Commit Graph
100 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 526b1da7f4 Add a Get world position node with just the world x and y
game-maker / gate (push) Successful in 3m8s
game-maker / suite (push) Successful in 16m27s
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>
2026-10-04 18:44:04 +02:00
adminandClaude Opus 5.5 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>
2026-10-04 18:38:06 +02:00
adminandClaude Opus 5.5 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>
2026-10-04 18:15:56 +02:00
adminandClaude Opus 5.5 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>
2026-10-04 14:27:35 +02:00
adminandClaude Opus 5.5 1665576fb9 Let a pixel perfect camera draw on the game view's pixel grid
game-maker / gate (push) Successful in 3m6s
game-maker / suite (push) Successful in 16m1s
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>
2026-10-04 13:30:31 +02:00
adminandClaude Opus 5.5 92395f6773 Find the render layer log pair in e2e 63c3 instead of the tail (#305)
game-maker / gate (push) Successful in 3m7s
game-maker / suite (push) Successful in 15m54s
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>
2026-10-04 00:39:59 +02:00
adminandClaude Opus 5.5 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>
2026-10-04 00:30:00 +02:00
adminandClaude Opus 5.5 c74b6b1cab Show where an inspector row can be dragged and answer the pointer
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Failing after 16m38s
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>
2026-10-04 00:11:41 +02:00
adminandClaude Opus 5.5 2c19c89878 Let variables, fields, ports and list items be dragged into order (#310)
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Failing after 19m34s
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>
2026-10-03 21:45:04 +02:00
adminandClaude Opus 5.5 cf6043a066 Show a wheel step or Fit as a short zoom transition (#309)
The wheel and the Fit button used to jump to the new view. Now the
view takes a short way there, 200 ms by default, everywhere the editor
zooms. The zoom steps stay the same, only the change is shown.

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:01:10 +02:00
adminandClaude Opus 5.5 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>
2026-10-03 20:08:35 +02:00
adminandClaude Opus 5.5 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>
2026-10-03 19:53:51 +02:00
adminandClaude Opus 5.5 d9c6bbfa4d Add a node that names the render layer of an object (#305)
game-maker / gate (push) Successful in 3m14s
game-maker / suite (push) Failing after 14m18s
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>
2026-10-03 19:25:47 +02:00
adminandClaude Opus 5.5 70f3608733 Let Mouse position and Is hovered see through any camera (#304)
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Successful in 16m23s
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 1d0fa7b broke. play-settings expected 8
to be no game view scale, but the steps go up to 20 since then. It now
checks 20 as the top and 21 as no choice.

Tests:
- Unit: the rule lands on the same world point as overlayView plus
  screenToWorld at four screen points for two cameras. One mouse gives
  (100, 50) through the main camera and (1050, 25) through an overlay
  at (1000, 0) with zoom 2.
- e2e 63c2: the real mouse 30 units right of the picture centre hovers
  the overlay's square through it, through the main camera not.
- Counter-checks: Math.max instead of Math.min in the rule, and no
  check for "drawn", each fail one unit test. The view reporting the
  centre of the picture always fails 63c2 with x 2000 instead of 2015.
- Gate: 231 files, 3526 tests (+6). e2e 63: 12 checks (+1), sum 1730.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 19:09:53 +02:00
adminandClaude Opus 5.5 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>
2026-10-03 18:50:41 +02:00
adminandClaude Opus 5.5 a18966bfe5 Show the current editor in the README screenshot
The picture from 808e1ee was 3840x2160. The new one is back at
1825x1140 and shows the asset list as it is today, with joints,
shader functions and structs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 18:50:40 +02:00
adminandClaude Opus 5.5 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>
2026-10-03 18:37:08 +02:00
adminandClaude Opus 5.5 2aa635f453 Keep an output's name readable beside a long inline value (#306)
An input and an output in the same port row were cut to fit each on
its own. The input text could reach x = 123 and the output label could
start at x = 83, so a long inline value ran under the output's name.
At Animation playing a long animation name covered "progress".

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 18:33:06 +02:00
adminandClaude Opus 5.5 a40e629fde Make e2e 56 pass on its own, not only after module 55 (#307)
game-maker / gate (push) Successful in 3m21s
game-maker / suite (push) Successful in 17m24s
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>
2026-10-03 18:16:59 +02:00
adminandClaude Opus 5.5 808e1eefc2 Clean up duplicates and dead code, and fix the + menu check (#85)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 15m29s
Refactoring round 9 covers everything since round 8 (14972d0): 62
commits with about 29 000 new lines in src, api, tools and tests.
Behaviour is unchanged. The one fix is in a check: e2e 04 counted 25
asset types, and the shader function from #303 makes 26, so the run
of a526e1b failed there.

Duplicate code (jscpd over src, 50 tokens, without the two licence
texts: 35 clones / 289 lines before, 29 / 232 after):

- ShaderPicture (new, viewport/shaderPicture.ts) is the picture a
  camera's shader and a particle field's shader are laid over. It
  keeps the render texture while its size holds and frees the
  replaced one once the shader holds the new one. CameraShade and
  ParticleField.shadeField drew it the same way, line for line.
- CameraShade builds its mesh on the first draw. Before, every redraw
  of a view without a camera shader built a mesh and threw it away.
- emptyHost in inspector/host.ts builds the empty host the Inspector,
  the Variables tab and the Tilemap panel start from.
- paddedQuad(null) is the plain unit quad. symbols.ts and
  shaderPasses.ts each wrote it out by hand.
- In graph/nested.ts, calls of shader functions and On behavior
  nodes are followed by one walk, `reaches`, over ids `namedBy` a
  node type.

Dead code:

- ShaderEditor.colorFieldOf and the getter CurveCanvas.snapping had
  no reader.
- 22 values used only in their own file lose their `export`. Types
  and the node catalogues of shaders and particles stay exported.
- Kept on purpose: PhysicsSystem.holdsJoint is read by tests only,
  but it is their one view of whether a joint holds.
- A pass with stricter lint rules over every file changed since
  round 8 found no bug. PixelArtEditor.started is now readonly.

Comments and docs:

- Ten comments told history ("since #190", "used to", "any more").
  They now describe what is. The bundle is md5-identical before and
  after, and the four e2e files minify to the same bytes.
- README: joint and shader function in the asset list, joints on the
  Physics row, what the Shaders page covers, two CI runners.
- e2e 04 keeps the number of asset types once, as ASSET_TYPE_COUNT.
- screenshot.png in the README is a new picture of the editor
  (3840x2160 instead of 1825x1140), taken by the user.

Tests:
- Gate on melektaus-atx: 229 files, 3514 tests, CHECK EXIT 0
  (+3 for emptyHost, +1 for the unit quad).
- e2e 1-4, 31, 63 on melektaus-atx: ALL PASSED, 195 checks. That is
  the + menu of 04, the field shader of 31 and the camera shader of
  63, both through ShaderPicture.
- No new e2e check, so the sum stays 1728.
- Counter-checks, each put back and compared with cmp: reaches that
  never goes on fails 1 test, listensTo reading the wrong parameter
  fails 1, emptyHost dropping what a panel hands in fails 1, folding
  without a relayout fails 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:38:39 +02:00
adminandClaude Opus 5.5 a526e1b40f Use a shader graph as a node in other shaders (#303)
game-maker / gate (push) Successful in 3m16s
game-maker / suite (push) Failing after 14m37s
A calculation needed in several shaders (a greyscale, a noise, an
outline) had to be built again in every one of them. A shader
function keeps it as an asset of its own, called like a behavior is
since #16.

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:09:53 +02:00
adminandClaude Opus 5.5 2e55071fa5 Lay a shader over a camera's whole picture (#299)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m59s
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>
2026-10-03 16:03:09 +02:00
adminandClaude Opus 5.5 b2326085ed Show each camera only its layers and lay overlay cameras on top (#302)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m26s
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>
2026-10-03 15:32:52 +02:00
adminandClaude Opus 5.5 f03ca0d382 Draw a shader in passes with a Pass node (#301)
game-maker / gate (push) Successful in 3m3s
game-maker / suite (push) Successful in 14m43s
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>
2026-10-03 14:51:18 +02:00
adminandClaude Opus 5.5 df61b08bd1 Soften a shader's picture in one pass with a Blur node (#300)
game-maker / gate (push) Successful in 3m3s
game-maker / suite (push) Successful in 14m26s
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>
2026-10-03 13:11:31 +02:00
adminandClaude Opus 5.5 d6d38a6422 Lay a shader over a particle source's whole field (#170)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m6s
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>
2026-10-03 12:24:51 +02:00
adminandClaude Opus 5.5 bf27e42e8a Let a shader declare a color the sprite sets (#298)
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Successful in 14m11s
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>
2026-10-03 11:43:54 +02:00
adminandClaude Opus 5.5 4f4c149211 Duplicate an asset from its right-click menu (#297)
game-maker / gate (push) Successful in 3m4s
game-maker / suite (push) Successful in 14m16s
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>
2026-10-03 11:17:02 +02:00
adminandClaude Opus 5.5 0dda6a012a Walk an object to a point, and measure distance in the world (#296)
game-maker / gate (push) Successful in 2m55s
game-maker / suite (push) Successful in 14m10s
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>
2026-10-03 10:41:21 +02:00
adminandClaude Opus 5.5 f1e3bd8378 Let a joint glide on a rail and drive it with a motor (#154)
game-maker / gate (push) Successful in 3m4s
game-maker / suite (push) Successful in 14m2s
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>
2026-10-03 10:09:45 +02:00
adminandClaude Opus 5.5 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>
2026-10-03 00:14:00 +02:00
adminandClaude Opus 5.5 963f8a152a Open a scene framed, and thin out two inspector sections (#295)
Three small things asked for in one issue. A scene came up wherever
the view happened to stand, and the inspector carried a button and a
list that are better reached somewhere else.

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 23:52:49 +02:00
adminandClaude Opus 5.5 ca5b2db449 Keep where each divider was dragged to across a reload
game-maker / gate (push) Canceled after 2m35s
game-maker / suite (push) Canceled after 2m40s
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>
2026-10-02 23:24:21 +02:00
adminandClaude Opus 5.5 8f9d373d7b Scroll the + menu to Vector art before picking it in e2e 47
game-maker / gate (push) Successful in 3m0s
game-maker / suite (push) Successful in 15m57s
The suite to 7dd3ae1 (#154) was red in e2e 47 and stopped there.
With the Joint the + menu has 25 entries and scrolls on a canvas
800 high. Vector art is its last entry and stood below the box, so
the check found no row to click and the module threw.

- The module scrolls the menu to the entry first, the way e2e 04
  does since #154, and picks it inside the menu's box as before.
- Nothing in src/ changes.

e2e 47 was not part of the modules run for #154, and the suite to
that commit was not waited for. The modules after 47 had not run in
CI since then.

Tests:
- Full suite on melektaus-atx: 1692 checks, all pass, the check in
  e2e 47 among them. One of the 1692 belongs to the kept panel
  sizes, which were in the working tree and are not committed yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 23:15:22 +02:00
adminandClaude Opus 5.5 4407c02078 Keep who played an animation beside its player, not on it
d6fd000 wrote the behaviors that played an animation on the player
itself. A player is plain data, and those behaviors are entities of
the run with their parents and children. The actor smoke reads the
world as JSON and threw "Converting circular structure to JSON" as
soon as its graph had played a walk animation.

- The starters live in a WeakMap next to the player and are read
  with startersOf. The player carries no field for them any more.
- The animation system reads them from there when a pass ends. What
  a behavior hears does not change.
- Only the hook the check scripts read the world through was hit.
  The editor and a running game never serialise a player.

Tests:
- Gate on melektaus-atx: 219 files, 3400 tests, CHECK EXIT 0. It
  ran on the working tree, which also held the fix to e2e 47 and
  the kept panel sizes that are not committed yet. Seven of the
  tests belong to those.
- One new unit test: a player played by an asker that reaches back
  to its holder stays plain data, through JSON and structuredClone,
  and names the asker once. Its counter-probe bites.
- Smokes on melektaus-atx: 24, 19 and 21 checks, all pass. Before
  the fix the third stopped after 9 checks.
- e2e 6,17-26 on melektaus-atx: 480 checks, all pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 23:15:21 +02:00
adminandClaude Opus 5.5 d6fd000160 Let a behavior hear the end of an animation it played itself
game-maker / gate (push) Successful in 3m11s
game-maker / suite (push) Failing after 12m9s
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>
2026-10-02 22:37:04 +02:00
adminandClaude Opus 5.5 7dd3ae1131 Tie two objects with a hinge, a spring, a rope or for good (#154)
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Failing after 11m41s
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 e066613). The full suite and the smokes did not run.
- Not seen in the browser: spring, hinge with limit and fixed
  joint, the node Add joint, a connected object that moves, joints
  inside a container, the released game. Unit tests cover them
  but the last. Limits under a mirrored parent are not handled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:43:12 +02:00
adminandClaude Opus 5.5 e066613583 Watch a held body for a time, not for a count of frames
game-maker / gate (push) Successful in 2m52s
game-maker / suite (push) Successful in 14m21s
The suite to 46c620a (#294) was red by one check: e2e 41, "a body
dragged while playing hangs where the pointer holds it and is let
go at rest". The body hung where it should, on -3490 in every
frame, and fell from rest. The check failed on its own bound of 30
frames while held: that run drew 21 in the second of holding, the
green runs of the day drew 37 to 54.

- The bound is now the time the hold was watched: 800 ms between
  the first and the last sample before the release, and five
  samples at least.
- The detail of the check names that time next to the frames.
- Nothing in src/ changes.

This is not the wobble of 9cff528 and 543b052 (#282) once more.
Those were about when the samples are taken, this one about how
many a runner manages. Why that run was so slow is not known.

Tests:
- e2e 41 on melektaus-atx: 21 checks, all pass, 66 frames in 1114
  ms while held.
- No counter-probe: a run as slow as the red one was not
  reproduced.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 20:33:21 +02:00
adminandClaude Opus 5.5 e933fad446 Give a shader room to draw around the picture it wears (#69)
A shader ran only inside the rectangle of what wears it: the quad
has the size of the sprite, and outside of it no fragment runs. An
outline or a glow built with Sample texture was cut off at the
border. The issue still spoke of Filter.padding, but since #77 the
shader is no filter any more, the limit is the geometry.

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:33:34 +02:00
adminandClaude Opus 5.5 b5339b96c2 Tell a graph the frame a key went down or came up
game-maker / gate (push) Successful in 2m49s
game-maker / suite (push) Successful in 13m49s
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>
2026-10-02 17:59:22 +02:00
adminandClaude Opus 5.5 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>
2026-10-02 17:59:19 +02:00
adminandClaude Opus 5.5 c7dc0e4733 Leave hiding and deleting a link to its right-click menu
game-maker / gate (push) Successful in 2m51s
game-maker / suite (push) Successful in 14m57s
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>
2026-10-02 16:50:51 +02:00
adminandClaude Opus 5.5 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>
2026-10-02 16:50:50 +02:00
adminandClaude Opus 5.5 9ca220a285 Hand a shared port type on through a chain of nodes (#210)
game-maker / gate (push) Successful in 2m51s
game-maker / suite (push) Successful in 14m44s
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 c88f57c.
- Fourteen unit tests in shared-port-type.test.ts: a chain of two
  and of three, mixed kinds, a mixed and an open input, undo at the
  front, a circle of two, a node feeding itself, behind a circle, an
  invalid edge further down, the chain of 40 asked once per node,
  the chain of 50, and two for the pins. The test saying the type
  does not pass through a second node is gone, hence 13 more.
- Two e2e checks in module 06: the second node takes number, and a
  text at the front opens the whole chain again.
- Four unit counter-probes and one browser counter-probe all fail
  their tests. With the old behaviour only the chain check fails.
- Not checked in the browser: the circle and the chain of three,
  which have unit tests only. Nothing was looked at after the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 14:41:30 +02:00
adminandClaude Opus 5.5 c88f57cf0a Let a project choose how its game link is zoomed (#279)
game-maker / gate (push) Successful in 2m52s
game-maker / suite (push) Successful in 14m31s
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 9e869df.
- Eight unit tests: the default, saving and loading, values that
  are not a choice, undo, gameScale left alone, the factor of Fit
  for a window larger and smaller than the camera, and the rule
  behind Apply.
- Three e2e checks in block 60i of module 60, with the real mouse:
  Auto to Fit in the dialog, update the release, open the link
  without a session and measure scale, frame and pixels. Fit reads
  4.267 where Auto reads 4.
- Nine unit counter-probes and three browser counter-probes all fail
  their tests.
- Not checked in the browser: Fit in a window smaller than the
  camera, which has a unit test, and Fit under a display scale above
  100 %. Nothing was looked at after the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 13:53:10 +02:00
adminandClaude Opus 5.5 9e869df063 Free a redrawn picture only once no shader names it (#293)
game-maker / gate (push) Successful in 2m48s
game-maker / suite (push) Successful in 13m44s
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 ec2fd90.
- Ten unit tests, five of them against the real bind group of Pixi
  in tests/viewport/bound-pictures.test.ts
- One e2e check in block 47b-ii of module 47: a drawing worn through
  a shader, three changes, no warning. The check on "Add shape" now
  reads that there is no such button.
- Nine unit counter-probes and two browser counter-probes all fail
  their tests. Without the change the new check counts 6 warnings.
- Not checked: a tilemap or a particle emitter holding a picture
  bound the same way. Nothing was looked at after the build, the
  new note included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 13:03:37 +02:00
adminandClaude Opus 5.5 ec2fd9084f Say what a button without words does when the pointer rests (#209)
game-maker / gate (push) Successful in 2m50s
game-maker / suite (push) Successful in 15m34s
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 3452899.
- 33 unit tests in tests/ui/tooltip.test.ts
- Three e2e checks in block 46h of module 46: the redo button after
  the wait, taking the sign away, turning at the right border
- 50 unit counter-probes and four browser counter-probes all fail
  their tests. Three of the unit ones did not at first and got
  sharper tests.
- Not checked in the browser: the sign of a cut tab, the marks of
  the lists, turning upwards at the bottom, each other button alone

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 12:02:57 +02:00
adminandClaude Opus 5.5 345289982b Scale, turn and mirror the shapes of a vector drawing (#291)
game-maker / gate (push) Successful in 2m57s
game-maker / suite (push) Successful in 14m25s
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 6d79cf5.
- 55 unit tests: 25 in tests/core/vector-transform.test.ts and 30 in
  tests/editor/shape-frame.test.ts
- Four e2e checks in block 47k of module 47: pull a corner, turn
  with Shift, type width and rotation, drag two shapes without a
  group
- 47 unit counter-probes and four browser counter-probes all fail
  their tests. Four of the unit ones did not at first: two showed
  dead code, which is gone, two got tests.
- Not checked in the browser: the edge squares, Alt, the cursors,
  the flip buttons and the rows X, Y and Height

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 11:20:55 +02:00
adminandClaude Opus 5.5 6d79cf59a3 Move a large graph instead of drawing it again (#292)
game-maker / gate (push) Successful in 2m44s
game-maker / suite (push) Successful in 13m55s
In a graph of many nodes the frame rate dropped while panning, and
more so while one node was dragged. Every pointer move rebuilt every
box, every text and every curve, and a drag also announced a changed
project, so the panels rebuilt along with it.

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:42:26 +02:00
adminandClaude Opus 5.5 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>
2026-10-02 07:28:39 +02:00
adminandClaude Opus 5.5 2ff3a78607 Put the shapes of a vector drawing on layers and in groups (#190)
game-maker / gate (push) Successful in 2m41s
game-maker / suite (push) Failing after 7h24m17s
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>
2026-10-01 23:13:43 +02:00
adminandClaude Opus 5.5 393caadc9d Head the groups of the inspector with bands that fold (#290)
game-maker / gate (push) Successful in 2m39s
game-maker / suite (push) Successful in 13m10s
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>
2026-10-01 22:08:28 +02:00
adminandClaude Opus 5.5 c5ba21533d Pick a link on its line and delete it from there (#289)
game-maker / gate (push) Successful in 2m37s
game-maker / suite (push) Successful in 13m10s
A link could only be removed through the menu of its port, and the
line itself took no input. A transition of a state machine could only
be deleted in the list of the inspector. Now the line is the handle,
in a behavior's graph and between states alike.

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

Decided here:

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 20:51:15 +02:00
adminandClaude Opus 5.5 0f85476b93 Add points by double-click and delete the picked one (#288)
game-maker / gate (push) Successful in 2m39s
game-maker / suite (push) Successful in 13m8s
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>
2026-10-01 19:36:13 +02:00
adminandClaude Opus 5.5 1aa824ecb4 Keep objects through a Load scene with a switch (#165)
game-maker / gate (push) Successful in 2m37s
game-maker / suite (push) Successful in 13m2s
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>
2026-10-01 17:30:16 +02:00
adminandClaude Opus 5.5 3e8c88c66d Add a node that names the collision layer of an object (#211)
game-maker / gate (push) Successful in 2m36s
game-maker / suite (push) Successful in 13m16s
The issue asked for three nodes: Set layer, Set collides with and Layer
of. A probe showed that the finding behind the first two is outdated.
The Properties node of type Collider already writes both settings while
the game runs, and both collision systems see the change at once. As
agreed, only Layer of is built, and writing stays with Properties.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Found on the way:

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

Tests (on melektaus-atx):

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tests:

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

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

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

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

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

Tests:

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

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

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

Changes in existing projects:

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

Tests:

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

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

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

Limits:

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

Tests:

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

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

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

Found on the way:

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

Not done:

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

Tests:

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

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

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

Tests:

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

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

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

Found on the way:

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

Tests:

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

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

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

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

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

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

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

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

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

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

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

Found on the way:

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

Tests:

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

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

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

Found on the way:

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

Not done:

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

Tests:

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:35:17 +02:00