136 |
Stamp the release in the page for the drag check in e2e 41 (#282)
The first CI run after
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6d4247ebf8 |
Paste where the view shows it, editor offsets included (#263)
Paste mixed two frames. The pointer comes from the Scene View, which draws every object moved by the editor offsets of it and its parents. Paste turned that point into a local position through the parents' plain world transform, so the copy landed beside the pointer by the offset of the parent it went into. Without a pointer, an original with an offset of its own had its copy placed beside its game position, which the view does not show. - A copied root now remembers where the view showed it (`ClipRoot.shown`, from `editorTransform`) instead of its world position. - New `editorLocalPositionFor` in `properties/transform.ts` turns a shown point into a local position through the parent chain with the editor offsets, as the view draws it. Paste uses it. - The copy itself still gets no editor offset of its own, as since #240. In the game it stands where it was drawn, minus the offsets of its parents. - Re-parenting under a parent with an offset still keeps the game position, so the object jumps in the view by that offset. That is a different rule from paste and is left as it is. Tests: - Unit (clipboard, groups, references, transform): 50 passed, 2 new. - e2e 51 on melektaus-atx: ALL PASSED, 12 checks, 1 new (51f). - Gate on melektaus-atx: 195 files, 2829 tests, CHECK EXIT 0. - Counter-checks: without the paste fix both new unit tests fail (copy at 540/470 instead of 500/500) and 51f fails by exactly the 60/-40 offset. With the root remembering its world position again, the own-offset unit test fails. - No full run. The e2e total of 1591 is 1590 plus 1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9cff5282b6 |
Wait for the dragged body before checking the hold in e2e 41 (#282)
The drag check in e2e 41 was red about every other run under WSL and twice on stein2. The diagnosis in the issue was wrong: "held" were not two samples but the first and the last one, and -3475 is the height of the ninth of ten moves. The last move reaches the body a few frames later (preview, physics step, drawn one step behind). Reading right after the move sometimes beat it, and slower frames under WSL made that likely. - The check first waits until the crate is at the pointer, for at most 2 s. If it never gets there, the check fails with "arrived: false" instead of stopping the run. - The page then records the crate's height in every frame and the check fetches the samples once. The count follows the frames, not the CDP round trips, and the check asks for at least 30 held frames. - Held and released samples are split by page timestamps taken right before and after the mouse release. "Fell" is the last sample within 200 ms of letting go. Tests: - e2e 41 on melektaus-atx (WSL): 6 of 6 runs ALL PASSED, 21 checks, 59 to 64 held frames. - Gate on melektaus-atx: 195 files, 2827 tests, CHECK EXIT 0. - Counter-check: without passing the hold to the world the crate stays on the ground and the check fails. - Not caught by this check: a body let go without zeroing its speed. After a second of holding the speed is 0 anyway. The unit test "grab too short for a physics step" covers it, as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ffedd81803 |
Read many pixels from one render in the e2e checks (#283)
On the WSL runner every __gm.pixelAt costs about 7 ms, three times as much as on stein2. Each call renders the whole stage into a fresh render texture and stalls until the GPU hands one pixel back. pixelRow and several checks read hundreds of pixels that way. Module 05 spent 36.8 of its 40 s on these reads, module 04 11.3 of 20 s. - stagePixels in src/ui/render.ts renders once around all points and reads them in one go. Only whole pixels at resolution 1 take that path. Anything else stays point by point. - The hook __gm.pixels(points) exposes it, and pixelRow uses it. - The loops in e2e 04, 05, 14 and 44 read their grids in one call. - The old comment in pixelRow said a wider frame comes back resampled. That is not true. The colours match exactly, so the comment is gone. Measured on the RTX (d3d12) and on stein2 (Intel, Vulkan): diff 0 at 10 680 points on each GPU. One screen row takes 4 to 18 ms instead of 2.4 to 9.9 s. The six affected modules need 32 s instead of 139 s under WSL, faster than on stein2. The rest of the gap is in Chromium's GPU process. perf puts three quarters of its time in the drivers (NVIDIA D3D12, Mesa d3d12, dxg). Four browser and Mesa settings were measured, none helped. Tests: - ./check.sh on melektaus-atx: 195 files, 2827 tests, CHECK EXIT 0 (+4) - e2e 1-16,30,37,44,58 under WSL: ALL PASSED, 587 checks - counter-check: a wrong index in stagePixels fails the unit test Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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857e23c69b |
Run CI on a WSL2 runner with the RTX 4070 (#283)
stein2 should stop carrying the full e2e run. The new runner lives in the WSL2 distro game-maker-ci on melektaus-atx and uses the same image and fonts. Its GPU sits behind /dev/dxg and Mesa's d3d12 driver, which headless chromium cannot reach, so the harness gets a second way to start the browser. - GAME_MAKER_BROWSER=wsl starts an invisible Xvfb and an X11 chromium on ANGLE/GL. Without the variable, stein2 keeps the headless Vulkan launch exactly as before. - The harness logs the renderer and stops on software rendering. Under WSL a missing d3d12 driver falls back to llvmpipe, which still offers WebGL 2 and would pass unnoticed. - The CI image gains xvfb. The font set is unchanged: fc-list gives the same 149 fonts with the same hash. - ci.yml runs both jobs on the new label game-maker-wsl. The stein2 runner keeps game-maker-ci, so moving back is one line per job. Findings: - Wayland on weston reached the GPU too, but drew at about 40 fps and let the editor clock stall in long runs (GM_STEPS=1-17: 2 failed). - Vulkan through a self-built dzn caps ANGLE at ES 2.0 because VK_EXT_provoking_vertex is missing, so chromium drops the GPU. - The flaky check in e2e 41 (#282) fails more often under WSL: two of three solo runs were red. Tests: - ./check.sh: 195 files, 2823 tests passed - WSL container, GM_STEPS=1-17: ALL PASSED, 553 checks - WSL container, full run: 1589 of 1590, the one FAIL is #282 - WSL container, smokes: 24 / 19 / 21 checks - stein2 headless, e2e 39+40: ALL PASSED, 100 checks Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9b5eeaab57 |
Empty a deleted tile's cells on every tilemap (#268)
Deleting a tile left the cells painted with it in the tilemaps. They drew nothing, blocked nothing and did not show in the delete dialog, but still read as a tile for "Tile at" and stopped a fill. - DeleteAssetCommand empties the cells of a deleted tile on every layer of every tilemap in the same step. Undo puts the tile and its cells back together. - The delete dialog counts them, for example "3 cell(s) on 1 tilemap(s) are painted with it and become empty." (cellsPainted). - presentTile treats a cell naming a missing tile as empty. "Tile at" (World.tileAt) and floodFill use it, so cells already in existing files read and fill as empty. There is no migration. - The brush, the rectangle and the fill check the tile in hand. A tile deleted after it was picked no longer paints new invisible cells, the editor says "Choose a tile to paint with." instead. - Unchanged on purpose: the picker still reports such a cell as naming a tile that no longer exists, and erasing removes it. Tests: - ./check.sh: 195 files, 2823 tests, CHECK EXIT 0 (+6). - GM_STEPS=39,40: ALL PASSED, 100 checks (4 new in 40t). - Full e2e sum is now 1590 (1586 confirmed by CI on round 8, plus 4). - Counter-checks, all fail as expected: 5 in unit tests (delete without emptying, undo without cells, fill and "Tile at" without presentTile, wrong map count) and 3 in the browser (dialog without count, delete without emptying, brush without the check). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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14972d057f |
Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
Recurring cleanup round over the code since round 7 (
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bc688f3efc |
Refactoring round 7: split BehaviorSystem, fewer copies (#85)
Recurring cleanup round over the code since round 6 (
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dded62b9f9 |
Let the example-game smokes read texts in the game again
Since
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cab1c0177f |
Show only the game view in fullscreen, in the editor and the link (#267)
A game is easier to judge and to play without the editor around it. The Game tab and the game link now both have a button that puts the game view itself into fullscreen, not just the browser window. - The Game tab header has a fullscreen button on the right. It hides toolbar, panels, tab headers and console and keeps the zoom from the picker. A running game keeps running. - A corner button at the top right, or Esc, leaves fullscreen and puts the view back into the tab where it was. - The game link shows the same corner button. Over a running game it hides after 2 s without mouse movement and returns on the next move. - A click on the corner button never reaches the game. - Stop ends fullscreen. Stop switches back to the Scene tab, and any switch away from the Game tab ends fullscreen, so no empty screen is left behind. - src/viewport/fullscreen.ts wraps the Fullscreen API and holds the rule for when the button shows. FullscreenCorner.ts is the button used by both pages. Two SVG icons are new. - Editor.showGameFullscreen moves the GameViewport into the root while fullscreen is on. Tests: - ./check.sh: 195 files, 2815 tests, exit 0 (3 new unit tests). - e2e 60: 2 new checks for the corner button on the game link. - e2e 61 (new): 4 checks for fullscreen in the editor. - Full e2e run (local): ALL PASSED, 1580 checks. - Counter-checks fail as expected: rule without "no game running", no stopPropagation (60h), no end on tab switch (61c), no reparenting of the view (61a). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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24d360aeec |
Add zoom steps and a larger start caption to the game link (#266)
The released game only ever zoomed in whole steps up to 400%, so a small camera on a large screen stayed far smaller than it could be. The "Click to play" caption was drawn in the 11 px panel title size and was easy to miss. - GAME_SCALE_STEPS gains 300%, 500% and 600%. The game tab picker, Auto in the editor and the game link all read the same list. - The start caption takes its size from the new Theme.captionSize (16) instead of a constant in GameScreen. - The player page keeps the default arrow cursor at all times. It no longer switches to the hand over the caption. Tests: - view.test: Auto for 320x180 in 2000x2000 is now 6, with cases for 3 and 5. play-settings.test takes 2.5 and 8 as invalid steps. - e2e 60 checks the caption against the panel title size and the arrow cursor before and after the start. Module 03 follows the new step list. - ./check.sh 2808 tests, CHECK EXIT 0 (before the last Theme tweak, which changes no test). Full e2e run ALL PASSED, 1574 checks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4194f3e150 |
Share a link that plays the game without the editor (#266)
A project could only be played inside the editor, behind the login.
To show a game to someone else there was no way short of an account.
A release freezes the saved project under a random token and serves
it on a page that holds nothing but the game view.
- Menu -> Release... opens a dialog with the state of the release,
the link with Copy link and Open, Publish or Update release, and
Take down behind a confirmation.
- Publish saves first and refuses while anything is unsaved, like
snapshots. Updating keeps the link. Take down kills it, and a new
Publish hands out a new token.
- The link is play.html?game=<32 hex>. The page needs no session,
paints Theme.colors.background, zooms with Auto and waits for
"Click to play" so that sound and keyboard focus are allowed.
- The game always starts in the start scene. Persistent variables
are stored per link in the browser. Plugins are not loaded, and the
dialog warns about them and about a project without a scene.
- GET ?r=releases/{token} is the only route besides auth/* that works
without a login. The public answer carries the token as project.id,
so the project id stays hidden. Release files are written with 0640
and nginx does not serve them directly (measured 403).
- Starting, the frame and Load scene moved into runtime/GameRun.ts.
Play in the editor and the play page run through the same code.
- WorldViewport moved to src/viewport/ and no longer needs the
EditorState. Pointer forwarding (gamePointer.ts) and setting up
textures, fonts and sounds (projectFiles.ts) exist only once.
- Vite builds two pages. The play page loads 4 kB of its own code
plus the shared chunk (Pixi, runtime, drawing, 653 kB) and Rapier,
without the editor.
Found on the way, not fixed here: data/projects/<id>.json answers 200
without a login because the files are 0644.
Tests:
- ./check.sh: 194 files, 2808 tests, exit 0.
- tests/php/releases.test.php: 20 checks, also added to CI.
- New e2e module 60 with 10 checks, played in a browser without a
session. Module 46 counts the menu entries and was updated.
- Full e2e run: 1572 checks passed.
- Counter-checks: 3 unit, 2 PHP and 3 browser mutations all fail.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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94c1055895 |
Throttle what the editor shows while a game runs (#265)
With the behaviors fixed, the scene Performance test still ran at about 23 fps with 500 entities. The rest of the frame went to the editor: every spawn or destroy rebuilt the hierarchy with all its rows, redrew the scene view behind the game tab and refreshed every panel. The game itself is cheap. What the panels show of it now follows a preset in the project settings. - New section While playing in the project settings with three presets: Live, Balanced and Minimal. Every project reads as Balanced, including those saved before the setting existed. - Live keeps today's behavior. Balanced brings hierarchy and panel values up to date 4 times a second and stops redrawing the hidden scene view. Minimal updates hierarchy and values only on pause and throttles the graph tabs as well. - The graph and state machine tabs stay live under Balanced. At 4 updates a second the beads on exec edges stutter, and the tabs draw only while on screen. This differs from the issue proposal. - The game itself is never throttled. Pause, step and stop bring every panel up to date at once, and a change of structure that falls between two updates is kept for the next one. - The rule lives in editor/playThrottle.ts as panelPolicy and PanelClock. PlaySession asks it after every frame. - Objects spawned at the top level go into a hierarchy group named after their asset, so hundreds of gold pieces fold into one row. Groups start folded. Measured on a throwaway copy of Performance test, 3 s each, fps: - About 500 entities: Live 38.6, Balanced 56, Minimal 60.6. - About 315 entities: Live 56.9, Balanced 60.5, Minimal 60.6. - p95 frame time at 500 entities: 60 ms, 41 ms and 23 ms. Tests: - ./check.sh: 193 files, 2799 tests, CHECK EXIT 0. - GM_STEPS=1,18,59: ALL PASSED, 54 checks. - Full e2e run (local): ALL PASSED, 1562 checks. - tests/editor/play-throttle.test.ts: presets, update rates, kept structure changes, flush, spawn group and loading old projects. - New e2e module 59: preset chosen with the mouse, measured update rates, scene view behind the game tab, Minimal with pause. - Module 03 now expects spawned objects in their group row after the next update. - Counter-checks: 4 in unit tests and 2 in the browser, each failing as expected. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a7e793f6de |
Keep many spawned behaviors from eating the frame
A scene with 200 spawned gold pickups, each with a Pickup behavior of 97 nodes, dropped the game to about 14 fps. The graphs themselves ran only a dozen nodes per pickup and frame. The cost was the lookup: for every data input the interpreter searched all edges and all nodes of the graph linearly and computed the port shape of the node again. - New module core/graph/graphIndex.ts builds tables once per graph: nodes by id, edges by node and port, node types. Port shapes are cached as well. - BehaviorSystem shares one cache between all its instances and clears it in syncFromModel. A graph changed during a run applies from the next frame on, as before. - An interpreter without a cache, as in most tests, searches as before. Measured on the scene Performance test (headless per frame, browser fps on a throwaway copy of the project): - Headless: about 21 ms down to about 3.6 ms per frame. - Browser, about 505 entities: 13.6 fps up to 23 fps. - Browser, about 320 entities: 32.3 fps up to 48 fps. - After the fix behaviors take about 15 % of the browser profile. The rest is the editor mirroring the game into the model and rebuilding its panels, which is a separate change. Tests: - ./check.sh: 192 files, 2786 tests, CHECK EXIT 0. - Full e2e run (local): ALL PASSED, 1551 checks. - tests/core/graph-index.test.ts: 2 tests. The tables return the same as the search, in the same edge order. A graph changed during a run applies from the next frame. - Counter-check: without clearing the cache in syncFromModel the second test fails with ['before']. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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5fbc6eb088 |
Set the order in which event nodes run across behaviors (#264)
Which of two events ran first depended on hidden lists: the order of the behavior instances and the order in which nodes were created. A graph had no way to say that one On update must run before another, and an On update of one behavior could run before a key event of another. - A frame now runs event kind by event kind over all behaviors: On disable and On enable, key down, key up, key held, timer, collision enter, stay and exit, animation finished, click, mouse wheel and at last On update. - All 17 event nodes have a field Order, a whole number, default 0, negative allowed. Within one kind a lower Order runs earlier, no matter which behavior holds the node. - On a tie the current hierarchy decides from top to bottom, then the order in which the nodes were created. The old rule that a behavior enabled later goes to the end is gone. - The node shows Order: 5 only when the value is not 0, so existing graphs look the same. - The rule lives as pure functions in core/graph/eventOrder.ts. The interpreter can now fire a single event node. Changes in existing projects: - An object destroyed in a frame gets no further event in that frame. On disable and On destroy still come at the end of the frame. - New instances get all their On start first, then all On enable. Teardown runs all On disable first, then all On destroy. - State events follow right after the event kind that caused them. - Four unit tests had fixed the old order and are adjusted: two in behavior-events, one in physics-system, one in key-repeat. Tests: - ./check.sh: 191 files, 2784 tests, CHECK EXIT 0. - GM_STEPS=1-6: ALL PASSED, 280 checks. - Full e2e run (local): ALL PASSED, 1551 checks, measured. - tests/core/event-order.test.ts: 11 tests for the rule, the field on all 17 nodes, order across behaviors, key before update, two nodes in one graph, On start, hierarchy after late enable and reorder at runtime, state events, save and load. - e2e 6z-viii, 2 checks with real mouse and keyboard: Order -1 set in the inspector shows on the node, and a run logs B, A although B is lower in the hierarchy. - Counter-checks: 5 in unit tests and 1 in the browser, all fail as expected. The originals were restored and checked with cmp. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0c41cb97b1 |
Clip the children of an object to a clip area (#260)
An inventory grid could not scroll, because nothing could cut a child off at an edge. A game also had no way to hear the mouse wheel. Both are needed for a scrolling list, a dialog text or a window with more content than room. - A new object type Clip area has width and height and turns, scales and mirrors with its parent. The size gizmo drags width and height. - Everything below a clip area, on every level, is drawn only inside its rectangle, in the Scene view as in the game. Nested areas cut to their intersection. The rule works on a convex polygon, so a turned area cuts right as well. - On click, Is hovered and On mouse wheel do not hit a cut-off part. The Scene view does not pick it either. - In the Scene view the area is a dashed frame that is grabbed only at its edge, so a click inside lands on the content. The eye under Shape hides the frame. In the game the area is invisible. - While an object below an area or one of its parents is selected, the Scene view shows the cut-off part at 30 % opacity and it can be grabbed there. The rule lives in core/properties/clip.ts. - The Properties node knows the type Clip area. - The new event node On mouse wheel fires by the rule of On click. Its delta counts in notches, positive is down, and a frame's turns arrive as one value. It also gives x and y. Limits: - Only sprites and texts show the faded rest. Tilemaps and particles are cut and can be grabbed when open, but are not shown faded. - Masks by texture shape are out, as noted in the issue. Tests: - ./check.sh: 2773 tests, CHECK EXIT 0. - Full e2e run (local): ALL PASSED, 1549 checks, measured. - tests/core/clip-areas.test.ts: 12 tests for the cut rule, scene and game, save and load, hits, the wheel with and without owner, the notch conversion and the open rule. - e2e 58, 5 checks with real mouse and wheel: the scene cuts (74 of 74 red inside, 0 outside), a click on the cut part picks nothing, the selected rest is faded and grabbable, the game cuts, one notch logs 1. - e2e 04 and 46 count the object types and the eye rows. They now include Clip area. - Counter-checks: 6 in unit tests and 3 in the browser, all fail as expected. The originals were restored and checked with cmp. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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89aa92d2e3 |
Put a shader on a text and draw pixel fonts sharp (#169)
A text could not wear a shader, and a pixel font was always smoothed. Pixi's Text takes no custom shader. It also shares one texture between texts of the same content and style, and the filter is not part of that key, so two equal texts with different filters would overwrite each other. - TextPicture rasters a text into a texture of its own and draws it like a sprite. Shader, time animation and edge mode work without a special path. A new text, font or size rasters again and keeps the shader. - The old texture is dropped only after the shader holds the new one. Before, Pixi warned about a destroyed texture that was still bound. - A text has a Shader row with the shader's property rows below, as a sprite has. Overrides, saving, animation and the Properties node (type Text) know them. A shader parameter named like an own row of the text loses to that row, as on the particle source. - The font asset has a Filter row, Linear or Nearest. The row existed three times already (texture, vector art, pixel art) and is now one helper filterRow. - Nearest rasters the text 8 times finer and cuts every 8x8 block to one texel: at least half covered is full, else empty. Chrome on Windows smooths canvas text sideways through DirectWrite whatever filter we set later. The cut removes those half pixels on every system, and the texture stays one texel per world unit. Found on the way: - On a font that is no pixel font thin strokes break apart under Nearest. For a pixel font at its own size this does not matter. Not done: - The preview in the Shader tab does not take a selected text as its picture, it shows the test picture then. Tests: - ./check.sh: 189 files, 2759 tests, CHECK EXIT 0. - text-shader.test.ts with 10 tests: rows and name precedence, a clamped override, save and load, animation, the font filter, and sharpCoverage on a smoothed edge and at the texture border. - e2e 30 has 7 new checks: red glyphs through the shader picked with the mouse, the shader survives a new text, red in the game, soft edges under Linear, clean 4x4 blocks under Nearest, and half covered texels (Linear 238, Nearest 0). - Full local run before the Nearest cut: all passed, 1543 checks. GM_STEPS=1,30 on the final bundle: all passed, 32 checks. The sum 1544 in the README is counted from these two runs, not measured. - Counter-checks fail as expected: in the browser no shader on a text fails 30h-30j, an always linear sampler fails the Nearest check, the old 1:1 raster leaves 107 half covered texels and fails 30k-ii. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ef2600493f |
Read the pixel size of a texture in a graph (#262)
A graph had no way to know how big a picture is. An icon sprite with a fixed size therefore stretched every icon of another size, an 8x8 pixel-art icon in a 16x16 slot was drawn twice as big. - New data node Texture size. It takes a texture, a frame or a pixel art and hands out width and height in pixels, 0 x 0 for none. Wired into a sprite's width and height, the picture shows pixel for pixel. - GraphLookup gets textureSize. The project answers it with the same pictureSize rule a sprite uses to size itself. Tests: - ./check.sh: 2749 tests, CHECK EXIT 0. - 2 catalog cases (a picture, no picture) and one test against a real project: pixel-art sheet, single frame, missing texture. - No e2e check and no counter-check for this node. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d7d0a6e7d4 |
Let Tab reach the game in the Game tab (#261)
The game did get Tab, but the editor moved the keyboard focus to a button at the same time. The next Space then pressed that button instead of reaching the game. The key field of On key down could not capture Tab at all, so an inventory on Tab could not be built. - FocusManager asks tabBelongsElsewhere before it moves the focus. The editor answers yes while the Game tab is in front, so Tab stays with the game as long as no field has the focus. - A widget can claim Tab through takesTab. The key capture button does so while it is capturing, so On key down accepts Tab. - The harness knows the key Tab. Found on the way: - The first version of check 20g left the Behavior tab in front, and module 21 then failed in the chained run. 20g now goes back. Tests: - ./check.sh: 2746 tests, CHECK EXIT 0. - e2e 20 has two new checks: Tab reaches the game and leaves the keyboard with it, the key field captures Tab. Both failed against the old bundle. - GM_STEPS=19,20: all passed, 44 checks. The full local run with all three topics of this push passed with 1543 checks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d2701b3ec5 |
Scroll the image tile into view before clicking it in e2e 12
The image picker scrolls once the texture store holds more images than fit into the dialog. The hook imagePickerTile still reports the tile position then, so the click in module 12 landed outside the visible list and picked nothing. Locally spare.png sat at place 27 of 32, and the full run broke off in module 12 with "Texture not found". - FilePicker exposes its scroll area as listView. - The new test hook __gm.imagePickerRect() returns that area. - Both tile clicks in module 12 wheel the tile into view first with the existing inView helper, as modules 41 and 43 do. The editor behaves the same. Only the hook is new. The texture store is shared with real projects, so the seed does not clean it up. Tests: - ./check.sh: 188 files, 2746 tests, CHECK EXIT 0 - GM_STEPS=10,12: ALL PASSED, 58 checks - Full local run: ALL PASSED, 1535 checks - Counter-check: the old module 12 against the same bundle gives 6 FAILED (selected: null, then "Texture not found") Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e03a3dce97 |
Ignore the local tmp folder
Scratch files of local runs land in /tmp/ in the workspace root and should never show up as untracked files. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6c62aa45d5 |
Pick Crate 57 through the menu search in e2e 57 (#258)
CI has been red since
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4e6aeb5f72 |
Query objects in bulk and filter, count or test a list (#259)
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> |
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f84defb9b6 |
Pick an object of the same scene for an Object variable (#258)
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>
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