Commit Graph
100 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 5b9d084dfe Keep a clip that starts later playing at its first frame
The e2e 68 check "a clip that starts later" was red in 3 of the last
8 suites (CI tasks 697, 703, 712). Two causes sat on top of each other.

- The check measured too late. It started sampling after play(), and
  under CI load the clock was already at 0.05 to 0.22 s. It now starts
  before the click, like 68d does.
- Measured early, a real bug showed: the video held for one frame at
  its first picture. The first picture triggers a redraw, and the game
  takes its first step in the same frame. readSpeed got both calls with
  the same frame time and divided by 1 ms. The speed came out at 16.7x,
  which counted as a jump, so the player paused.
- readSpeed now measures a step without elapsed wall time against one
  frame at 60 fps. A real jump still counts as a jump.
- e2e 34 "the pause holds the stream" also failed in task 712. Its
  cause is still open. The failure message now names the state before
  the pause, so the next red run shows where the samples got lost.

Tests:
- video-follow.test.ts 18/18, the new test is red without the fix
- e2e 68 on melektaus-atx: ALL PASSED, 21 checks
- Gate on melektaus-atx: CHECK EXIT 0, 314 files, 4853 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 08:40:11 +02:00
adminandClaude Opus 5.5 0d7672a5af Play the guest's changed demo in e2e 70 (#428)
feuerwerk / gate (push) Successful in 4m34s
feuerwerk / suite (push) Failing after 18m31s
The test plan of #428 asks a guest to change the demo and play it,
with no request that writes reaching the server. e2e 70 only changed
it.

- 70f now plays the changed demo and stops it before it counts the
  requests.

Tests: e2e 70 (atx) ALL PASSED, 13 checks, mode "play", no writes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 07:19:31 +02:00
adminandClaude Opus 5.5 925a39a276 Let guests try a demo project without an account (#428)
feuerwerk / gate (push) Successful in 4m51s
feuerwerk / suite (push) Successful in 19m23s
The editor was only open to somebody with an account. A guest now picks
a demo project on the sign-in screen and gets the whole editor on a copy
held in the tab. The server writes nothing for a guest, so there is no
guest session, no guest folder and no quota to keep.

- Demo copies are frozen copies like a release, in data/demos/. An
  administrator makes, updates and removes one with "Demo copy..." in
  the project's main menu. GET demos and GET demos/{token} need no
  session. An empty project is just a demo that is empty.
- Demo material: an administrator offers an uploaded file with "Offer
  as demo" in the pickers (PATCH {demo}, data/demo-files.json). Every
  list carries it with demo: true, for accounts and guests alike.
  Signed out, a list holds the demo material alone, without the owner.
- An offered file is only an administrator's to delete. A file a demo
  copy names counts as used, like one a release names.
- The guest's project lives in MemoryProjectStore. Every store that
  would write refuses in the tab before a request is made, and the
  autosave is not attached at all.
- The main menu drops projects, snapshots and release for a guest. The
  pickers drop Upload and Delete, a dropped or pasted file is refused,
  and a recording is saved as a download.
- The toolbar says the work is not saved. The Account menu holds
  "Sign in..." instead of Logout and the password.
- A guest's demo never goes into the address: a reload brings the
  sign-in screen back, not the copy. Found by e2e 70.
- GET plugins needs no session any more, since a demo may switch one
  on. It only reads the server's own modules.

Tests:
- e2e 70 (atx): ALL PASSED, 13 checks. Counter-test with the guest
  autosave sent to the server: 70f and 70g red on the PUT.
- tests/core/guest.test.ts: 9 tests. PHP: demos 20, files 46,
  rights 80 checks (the matrix asks every new route).
- Gate (atx): CHECK EXIT 0, 314 files, 4852 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 06:58:30 +02:00
adminandClaude Opus 5.5 ce1f25f2eb Prune old sign-in failures by their current time (#427)
feuerwerk / gate (push) Successful in 5m12s
feuerwerk / suite (push) Canceled after 4m52s
The CI gate of cfd6d7a was red in limits.test.php: "pruning drops an
address whose failures are all old". PHP 8.2 in the CI image still
answered the modification time it had cached before the test moved it
back, PHP 8.5 on stein2 did not.

- LoginThrottle::prune() clears the stat cache before it reads times.

Tests: limits.test.php in feuerwerk-ci (PHP 8.2.34) 21/21, red before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 23:12:10 +02:00
adminandClaude Opus 5.5 cfd6d7a8df Lock the server down before the editor goes public (#427)
feuerwerk / gate (push) Failing after 5m1s
feuerwerk / suite (push) Canceled after 4m52s
The editor is about to be opened to strangers: a post on Reddit and a
guest access (#428). nginx served the whole workspace and ran every PHP
file in it, the API let anybody guess passwords as fast as they liked,
and one account could fill the disk.

- nginx (shared web stack, outside this repo, backup in
  /root/config-backup-20261015/) hands out only the two pages, dist/,
  public/brand/, the uploads by kind and ending, and api/index.php.
  Everything else under /feuerwerk/ is a 404.
- PHP behind it has display_errors off and no X-Powered-By. Plain HTTP
  forwards to HTTPS, the API refuses it.
- Headers: a Content-Security-Policy without inline code or eval,
  nosniff, frame-ancestors, HSTS, Referrer-, Permissions-, COOP, CORP.
- vite.config.ts writes the same policy into the built pages, so CI
  runs the whole suite under it. Pixi gets by without eval through
  pixi.js/unsafe-eval. The page CSS left its inline style for a file.
- The harness fails a module for anything the policy refuses, from
  Chrome's log and from the page's securitypolicyviolation event.
- LoginThrottle: five wrong passwords from one address within 15
  minutes, and it gets 429 until 15 minutes after the last of them.
  The address is the last X-Forwarded-For entry, the Brandmauer's own.
- Quota: 1 GB per account for uploads, projects and snapshots. Only a
  write that grows the account is refused (413). Admins have no limit.
- A write whose Sec-Fetch-Site says another site is refused (403).
- The session cookie carries Secure, nginx passes HTTPS on.
- showFailure puts the message in as text, not as HTML.
- Every PHP script outside api/ stops unless it runs on the command
  line.
- The video worker sees the checkout read-only and can only write
  data/videos. No capabilities, 2 GB and 256 processes at most.
- tests/php/rights.test.php runs the API under php -S on a scratch
  directory and asks every route as signed out, owner, stranger and
  admin. A route named in api/index.php but missing in the matrix
  fails it. limits.test.php covers the brake and the quota.

Findings:

- tmp/ was readable from outside, with 79 copies of project files.
  Closed on 15.10. at 20:02 with chmod 750. The log back to 11.10.
  shows only our own requests.
- Port 8080 is bound on 0.0.0.0, so the LAN could reach nginx past the
  Brandmauer. Left as it is: the web stack is not this project's.
- npm audit finds nothing in what is shipped. Dev tools (vitest,
  brace-expansion, source-map-js) have advisories, not touched here.

Tests: check 313 files / 4843 tests. PHP limits 21, rights 60,
accounts 56, snapshots 15, releases 20, files 46 (videos 50/51, no
ffmpeg in the web container). e2e on stein2, atx was off: 34+38+41
197/198, the one red check (a click in 41) passes with 41 alone,
27/27. 67 misses frames at 1080p on stein2 with and without this.
Path list from outside: 10 served, 26 refused. ZAP baseline against
the live site: nothing High or Medium under /feuerwerk/.
Counter-checks: rights.test.php without the cross-site guard, the
quota, the brake, the admin check of users, or with an undocumented
route fails each time. A policy without wasm-unsafe-eval fails e2e 41
with the harness's own CSP line.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 23:05:32 +02:00
adminandClaude Opus 5.5 a9e0b6d9fa Show the README without Gitea's Unicode warnings (#426)
feuerwerk / gate (push) Successful in 4m30s
feuerwerk / suite (push) Failing after 19m58s
The repo's start page marked eight characters in the README and
offered an Escape button. All eight were en dashes (U+2013), which
Gitea flags as ambiguous because they look like a hyphen. The wiki
dropped them in #416, the README now follows the same rule.

- Prose: the dash became a colon, a comma or a full stop.
- Comments in the code blocks: a semicolon.

Tests:
- grep over README.md for en dash, em dash, times, minus and
  single guillemet finds nothing.
- prettier --check README.md is clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 08:35:13 +02:00
adminandClaude Opus 5.5 2f13f9a0b9 Keep a recording behind another tab from dropping its frames
feuerwerk / gate (push) Successful in 4m52s
feuerwerk / suite (push) Successful in 19m5s
In CI run 699 check 68k (real time behind a tab) got 21 of 120 frames.
The beat ticked 100 times, but 83 frames were dropped as busy. Late in
a long browser session the GPU behind a hidden tab took up to 1.5 s to
finish a read back, so all three read-back buffers were still on their
way when the next frame was due. Locally on melektaus-atx this showed
only in the full run of modules 01 to 68, and not in every one.

- The render loop no longer draws the screen while the page is hidden.
  Nobody sees it there, and the drawing was competing with the read
  backs for the slow GPU.
- A recording of the editor copies the canvas, so it turns the drawing
  back on with `drawWhileHidden` while it runs.
- `PictureReader.collect` reads the oldest buffer at once when the page
  is hidden and no buffer is free, instead of dropping the frame. The
  main thread waits for the GPU there, which nobody sees either.
- More buffers are no fix: with 30 of them the frames piled up at the
  encoder instead (45 frames, 56 dropped).

Tests:
- render.test.ts: 18/18, the new test is red without the hidden check
- Full run of modules 01 to 68 on melektaus-atx with a counting probe:
  read at once only 18 frames, 63 dropped; both parts 106 frames,
  2 dropped
- e2e 67 and 68 on melektaus-atx without probe: 68k green, 97 frames,
  0 dropped. Red there only "a clip that starts later", the known
  timing wobble from task 697
- Gate on melektaus-atx: CHECK EXIT 0, 313 files, 4841 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 08:02:08 +02:00
adminandClaude Opus 5.5 406839baea Drag clips of videos and sounds straight onto a track (#425)
A clip of a video could not be laid on a composition track at all, and
neither could a clip of a sound, although #418 and the wiki said so.
The only place a drag starts is the asset panel, and it listed assets,
not clips. The texture label of an item playing a video clip was dead
too, because the reference lookup did not know video clips.

- The asset panel gives a sound or video with clips a chevron of its
  own. It unfolds one row per clip and starts closed.
- A clip row drags like an asset. One click shows the clip in the
  inspector without leaving the tab (`EditorState.glance`). A double
  click opens its sound or video with the clip picked.
- A video clip dropped on a composition track becomes an item as long
  as the clip. It wears the sprite of its whole video, so a composition
  keeps one sprite per video, and the clip is a texture override on
  the object. Sprite, item and override are one undo step
  (`droppedPicture`).
- A sound clip becomes an audio item as long as the clip. The song tab
  takes sound clips on the same way, through `findSound`.
- `referencedTarget` lets a reference label link to the clip itself.
  One click pings the clip row, a double click opens the asset with the
  clip picked. The Plays row of an audio item reads "Sound / Clip".
- `clipOwner` in `sound.ts` finds the sound or video a clip id belongs
  to. `activateAssetOrClip` uses it for the double clicks.

Found on the way: the Blip of the e2e seed is only 0.25 s long, so a
clip of 0.2 to 0.7 s on it is cut to one frame. 69s takes the Drone
(0.75 s) instead.

Tests:
- tsc, eslint, Prettier clean
- Unit on stein2 (composition, references, sound, video, editor):
  94 files, 1238 tests green
- e2e 69 on melektaus-atx: ALL PASSED, 25 checks, 2 of them new (69s)
- Gate on melektaus-atx with the fix for 68k on top: CHECK EXIT 0,
  313 files, 4841 tests
- Counter checks, all red: no clip rows in e2e 69 (no drag starts),
  no clip override in the unit test, the link aimed at the asset
  instead of the clip
- Not covered by its own e2e check: sound clips on the song tab

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 08:01:04 +02:00
adminandClaude Opus 5.5 0701fe3856 Share the parts the sound devices and timelines repeated (#85)
feuerwerk / gate (push) Successful in 5m5s
feuerwerk / suite (push) Failing after 18m39s
Round 12 of the clean-up. Duplicate code had grown from 33 clones
(249 lines) after round 11 to 140 clones (1263 lines), almost all of
it in the panels and faces of the sound FX devices (#379 to #401).
It is down to 57 clones (416 lines) now, and src is 816 lines
shorter.

- deviceParts.ts holds what the device panels built by hand: the
  head, rows of knobs, the screen style and the row layout for
  groups of knobs. Twelve panels use it. panel.knobs stays because
  the debug hooks read it.
- DeviceFace is the base of the twelve faces. It finds the node and
  does wired, preview, commit, set, hide, reload and audition.
  compressorWired lives there as paramWired.
- TextPool replaces ten copies of "make texts as needed, hide the
  rest" in the wave and video tabs, the rulers, the piano roll and
  the song and composition timelines. clipStrip.ts is the clip label
  strip the wave and video tabs share.
- core/util/bytes.ts has the concat that ogg, matroska and avcColour
  each wrote out.
- Dead code is gone: clear on the video players (never called since
  #402), posterFileOf and videoTimeAt (only tests called them) and
  easeOut (the same as glide(t, 3)). Values only used in their own
  file lose their export.
- Comments over 125 columns are wrapped, and comments that told the
  history ("as before", "used to") say what is, in src and in the
  e2e modules.
- Left alone on purpose: AnimationEditor and CompositionEditor share
  only the play button, and the curve panels are built differently.
- Chip now places its boxes through put, which rounds. They were
  whole numbers already. The three row layouts are byte-identical
  before and after.
- README lists the video and composition assets and the Videos and
  Compositions pages.

Tests:
- Gate (melektaus-atx): CHECK EXIT 0, 313 files, 4835 tests.
- e2e 25, 34, 64, 65, 66, 69 (melektaus-atx): ALL PASSED, 330 checks.
- TextPool without keeping its texts and framesToRoom without making
  room both go red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 20:40:05 +02:00
adminandClaude Opus 5.5 df6dbe97c5 Build only the meshes of the tiles a painted cell changes (#424)
feuerwerk / gate (push) Successful in 4m34s
feuerwerk / suite (push) Failing after 18m22s
Since #348 a painted cell worked out only the cells around it, but the
layer's tiles still came as a new list. groupByTile grouped that list
afresh, so meshFor saw no group again and every mesh on the layer was
built anew. On 120x120 that was the last cost that grew with the map.

- A patched list of tiles remembers the list it came from and which
  entries went and came (tilesPatch). A cell that is drawn the same
  keeps its entry, and a patch that changes nothing drawn hands back
  the very same list.
- groupByTile and layerRows patch the groups of the list before
  (patchedGroups). An untouched group stays the same array, so its
  mesh is not built again. On a layer sorted by Y this holds for each
  row and for the groups in it.
- A tile new to the layer still works the whole layer out again, as
  since #348.
- Stage 2 of the issue (patching quads inside a mesh) is not needed.
  The tilemap geometry no longer shows in the CPU profile.

Measured with the #348 probe, a brush stroke on a copy of Garden of
Sacrifices on stein2:

- Meshes built per frame: 21.9 to 0.94 on 60x60, 40.7 to 1.22 on
  120x120.
- fps while painting: 49.4 to 51.1 on 60x60, 42.0 to 45.8 on 120x120.
- Painting now costs both sizes about 10 fps. The gap left between the
  sizes is drawing the larger map, which shows without painting too.

Tests:
- Gate on melektaus-atx green, 312 files, 4832 tests.
- The random walk from #348 also compares groups and rows with a fresh
  grouping after each of its 400 steps, and counts reused groups.
- A fixed test paints a cell and keeps every other group and row.
- Three counter-checks turn red: entries not removed from a group,
  rows sorted by their first cell, groupByTile ignoring the patch.
- e2e 39 + 40 on melektaus-atx: ALL PASSED, 107 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 18:41:41 +02:00
adminandClaude Opus 5.5 88e1cf1c7d Work out only the cells around a painted one on a tilemap (#348)
A painted cell worked out the tiles and blocking cells of the whole
map again, so painting got slower the bigger the map. One cell cost
16.8 ms on 60x60 and 54.6 ms on 120x120. Now it costs what is around
it: 3.5 ms and 4.0 ms, against 3.4 ms without painting.

- The brush, the paint command and its undo name the keys they
  changed. Each new version of the cells keeps them for the last 16
  versions (cellsChangedSince).
- The cell index, the tiles of a layer and the blocking cells patch
  only the changed cells and their eight neighbours. Everything else
  stays the same object as before.
- Both lists are in cell order now, so a patch is one walk that keeps
  every other entry.
- The rectangles are merged row by row. A patch joins again only the
  rows around it, one row further than the changed cells, and stacks
  the rest as they were.
- A writer that names no keys costs one walk over the cells. A
  replaced cell object (load, resize, edits at run time) is worked out
  in full as before.
- The tiles a map names come sorted by id. Two trigger tiles on one
  cell now keep that order, whichever way they were painted.
- resolveTilemap walked all tiles every frame, even without painting.
  It now does so only when the list changed.

Found on the way: deleting an outlined autotile can turn the one below
into a full box, which cuts a scaled box two rows further down. Merging
only the patched rows missed that. It is a test of its own now.

A brush stroke on the map doubled to 120x120 runs at 42 fps instead of
28, p95 of a frame 52 ms instead of 92 ms. What still grows with the
map is the mesh of a layer, which is built again on every paint.

Tests:
- tests/core/tilemap-patch.test.ts (new, 7): 400 random steps on two
  layers with every kind of tile, each compared with a fresh full run
- Unit, tilemap and viewport: 1284 green in 57 files
- e2e 39 + 40 (atx): ALL PASSED, 107 checks
- Gate (atx): 312 files, 4831 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 16:14:39 +02:00
adminandClaude Opus 5.5 8a49392d7f Keep the shifter check in e2e 65 from losing the clip's start (#415)
The check that a track plays through one shifter on its bus asked for
the start of the clip only after the note was planned. The clip ends
where the note starts, and the note is planned just 0.126 s ahead. In
a slow browser the clip's voice was already gone by then, and
`__gm.sound.startedAt` gave `null`.

- Each reading takes the plan, both starts and the audio clock in one
  `evaluate`. The clock goes into the detail of the check.
- The start of the clip is kept from the first reading that has it.
  Readings come every 150 ms plus the round trip, which is longer than
  the 0.126 s window, so one reading alone would not be enough.
- The note's start is still read where the note is planned.

Tests:
- Prettier, eslint on 65-song.mjs: clean
- e2e 65 on melektaus-atx: ALL PASSED, 59 checks
- Bent check (wait until the clip is over, read the start as before):
  red as the only one of 59, `clipStart: null` at clock 21.943 after
  the clip ended at 21.828

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 15:33:17 +02:00
adminandClaude Opus 5.5 39c509a8e5 Keep a video item in a recording when the tab goes back and forth
A recording made while switching between tabs had stretches without
the video item and without its sound, and in between the video stood
for several frames. Two things went wrong behind another tab.

- A player opened there got no first picture. It waited for
  requestVideoFrameCallback, which Chrome never calls behind a tab.
  A recording not in real time then waited 3 s per frame and took it
  without the video. Now the player takes its first picture as soon
  as it has data while the tab is hidden.
- The span of a picture was learnt from steps that skipped pictures.
  After a time behind the tab it learnt 0.133 s instead of 1/30 s,
  left out seeks within that span and never corrected it. Now it
  learns only from steps where the time sought moved at most half a
  step, so no picture can lie between them.
- Behind the tab a seek forgets which picture shows but keeps the
  span. A landing without a frame counts as the same picture only
  once the tab has been in front for 500 ms.

Found in the user's recording 7ea9146b: 5363 frames, all 1/60 s
apart, with the video missing at 10.63 s (8 frames), 43.17 s
(5 frames) and 46.93 s (28 frames), and the sound gone with it.

Tests:
- Unit tests/viewport: 377 green, 4 new or rebuilt. With the old
  rule and the first picture only by requestVideoFrameCallback both
  new tests go red.
- e2e 68 on melektaus-atx: ALL PASSED, 21 checks. New 68l: a video
  item that begins behind another tab has its colours exactly, and
  a tab switched every 350 ms gives colour changes at 0/30/60/90.
- One run in five with switches had a change one frame late, so the
  check allows one frame either way.
- Gate on melektaus-atx: green, 311 files, 4824 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 14:36:00 +02:00
adminandClaude Opus 5.5 b1173ba6bb Show how fast a recording not in real time goes as a speed
The tempo of a recording not in real time read as how many times
slower than real time it was made. "5.1x real time" for a recording
that took five times as long as its video looked like it ran five
times faster.

- The log line at the end and the notice now give seconds of video per
  second it took, with two decimals: 0.20x for the example above.
- It may go above 1x. Nothing holds a recording not in real time back
  to the wall clock, and a cheap scene on a fast screen makes more
  frames a second than the video has.
- A recording of a single frame took 0 s and has no tempo line now,
  instead of a division by zero.

Tests:
- tsc, eslint, Prettier clean
- Gate on melektaus-atx: green, 311 files, 4821 tests
- No check reads the figure itself. 68j looks for "x real time, and
  has every frame", which still matches.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 14:05:20 +02:00
adminandClaude Opus 5.5 abb8fa51d8 Keep a recording going behind another browser tab
Chrome stops calling requestAnimationFrame for a hidden tab, and Pixi's
ticker hangs on it. The run, the drawing and the recording all stood
still as soon as the user switched to another tab. A plain run keeps
standing still there, so a forgotten game does not play on unheard.

- backgroundBeat.ts ticks the editor from a worker at the recording's
  fps while a recording goes and the tab is hidden, or the page has
  not drawn a frame of its own for 250 ms. Once the page draws again,
  the beat keeps out of the way.
- The worker looks every 4 ms whether a tick is due. A 16 ms interval
  came in bursts behind a busy page, and the recording threw away the
  second tick of each burst.
- backgroundTimers.ts and timerWorker.ts give the short waits of a
  recording timers in a worker. Chrome slows the page's own timers to
  once a second in a hidden tab. This covers the waits while saving
  and the wait for a video's picture after a seek.
- Behind a tab Chrome does not call requestVideoFrameCallback, but the
  picture is there at seeked. The wait there is 10 ms instead of
  150 ms while the tab is hidden.
- The beat runs for Start recording, the exported game and Start
  recording... in the main menu.

Tests:
- tsc, eslint, Prettier clean
- tests/viewport: 374 green, 3 new in background-beat.test.ts
- e2e 68k (3 checks) on melektaus-atx with the tab really hidden:
  not in real time all 120 frames, colour changes every 30 frames,
  the blip 8 ms from green; in real time 97 of 120 frames (73 with
  the tab in front)
- Counter-check without the beat: all three 68k checks red, 3 frames
  in 60 s not in real time, 7 frames in real time
- Gate on melektaus-atx: green, 311 files, 4821 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 13:56:56 +02:00
adminandClaude Opus 5.5 87b2ee9402 Record every frame with Real time off on Start recording (#423)
At 4K and 60 fps the user's computer reaches about 39 fps in real time.
Reading each frame back from the GPU takes longer than a frame, and
neither reading back later nor the canvas route helped. With Real time
off the run moves on by one frame of the recording at a time, however
long the computer takes, so the file has every frame.

- Start recording has a new check Real time, on by default. Only the
  node records so, the editor recording stays in real time.
- SteadyPace in recording.ts is the pace as a pure class. A step is
  1/fps once the frame before is taken and the sound up to it is made,
  otherwise 0 and the run holds. A frame's time is its number.
- The sound is made apart, as decided in the issue. AudioSwitch routes
  what the run plays to the live library, or to the offline library of
  a SteadySound while such a recording lasts. That library has the same
  mix, buses, FX and limiter and is rendered up to each next frame.
- A driven video holds at every picture asked for, and the frame waits
  for it. Its sound is decoded from the MP4 and played in step through
  its bus.
- Two Chrome quirks measured and worked around. A held video hands
  over the picture of a seek before seeked, so the frame callback is
  asked for when the seek begins. A seek right onto where a picture
  begins shows that one or the one before, so such a seek lands half a
  millisecond further. Together 30 s became 10.7 s for 2 s of video.
- The notice tells how far the recording has got, and the line at the
  end how long it took.

Deviations and limits:

- Input is not ignored, it still reaches the game, which runs slower.
- At most ten minutes per recording. Chrome holds the whole buffer of
  the OfflineAudioContext while rendering, 230 MB for ten minutes.
- A free video plays on in real time and does not fit. A sound playing
  before the start stays at the speakers.

Found along the way:

- A check in e2e 60 was red since 77365f1. It expected one log line,
  the start line of the recording came on top. CI was off, so nobody
  saw it. The expectation is updated.

Tests:

- First gate run red: 1 test in node-catalog.test.ts still expected
  the settings of Start recording without realTime. Updated.
- Second gate run on melektaus-atx green: 310 files,
  4818 tests.
- e2e 66 + 68 all passed, 50 checks, 68j new with 3 checks. ffmpeg
  reads all 120 frames 1/60 s apart, the colour changes at frames
  30/60/90, the video's sound from the first frame, the blip 8 ms off.
- e2e 60 (20 checks) and 67 green.
- Counter-check without the pace: all three 68j checks red, 32 of 119
  frames, colour changes at 33/62/96, no sound. AudioSwitch's unit test
  goes red when the ids are mixed up.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 12:57:15 +02:00
adminandClaude Opus 5.5 77365f17d3 Say when a recording starts and when it cannot keep up
A 4K60 game view recording on the user's machine had 517 of 827
frames. The rest were skipped without a word: when the editor's tick
came late, FrameGate let the due slots pass, and only frames lost to a
busy encoder or read back counted as dropped. The file kept its time
but stuttered, and nothing said so.

- FrameGate counts the frames it took and the slots the recording's
  time has room for. The difference is skipped, next to dropped in
  __gm.recording().
- FramePace judges the missed frames over spans of 2 s. The first
  time more than 10 % are missed, the log warns once with the frames
  a second the recording really got.
- At the end, when more than 5 % are missed, a warning gives the
  frames of the whole file and what helps (30 fps or a smaller
  resolution). It comes after the upload's notice, which would cover
  it at once in the editor.
- The first second counts for neither warning. Without that, a short
  e2e recording warned about 3 frames lost while starting.
- A recording that starts logs an info line with its size, fps, codec
  and sound. TakeHost.log takes a level for it. The editor recording
  keeps the line to the console, its notice would be in the video.
- consoleLine is the one place with an eslint exception for
  console.info, so the console panel shows the line plain.

Found along the way: headless Chrome in WSL records the editor with
real stutter in e2e 67 (1280x800@60 27 %, 2304x1440@30 12-14 %). That
is the software encoder there, and only now shown.

Tests:
- Gate on melektaus-atx: green, 309 files, 4810 tests.
- Unit recording.test.ts: 36 green, 6 new for FrameGate.skipped and
  FramePace. With skipped stuck at 0 the test turns red.
- e2e 67 on melektaus-atx: ALL PASSED, 15 checks, run twice. The new
  67b-ii slows the editor to about 20 fps: a 640x360@60 recording
  says "about 19 of 60 fps" and saves with 95 of 192 frames.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 11:21:46 +02:00
adminandClaude Opus 5.5 4d0a696327 Keep composition sound in step and give compositions a bus of their own
A composition's sound ran on the audio clock while its picture ran on
the frames. A frame counts at most 0.1 s, so after a hitch the sound
stayed ahead of the picture until the next stop. Songs in a trailer
drifted off the cut. The items of a composition also had no bus of
their own, and a video sprite could not pick where its sound goes.

- CompositionSound.follow compares the audio clock with the picture
  each frame. More than 40 ms apart, it starts the sound again where
  the picture is. This holds in the tab and in a run.
- A time scale other than 1 now restarts the sound again and again.
  It stays in time but comes in pieces.
- The sprite of a video item shows "Driven (by composition)" as a
  fixed Video clock row. Video time is hidden there, because the
  composition sets it every frame.
- Every composition has a bus in the mix and a node in the master
  routing. A new one goes to the master unless other compositions are
  linked elsewhere, apart from where the sounds go.
- Audio items pick From asset, To composition, Master or a bus. New
  items start with To composition. Items saved before keep From asset,
  so music already sent through a bus does not bypass it.
- Video sprites have a new row Video bus: From asset by default, the
  master or a bus. In a composition the default is the composition's
  bus, also for video sprites inside a container item.
- The chosen bus is part of the key of the video player, so a sprite
  with another bus gets a player of its own.

Found along the way:

- Six tests with full lists of sprite defaults expected the old rows
  and now list Video bus too.

Tests:
- tsc, eslint, Prettier clean
- Unit: 971 green in the 28 files touched
- npm run check on melektaus-atx: green, 309 files, 4804 tests
- e2e 68 (melektaus-atx): 13 checks green, 68i new. The sound item
  and the video item go into mix:cp68-cut, which goes to the master.
- e2e 69 (melektaus-atx): ALL PASSED, 23 checks, 69q and 69r new.
  After a hitch of 500 ms the sound restarted twice and then lay
  0.5 to 5 ms off the playhead.
- Counter-checks in unit tests: without the comparison the hitch test
  fails, without the bus in the preload the run test fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 10:31:16 +02:00
adminandClaude Opus 5.5 875c76026a Silence a free video once its sprite is destroyed (#420)
A sprite whose Video clock is free played its video on after it was
destroyed, heard in a game, until the player was let go 2 to 4 s
later. A driven one was already held and quiet after 100 ms.

- The library holds and quiets a free player nothing asked for in
  HUSH_MS, as it did a driven one. That covers Destroy, a scene load,
  the end of a run and a sprite switched off.
- Asked for again before it is let go, it plays on from where it was
  held, heard only in a run. A hidden page leaves it alone, as the
  sweep does.
- A sprite only out of view keeps its free video playing and heard.
  Whether a video is heard should not hang on the camera. Before, it
  ran 2 to 4 s and was then let go. Now it plays on, which opens its
  player even where it was never in view.

Tests:
- Unit: video-library 1 new. A free player losing its wearer is held
  and quiet 200 ms later, stays so through a new run, plays on heard
  when asked again with the same element, and runs on on a hidden
  page.
- e2e 66 on melektaus-atx: ALL PASSED, 36 checks, 66g-ii new. Heard
  31 frames before Destroy, held and muted in every frame read after.
- Counter-probe without hushing free players: the unit test and only
  66g-ii fail, the player plays on heard (paused false, muted false).
- Gate on melektaus-atx: 309 files, 4797 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:49:12 +02:00
adminandClaude Opus 5.5 acd12326dc Fade sounds and videos in and out on the items of a composition
A trailer needs its music and its clips to come in softly and leave
softly. Until now an item of a composition could only play at one
level, and a video item could not even be turned down on its own.

- Every item with sound gets a grip at its upper left and upper right
  corner. Dragging one inwards fades the item in or out. Dragging it
  back to the edge removes the fade. Lower down the same edge still
  trims as before.
- The fade is drawn as its curve, with the part above it darkened.
  The inspector shows Fade in and Fade out in seconds, each with the
  curves sound clips already know.
- The model keeps fadeIn and fadeOut in frames plus curveIn and
  curveOut on the item. Old projects load unchanged. An item shorter
  than its fades plays them cut to its length but keeps the setting.
- Sound, pattern and song items ramp the gain of their own bus. The
  scheduler plans the ramps on the audio clock next to the notes.
  Starting in the middle of a fade picks it up from there.
- Video items set the new sprite property Video volume each frame.
  It multiplies with the fade and is only shown for a driven video.
  The player glides to each new level over 15 ms so it does not click
  between frames.

Not covered: a container item that carries a video further down gets
no grips. Only a video on the item's own sprite counts.

Tests:
- tsc, eslint, Prettier clean.
- Unit tests for composition, music, song and sound (12 files): 269
  passed, 7 of them new.
- e2e 69 on melektaus-atx: ALL PASSED, 21 checks. 69p drags a grip to
  a fade in of 10 frames and hears the item bus rise from 0.127 over
  0.229 and 0.339 to 1 within one second.
- Counter-checks as unit tests: without the audio ramps, and without
  the level on the video sprite in the game, both go red.
- Gate on melektaus-atx: 309 files, 4796 tests passed, 8 more than
  at 77ac9d1. The first run failed 14 tests in 6 files that list the
  default sprite properties or the bus levels in full. They now
  expect videoVolume and the new level field of busLevels.
- Not tried in a browser: video fades, pattern and song items with a
  fade.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:05:36 +02:00
adminandClaude Opus 5.5 77ac9d1aaf Play sounds, patterns and songs on the tracks of a composition (#418)
feuerwerk / gate (push) Successful in 4m31s
feuerwerk / suite (push) Successful in 18m21s
A trailer needs its music and effects on the same timeline as its
pictures. Until now a composition could only place objects, so sound
had to be started by hand from a behavior and drifted against the
picture.

- Audio items: a sound, a clip of a sound, a pattern or a song dragged
  from the asset panel onto a track becomes an item as long as one
  pass of it. It may share a track with object and video items and
  overlap them.
- Editing works as for other items: move, resize, trim on the left
  (moves the offset), fit to media, delete, copy and paste, box
  selection. Sounds draw their waveform, the colour tells the kind.
- The inspector shows what it plays, start, length, offset, volume
  (-60 to +12 dB) and bus. The bus is "From asset", the master or one
  of the buses, as asked for in the issue.
- An item longer than its material plays in rounds. Sounds and
  patterns start over, a song runs on in its loop. Loop marks on the
  item follow the same rule, a song's first mark sits at its loop end.
- compositionAudio.ts turns the items into sequences, each with its
  own tempo. CompositionSound plays them, in the tab and in a game.
- In the tab the items are heard from the playhead on, straight into
  the master like every tab. A scrub is silent. Playing a song or
  pattern in its own tab stops the composition, and the other way
  round.
- In a game they are planned on the audio clock for the moment the
  composition clock reaches them, with the scheduler's LEAD made up.
  While the clock stands (waiting for a video, paused, placement off)
  they are silent and resume at the right spot.

Found along the way:

- The asset panel never let a song out of its list, so a song could
  not be dragged anywhere. Song and scene tab reject it as they reject
  a pattern.
- The asset panel scrolled to the selected asset on every rebuild of
  its list, so folding a group far below the selection jumped back up.
  Only a new selection scrolls now.
- At the end of the list, folding a group pulled every row down by the
  rows that went away. ScrollContainer has a new opt-in holdOffset,
  set only in the asset panel, that keeps the offset until the user
  scrolls up.

Limits: a time scale other than 1 or a frame longer than 0.1 s moves
the picture and not the sound. A baked song plays its notes here, not
the bake.

Tests:
- tsc, eslint, Prettier clean. Gate on melektaus-atx green,
  309 files, 4788 tests (4772 plus 16 new).
- Unit: composition-audio.test.ts 13 new, scroll-container 3 new.
  Counter-checks: without catching up on load time or without the
  silence on pause the unit tests go red.
- e2e 68h: the sound is planned 1.2 ms after the composition reaches
  0.5 s. Without the LEAD make-up it is 54 ms late and red.
- e2e 04 and 69 ALL PASSED, 86 checks. 69o-ii drags a pattern and a
  song onto a track, 20 frames each.
- e2e 04: folding Sound at the end of the list keeps its header at
  y 234. With the old panel it jumps to 984 and the check is red.
- Not run in a browser: the loop marks of a song item, copy and paste
  of audio items, the bus choice.
- README and wiki count 2072 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 21:28:36 +02:00
adminandClaude Opus 5.5 30b618d9a9 Show game view recordings in their true colours in other players
A game view recording looked darker and its colours off in VLC, and
each round of recording a recording made it worse. Chrome's encoder,
fed RGB frames, wrote full-range H.264 and left the colour out of the
stream. Only our Matroska head said "full range", and VLC reads only
the stream. Chrome itself plays the converted MP4, which was right.

- The GPU now turns the game view into I420, limited range BT.709,
  before it is read back (PictureReader). The encoder gets the planes
  with that colour, as it does for a recording of the whole editor.
- Where the planes lie in the read-back picture is a plain function,
  i420Layout in recording.ts.
- Only 1.5 instead of 4 bytes a pixel come back from the GPU.
- avcColour.ts writes the colour into the SPS of the encoder's avcC as
  well, so a player that reads only the stream knows it. An SPS with a
  VUI only gets its colour block replaced. One without gets a VUI that
  holds the colour. An SPS it cannot read stays as the encoder made it.
- A first try sent the frames through a 2D canvas. That gave limited
  range too, but only 18 to 20 of 33 frames at 1080p30.

Found on the way:

- With the colour in the stream alone, VLC 3.0.8 still showed the
  full-range picture too dark. It ignores the range.
- The one old full-range original on the server got the same SPS fix
  without loss: the clusters are byte-equal, the decoded frames are
  equal (framemd5), backup in /root/config-backup-20261013/videos/.
- Older game view recordings stay full range. Fixing that in VLC would
  mean encoding them again.

Tests:
- tsc, eslint, Prettier clean.
- Gate on melektaus-atx: CHECK EXIT 0, 308 files, 4772 tests.
- avc-colour.test.ts new (9), expectations read back with ffmpeg
  trace_headers. Counter-check: the old bug in the no-VUI path turns
  it red.
- e2e 67: ALL PASSED, 12 checks. 67d-ii reads tv/bt709 from the file
  and from the bare H.264 stream, red with the old code.
- 1080p30 34 frames, 640x360@60 68 frames, none dropped (was 33/47).
- Checked by the user: a new recording looks right in VLC 3.0.8.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 19:48:44 +02:00
adminandClaude Opus 5.5 31ce6480b2 Give video posters the colours the video shows (#411)
feuerwerk / gate (push) Successful in 4m30s
feuerwerk / suite (push) Successful in 18m12s
The worker made the poster with a plain scale=320:-2. ffmpeg then
read every picture as BT.601 in the limited range, so a red of 255 in
a BT.709 video came out as 229 in the JPEG. The picker showed paler
posters than the video in the editor.

- VideoFormat::colour reads matrix and range of the converted MP4.
  When the file says nothing, it follows Chrome: BT.709 from 720 lines
  up, BT.601 below. That guess was measured in Chromium with a red
  H.264 video without colour tags.
- posterArgs turns the picture from that matrix into BT.601 in the
  full range, the way a JPEG is read. accurate_rnd and
  full_chroma_int keep dark greys from landing two steps too low.
- The search for the first moving video stream is now one helper,
  used by plan and colour.
- Posters made before this change stay as they are.

Tests:
- videos.test.php in the worker image: ALL PASSED, 90 checks. Three
  red videos go through the real worker: BT.709 tagged, 720p without
  tags and 360p in BT.601. Red comes out as 254.
- Counter-check with the old filter: 3 checks red, red is 229 again.
- php -l clean on all three files. The gate was not run, the change
  has no TypeScript.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 16:45:20 +02:00
adminandClaude Opus 5.5 ba68167704 Greet with the Feuerwerk logo on the sign-in screen
feuerwerk / gate (push) Successful in 5m8s
feuerwerk / suite (push) Successful in 18m38s
The sign-in screen was a plain box with the name as a title. It now
shows the brand, so the first thing anyone sees is Feuerwerk itself.

- The stacked logo (name below the icon) sits above the card. It is
  drawn as vectors straight from public/brand/, so it stays sharp at
  any zoom. Its <title> is stripped first, Pixi warns about it.
- The card is a floating panel, 300 px wide, with more padding and a
  thin strip in the three colours of the logo along its top.
- The small "Feuerwerk" title in the card is gone, the logo says it.
- Logo and card sit a little above the middle of the screen.
- Labels, field names and error texts are unchanged, the tests look
  for them.

Tests:
- Gate on melektaus-atx: tsc, eslint, Prettier clean, 307 files,
  4762 tests green
- e2e 45 (login): ALL PASSED, 19 checks, run while the screen still
  had a glow behind the logo. The glow was taken out by hand after
  that, e2e 45 did not run again.
- Looked at in Chromium at 1280x800, empty and with a wrong password

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 15:59:35 +02:00
adminandClaude Opus 5.5 d4ff652293 Keep descenders of a text whole and frame it at its drawn size
feuerwerk / gate (push) Successful in 5m21s
feuerwerk / suite (push) Successful in 18m31s
A text was drawn into a texture as tall as Pixi measures the string
"|ÉqÅM". Whatever reached further, like the "g" of Manrope (0.015 em
below the "q"), was cut off at the bottom. The blue frame around a
text was only estimated from the font size and the number of letters,
so it was far too wide for most texts.

- textPicture.ts takes the height of a line from the font itself
  (fontBoundingBoxAscent and fontBoundingBoxDescent, as a browser
  does). Pixi draws with a margin, and the picture is cut to that box
  afterwards. Where Pixi's own box is larger, Pixi's box wins.
- Both raster paths (linear and nearest) use the cut.
- The height no longer depends on the letters typed, so a text does
  not jump while it is edited.
- bounds.ts asks a measurer that textPicture.ts registers
  (setTextMeasure). Selection, picking in a running game, framing the
  camera, the drop preview and culling all get the measured size.
  The footprint functions take the font file for this.
- Unit tests in node have no canvas and keep the estimate
  (estimatedTextSize).
- Texts get taller: Source Sans 3 at 48 px is 68 instead of 55 px,
  Manrope is 1.366 em instead of 1.25 em. The glyphs stay in place,
  the centre moves by less than half a pixel. A shader on a text
  gets a taller UV rectangle.

Tests:
- Gate on melektaus-atx green: 307 files, 4762 tests.
- 5 new unit tests for textBox, textCut and the measurer hook.
- e2e 30: 26 checks, 30f-iii new. The texture is 68 high, the font
  box is 68, the frame equals the drawn picture (237x68).
- Counter test: with Pixi's old box the texture is 55 high and
  30f-iii is red.
- Not checked in the browser: the Manrope caption of the user and
  texts with several lines.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 15:18:59 +02:00
adminandClaude Opus 5.5 9445f39c8d Space the letters of a text object closer or wider apart
The Feuerwerk wordmark is set with -0.03em tracking. Text in the
engine had no letter spacing, so the wordmark came out about 3 % wider
than the logo.

- Text has a new property Letter spacing, default 0, in the same unit
  as the font size. It goes between each two characters, so ten
  characters get it nine times. Negative values pull them together.
- TextPicture hands the value to Pixi's text style. Both rasters, the
  smooth and the sharp one, use it, and it is part of the raster key.
- The estimated text width in bounds.ts adds the spacing too, so
  selection, picking and "Add collider" fit the drawn text.
- Like every number property it can be animated and set from a graph.
  That is not tried in the browser.

Tests:
- New unit test for the footprint with spacing. 102 tests in the
  three text files green.
- e2e 30f-ii measures the width of "Handgloves" on screen: 237 without
  spacing, 282 at +5 (expected +45) and 210 at -3 (expected -27).
  e2e 30 on melektaus-atx: ALL PASSED, 25 checks.
- Gate on melektaus-atx: CHECK EXIT 0, 307 files, 4757 tests.
- No counter-check run for 30f-ii.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:46:38 +02:00
adminandClaude Opus 5.5 2d3b957551 Add the Feuerwerk logo files and a favicon for the editor
The project has a name and a logo now, but neither the editor tab nor
the repo carried it. The logo existed only as a design mockup.

- public/brand/ holds the logo in three layouts: the icon alone, the
  wordmark to the right and the wordmark below. Each comes in a light
  and a dark variant, with a transparent background.
- The geometry is taken from the mockup. Strokes are rebuilt as filled
  shapes. The wordmark is Manrope Bold converted to paths, with the
  font's kerning and -0.03em tracking, so no installed font is needed.
- The favicon is the dark icon on a rounded #15171B tile, as SVG plus
  favicon.ico (16, 32, 48 px) and a 180 px apple-touch-icon. Only the
  editor page links it. play.html shows the games and stays without.
- nginx serves the folder as /feuerwerk/public/brand/. Vite has no
  publicDir, so the files are not copied into dist/.

Findings:
- At 16 px the strokes get thinner than one pixel and the icon blurs.
  From 32 px on it is clean.

Tests:
- Rendered in Chromium at 3x against the mockup: the icon matches to
  7 of 255 per channel, wordmark edges sit within 1 device pixel.
- Prettier on web/index.html clean. No full gate, the change has no
  code in it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 14:23:54 +02:00
adminandClaude Opus 5.5 6097307b6d Move repo, CI and the video worker over to the name Feuerwerk (#422)
feuerwerk / gate (push) Successful in 4m30s
feuerwerk / suite (push) Successful in 18m38s
Stage 3 of the rename. The repo now lives at meleki/feuerwerk, the
runners carry feuerwerk labels and the WSL distro on melektaus-atx is
called feuerwerk-ci. The code has to follow, or CI finds no runner and
the suite no longer picks the GPU path.

- ci.yml: workflow name feuerwerk, jobs on feuerwerk-ci (gate, stein2)
  and feuerwerk-wsl (suite, melektaus-atx).
- GAME_MAKER_* variables are now FEUERWERK_*. This includes
  FEUERWERK_BROWSER=wsl, which the runner config on melektaus-atx sets.
- The video worker runs as container feuerwerk-video with the image
  feuerwerk-video and works on /srv/feuerwerk.
- e2e.sh starts the unit feuerwerk-e2e, the CI image keeps its paths
  under the new name.
- README and repo links point to git.nockal.com/meleki/feuerwerk. The
  old URLs still redirect with 301.

Both runners keep their old labels until the first CI run with this
ci.yml is through. Then they go, together with the image tag
game-maker-ci:latest and GAME_MAKER_BROWSER in the atx config.

Tests:
- Gate on melektaus-atx through the renamed distro: CHECK EXIT 0,
  307 files, 4756 tests.
- e2e 60 on melektaus-atx: ALL PASSED, 20 checks. Renderer is the
  RTX 4070 through D3D12, so FEUERWERK_BROWSER reaches the GPU path.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 13:42:52 +02:00
adminandClaude Opus 5.5 043c224cc3 Rename Game Maker to Feuerwerk and serve it at /feuerwerk/ (#422)
The editor gets a name of its own that fits beside Brandmauer,
Glutspeicher and Feuerwehr. This is stage 1, 2 and 4 of #422: the
name, the URL and the stored state in the browser. Repository, CI
runners, containers and the GAME_MAKER_* variables follow in stage 3.

- All paths come from SITE_PATH in src/core/site.ts: the API endpoint,
  the data folders, the play page and the base in vite.config.ts. A
  later move is one line instead of fifteen.
- The window title, the sign-in screen, the playground and the README
  say Feuerwerk. The package, __feuerwerkPlay, the take worklet and the
  writing app in Ogg and Matroska follow.
- The session cookie is now feuerwerk_session, so everyone signs in
  once more.
- localStorage keys are now feuerwerk.*. moveOldStoredKeys copies the
  old game-maker.* keys over on the first start, so settings, panel
  sizes and save games survive.
- tools/ci/serve.sh serves the build under /feuerwerk/. The variable
  GAME_MAKER_BASE_URL keeps its name until stage 3.

Outside the repository, nockal.com/feuerwerk/ is a second symlink to
the same tree. nginx sends the bare /game-maker/ folder there with a
301. Everything else under /game-maker/ is still served directly, so
shared play links and the API keep working.

Finding: when nginx redirects a path without a trailing slash or with
a query, the Brandmauer answers with its own 307 to the same URL plus
a slash, placed after the query. A play link would lose its token that
way, which is why only the bare folder is redirected.

Tests:
- Gate on melektaus-atx: CHECK EXIT 0, 307 files, 4756 tests
  (4 new in site.test.ts).
- Counter-check: when the migration misses the old prefix, 3 of the
  4 new tests fail.
- e2e 60 under /feuerwerk/: ALL PASSED, 20 checks.
- From outside: /feuerwerk/ 200, /game-maker/ 301, an old play
  link 200.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 13:27:43 +02:00
adminandClaude Opus 5.5 f92d69d902 Rebuild the Acid node after the acid voice of nodeseq (#421)
game-maker / gate (push) Successful in 4m23s
game-maker / suite (push) Failing after 18m20s
The first Acid hardly squelched. Its tanh ate the resonance, and its
sweep fell evenly in octaves. The user pointed at the acid tone of
nodeseq.com/studio, so the node now follows how that voice is built
from Web Audio parts.

- The filter is a two-pole 12 dB low-pass with Q in dB up to 17.5,
  like a BiquadFilterNode. The ladder and its tanh are gone.
- One ADSR drives both the volume and the filter. The sweep falls
  back in Hz, fast from the top and long at the bottom.
- Every note glides from the one before. A new note cuts the last
  one off, and the node plays its release itself.
- Knobs: cutoff, reso, env, attack, decay, sustain, release and
  glide. The defaults are the acid preset of nodeseq.
- Accent, slide, drive and tuning are dropped. Old projects were not
  kept, the user had only placed the node for a try.
- A hook __gm.acid.compare renders a line offline through our
  worklet and through the nodeseq graph, for e2e 34.

Found on the way: in Chrome an oscillator that starts inside a
render block runs its first samples at 440 Hz. The comparison evens
this out.

Tests:
- tsc, eslint, Prettier clean
- Unit: acid.test.ts rewritten with 12 tests. chip-presets and
  sound-library follow the new node.
- e2e 34 on melektaus-atx: ALL PASSED, 148 checks. Against nodeseq
  the loudness per 10 ms window is at most 0.14 dB apart, and 95 to
  97 % of the windows are equally bright.
- With a linear Q instead of Q in dB the comparison is red.
- Gate on melektaus-atx: green, 306 files, 4752 tests. That is
  4754 less the 14 old and plus the 12 new Acid tests.
- Not checked: the sound by ear, the master chain of nodeseq, the
  keyboard and a bake with the new node.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 12:39:01 +02:00
adminandClaude Opus 5.5 d844f2734a Add an Acid instrument node for TB-303 style bass lines (#421)
The instruments could only come near a 303 with a Chip, a Filter and
two envelopes. The biquad filter does not saturate, every note strikes
anew, and there was no slide and no accent.

- Acid is a new instrument node that plays a saw or a square through a
  four-pole ladder low-pass with tanh saturation, oversampled twice.
  Knobs: cutoff, resonance, env mod, decay, accent, tuning and slide
  time.
- An accent comes from the velocity, from 0.9 on. It is louder, opens
  the filter further with a shorter decay, and accents close behind
  each other build up.
- Two notes that touch or overlap slide. Each note stays a voice of
  its own, so the scheduler is unchanged. The notes of a line share
  one synth in the worklet, and the new voice takes it over from its
  first sample on.
- The node sets its own volume, so it needs no envelope behind it.
- The graph shows it as a device with the filter curve at rest and at
  the top of the sweep.
- A preset Acid Bass puts an Acid in front of a short echo.

Tests:
- tsc, eslint, Prettier clean
- Unit: 14 new tests in acid.test.ts for pitch, low-pass, resonance,
  sweep, accent, slide and the handover between two voices.
- e2e 34 on melektaus-atx: ALL PASSED, 148 checks (3 new). The
  handover sits on sample 4800 and jumps by 0.0012, of three notes
  only the second slides.
- Without the handover, or with a slide that strikes anew, the unit
  tests are red.
- Gate on melektaus-atx: tsc, eslint, Prettier clean, 4753 of 4754
  tests green. The red one was sound-library.test.ts, which did not
  know the new slid count in the stats. Fixed, and the file alone
  is green again with 128 tests. No second full gate.
- Not checked: the sound by ear, slide at the keyboard, a bake with
  Acid, the CPU load of many notes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 11:08:57 +02:00
adminandClaude Opus 5.5 3443368855 Record a game from its very first frame
game-maker / gate (push) Successful in 4m18s
game-maker / suite (push) Successful in 18m17s
Start recording has to set up its encoders first. It asks the browser
whether it can encode H.264 at the size and hooks in the sound tap,
both asynchronously, and it only took its size at the first frame.
Meanwhile the game ran on unrecorded. A caption that fades in from
alpha 0 at the start was already visible in the first recorded frame.

- A run now waits while a recording sets up its encoders, at most 3 s,
  as it already waits for its videos at Play. That holds in the editor
  and in play.html.
- The recording takes its size at Play, right after the game view has
  the world, rather than at the first frame. A Start recording in
  On start is so ready before the first tick.
- A recording started in the middle of a game holds the picture for
  that moment. A sound that already plays goes on.

Tests:
- tsc, eslint, Prettier clean
- e2e 67 on melektaus-atx: ALL PASSED, 11 checks (67a-ii new). The
  first recorded frame is at game time 0.0168 s, the first frame.
- Without the wait 67a-ii is red: the first recorded frame is at
  0.1667 s, so 10 frames were lost.
- Gate on melektaus-atx: green, 305 files, 4740 tests, run on this
  commit and the one before together.
- Not checked in the browser: a start in the middle of a game, and
  play.html.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 10:11:27 +02:00
adminandClaude Opus 5.5 2ba41c1bd0 Record 1440p and 4K, and choose sound and conversion in the node
The Start recording node only offered the game view, 720p and 1080p,
and always recorded with sound, converted and imported. The recording
from the main menu could already leave those out.

- Resolution has 1440p and 4K. As with 720p and 1080p the height is
  fixed and the width follows the camera, so 16:9 gives 2560x1440 and
  3840x2160.
- Every resolution is capped at 3840x2160, as the game view already
  was. A 21:9 camera in 4K would be 5040 px wide, which the encoder
  levels are not made for. It is scaled down to 3840x1646.
- The node has Sound, Convert and Import after conversion, all on by
  default as in "Start recording...". Import only counts with Convert.
  An old graph without the inputs records as before.
- A released game ignores Convert and Import and downloads the MKV.
- Both recordings now hand their upload options the same way, from
  GameRecorder over PlaySession to RecordingUploads.
  RecordingUploadOptions moved to core/recording/recording.ts.

Tests:
- tsc, eslint, Prettier clean
- Unit recording and node-catalog: 451 green, recording 29 with
  3 new tests and 1 extended
- e2e 67 on melektaus-atx: ALL PASSED, 10 checks
- Not checked in the browser: a real 4K recording, and the node with
  its switches off.
- The gate ran once on this commit and the next one together.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 10:08:54 +02:00
adminandClaude Opus 5.5 65d7bf6a1f Silence a composition video as soon as its item ends
game-maker / gate (push) Successful in 4m19s
game-maker / suite (push) Failing after 19m52s
A video in a composition plays on a driven player that the item tells
where to stand every frame. When the item ended, its object was gone
and stopped asking, but the player ran on with its sound until it was
let go for being unused. That took 2 to 4 seconds, and in a pause it
never happened at all. The same held for the composition preview.

- A driven player nobody asked for in 100 ms is now paused and muted.
  When its wearer comes back it carries on where it should be, as
  before. It is still let go after 2 to 4 seconds.
- A player still without its first picture keeps playing, without
  sound, because it only gets that picture by playing.
- Leaving the animation or composition tab now silences their video
  preview at once instead of after 2 to 4 seconds.
- Free videos (Video clock free) keep the old behaviour. A sprite
  destroyed by a behavior is still heard for 2 to 4 seconds.

Tests:
- Unit video-library: 10 green (1 new). Without the new timer the
  new test is red.
- e2e 68: ALL PASSED, 11 checks (68g new). An item of 0.5 s with a
  2 s video plays audibly while it is there, and the player is
  paused and muted in every frame from about 200 ms after it ends.
- Gate on melektaus-atx: green, 305 files, 4737 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 08:24:04 +02:00
adminandClaude Opus 5.5 126a5a3a62 Let a composition item's clips move along with it
A clip only hung at its track and frame and worked on whatever item it
overlapped. Moving an item left its clips behind, so they started to
animate the next item that came along.

- A clip belongs to the item that lies on its track at its start frame.
  With two there, it belongs to the one in front. A clip that only
  reaches into an item stays with the item before. The model does not
  change, the rule is worked out each time.
- Dragging an item, also onto another track, and typing its Start in
  the inspector take its clips along in the same undo step.
- Where a carried clip would land on a foreign one, the whole move
  holds at the last place where everything fits, as dragging clips
  already does.
- Pressing Alt during the drag moves the item alone. Alt on the press
  already starts the clip band since 0648853.
- Copying an item takes its clips along with new ids. On a collision
  items and clips slide on together.
- Deleting an item deletes its clips. Trimming and dragging its edges
  leave them where they are.

Tests:
- tsc, eslint, Prettier clean
- Unit composition-edit 36 green (6 new), composition-sprites 11
- Without the rule 5 of the 6 new tests are red
- e2e 69 ALL PASSED, 18 checks (69n new)
- Gate on melektaus-atx green: 305 files, 4736 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 08:03:35 +02:00
adminandClaude Opus 5.5 480db9c4e4 Scroll the rows of the animation timeline up and down (#413)
game-maker / gate (push) Successful in 4m28s
game-maker / suite (push) Successful in 18m13s
An animation with more rows than the panel is tall cut the bottom rows
off. There was no way to reach them, their fields or their keys.

- The view has a new `scrollY`. Rows scroll up under the ruler, which
  stays where it is together with the tab head.
- The wheel over the header column scrolls the rows. Over the cells it
  still zooms, and `Shift`+wheel still scrolls across.
- A scrollbar at the right edge shows up only when the rows do not
  fit. Its thumb can be dragged, a click beside it jumps there.
- The middle button pans both ways. `Shift`+drag stays across only.
- A row picked or added out of view is scrolled just far enough to be
  seen whole. Value fields out of view are not drawn.
- The tab keeps its scroll like its zoom when switching.

Found on the way: `zoomCells` built a new view from `panX` and
`cellWidth` only, so every zoom would have dropped the scroll. The
type check caught it, and a unit test now holds it.

Tests:
- tsc, eslint, Prettier clean
- Unit timeline-view: 20 green, 6 new. Bending `rowAt` to ignore the
  scroll or `revealRow` to do nothing turns exactly those tests red.
- e2e 25 on melektaus-atx: ALL PASSED, 37 checks (25j, 25j-ii new).
  32 rows, the wheel brings the last field into view and typing keys
  77 there. Dragging the thumb up goes back to 0.
- Gate on melektaus-atx: green, 305 files, 4730 tests.
- Not checked in the browser: the middle button, revealing a picked
  row, the wheel right over a value field.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 07:22:11 +02:00
adminandClaude Opus 5.5 0648853356 Select composition items with a band and copy clips too (#417)
game-maker / gate (push) Successful in 4m57s
game-maker / suite (push) Successful in 18m29s
The composition tab only took single clicks and Ctrl-clicks, and
animation clips could not be copied at all. A band selection and
Copy/Paste for clips make longer compositions quicker to arrange.

- Dragging from an empty spot draws a band. It selects every item it
  touches, across tracks. Ctrl adds to the selection, because Shift
  plus drag already pans the view.
- With Alt held the band selects clips instead and may start on an
  item, since items fill most of a track.
- Ctrl+C copies the selected clips as their own clipboard kind.
  Ctrl+V places them like items: under the pointer over the tracks,
  otherwise at the playhead on the selected track.
- Clips of a track never overlap. A paste onto taken frames moves the
  whole copy on frame by frame until every clip fits (`pastedClips`).
- The paste is one undo step and selects the new clips.

Tests:
- Gate on melektaus-atx: tsc, eslint, Prettier clean,
  305 files, 4724 tests (2 new).
- e2e 69: ALL PASSED, 17 checks (69m new). Band over three items on
  two tracks, Alt band from an item picks both clips, first paste at
  frames 50 and 60, second paste moves on to 56 and 66.
- Counter-check: without moving on, the paste unit test is red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 06:56:25 +02:00
adminandClaude Opus 5.5 5df2173559 Show Delete in red in the track and item menus of both timelines
A composition clip had a red button in the inspector that did the
same as its menu entry. Deleting a track looked like any other entry
in the menu, although it takes the track with everything on it.

- The inspector of a clip drops "Remove clip(s)". Right-click and
  the Delete key still remove it.
- "Delete track" is red in the Composition and Song tabs, behind a
  separator like "Remove item" in the other menus.
- "Delete" on a Song item is red, too.

Tests:
- Gate on melektaus-atx: tsc, eslint and Prettier clean,
  305 files, 4722 tests passed.
- No check clicks the inspector button or counts the track menu, so
  no e2e module ran. The red entries were not looked at in a picture.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 06:38:54 +02:00
adminandClaude Opus 5.5 7a952cb20d Start paused, step one frame and break from a behavior
Finding out what a game does in its first frames, or right at one
spot of a flow, needed a quick hand on the pause button. Now the
editor can start a play paused, step it frame by frame and let a
behavior pause it.

- The pause button can be pressed in edit mode. Then Play starts
  paused, and every further Play does too until it is released. A
  reload of the page clears it.
- A third button, Next frame, right of Pause, or Ctrl+Shift+Enter.
  It works only while paused and runs exactly one frame of 1/60 s,
  whatever the frame took on screen. Hierarchy and inspector follow.
- The Break node pauses the play like the button, at the end of the
  frame it ran in. The status line names the behavior's object. It
  is the editor's pause, not Pause game.
- Break reaches the editor through a service only the editor hands
  to a play. In play.html and Run in editor the node does nothing.
- Restart game keeps the running play's state. Start paused only
  counts when Play is pressed.
- Wiki Concepts, Behaviors, Keyboard: the buttons, the node and the
  shortcut.

Not tried: sound, free-running videos and a running recording while
stepping. Sound and videos stay held during the pause.

Tests:
- tsc, eslint and Prettier are clean.
- Unit pause, node-catalog, tooltip: 465 green. svg-icons now
  expects the step icon too.
- e2e 18 and 46 on stein2 (melektaus-atx was off): ALL PASSED,
  63 checks, 7 new in 18j. A step moves the box by 1.667 px at
  100 px/s, Break stops the play with "Break in Breaker".
- Counter-checks: a session that ignores the step turns 18j red. A
  Break that does not report its object turns the unit test red.
- Gate on stein2: tsc, eslint and Prettier clean, 305 files,
  4722 tests, 6 more than before. One was red at first, the icon
  list of the top bar did not know step yet. Fixed in
  svg-icons.test.ts and run again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 06:02:35 +02:00
adminandClaude Opus 5.5 64d0d472e5 Show a spawned object's first animation frame right away
An object that appears during a frame and plays an animation in its
On start was drawn once in its original state. A composition item
showed frame 0 one frame late. An object from the Spawn node even ran
its On start only on the next frame, after it had been drawn.

- BehaviorSystem: at the end of the behavior pass, objects that came
  to be in this frame hear On start and On enable. This covers spawned
  objects and behaviors switched on for the first time. Their
  On update starts with the next frame.
- AnimationSystem.showStarted: right after that, every animation
  started in this frame shows its frame 0. The clock runs from the next
  frame, and an end is told no earlier than then. A paused frame skips
  this, its animations stand still anyway.
- What such a late On start spawns in turn starts in the next frame.
  Otherwise a spawn chain could stretch one frame without end.
- Scene start is unchanged. There On start already ran before the
  first frame.
- Wiki Behaviors, Lifecycle: the new timing.

Tests: gate green on stein2 (melektaus-atx went offline mid-run),
305 files, 4716 tests (2 new). e2e 68 on melektaus-atx green,
10 checks. Without the late pass the Spawn test
reads 7 instead of 0, without showStarted both new tests are red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 21:55:35 +02:00
adminandClaude Opus 5.5 33891acfb3 Move, turn and scale an item in the composition picture live
Dragging an object in the Composition tab's picture writes the copy
of the composition at the playhead and asks for a preview once a
frame. The tab answered every such preview by building that copy
again from the composition, which still held the old value. So the
object stood still while dragged, and a move often did nothing at
all, because its end was read from a copy that had just been rebuilt.
Values typed in the inspector were not affected.

- SceneViewport gets editing(), which says whether a gesture of this
  view is under way: a drag, a size or turn handle, a polygon corner,
  a joint anchor or a tilemap stroke.
- CompositionCanvas leaves its copy alone while such a gesture sends
  its frame previews. The command at the end writes the composition
  as before, and the copy is built again from it.

Tests:
- tsc, eslint and Prettier are clean.
- e2e 69 on melektaus-atx: ALL PASSED, 16 checks, 69l is new. An item
  dragged 60 px to the right stands at +60 px while the button is
  still down (590 to 650) and has x = 60 in the model afterwards.
- Counter-check: rebuilding the copy on every preview again turns 69l
  red. The item stays put while dragged and x is 0 after letting go.
- Gate on melektaus-atx: green, 305 files, 4714 tests.
- Turning and scaling by the handles were not tried in the browser.
  They take the same path and editing() covers them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 19:52:11 +02:00
adminandClaude Opus 5.5 b16fe8c718 Drop a picture or video onto a composition track (#419)
A track item has always carried an object, and an object needs an
asset. Instead of objects without one, a dropped picture or video gets
a sprite the composition owns, the way a song owns its sounds (#355).
To the rest of the code it is a sprite like any other.

- The asset list starts a drag for textures, vector art, pixel art and
  videos. Dropped on a track, they make the sprite and the item in one
  undo step. A video item is as long as the video and follows it.
- One sprite per picture and composition. A second drop of the same
  video shares it. Once no item wears it, it goes in the same step.
- Deleting a composition takes its sprites along. A duplicate gets
  sprites of its own.
- Pasting into a scene or container turns the sprite into a project
  asset. Pasting into another composition gives that one a copy. The
  clipboard carries the sprite, so cut and paste loses nothing.
- Owned sprites stay out of the asset list and the pickers. The
  inspector shows them with a dot in front.
- "Make project asset" in the item's menu, on the timeline and in the
  hierarchy, turns the sprite into an ordinary one.
- The first track of the Composition tab gets its top line, as the
  Song tab's has.

Found on the way: loading kept an owner only for the asset types a
song can hold. A composition's sprite would have lost its owner and
turned up in the list after a reload.

Tests:
- Unit composition-sprites: 11 new. Without the rule 5 of them are
  red, without the loading fix the loading test is.
- e2e 69 on melektaus-atx: ALL PASSED, 15 checks, 69k new
- Gate on melektaus-atx: 305 files, 4714 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 18:48:20 +02:00
adminandClaude Opus 5.5 f171c77f91 Turn the own mouse pointer off again after signing out and in
CI was red on d4fc425 with two checks, both from this week's work.

- Signing out builds the editor anew on the same renderer. The second
  useCursorFiles then took the SVG pointers of the first for Pixi's
  own styles, so switching the option off kept them. The editor now
  undoes the pointers on dispose and Pixi's styles are back in place.
- e2e 62d still looked for "Start recording". The menu reads "Start
  recording…" since ba01d14, and 62 had not run then.

Tests:
- e2e 45, 46 and 62 on melektaus-atx: ALL PASSED, 51 checks
- Without the dispose, 46i-ii is red after 45, as it was in CI
- Gate, measured together with #419 on top: 305 files, 4714 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 18:48:18 +02:00
adminandClaude Opus 5.5 c425eea004 Key what an empty timeline row shows on a double-click (#412)
A double-click into a timeline row without keys set the property's
default, while the field in the row header showed the value the target
actually holds. A sprite standing on x 40 got a key with 0, so the
first key moved it. The double-click now keys the value the row shows.

- trackHeld in src/core/model/animation.ts says what a row without keys
  holds. The field in the row header and SetAnimationKeyCommand both
  ask it, so they cannot drift apart again.
- A relative row still gets 0, a row with keys still takes the value of
  its curve at that frame, and a row whose target is gone still only
  gives a notice and no key.
- README and the wiki page Development name 2047 checks.

Tests:
- Unit animation: 87 green, 1 new. A sprite on x 40 with the override
  scale 2 gets keys with 40 and 2. Red with the old def.default.
- e2e 25 on melektaus-atx: ALL PASSED, 35 checks, 25i-ii new. The arm
  stands on x 40 and a double-click on frame 3 keys { frame: 3,
  value: 40 }.
- Gate on melektaus-atx: green, 304 files, 4703 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 18:09:02 +02:00
adminandClaude Opus 5.5 d4fc425233 Draw the editor's mouse pointer from SVG files, on screen too
game-maker / gate (push) Successful in 4m19s
game-maker / suite (push) Failing after 17m35s
The pointer drawn into an editor recording lived as paths in code, so
it could not be looked at or edited by hand. The shapes are now SVG
files, and the editor can show the same pointer on screen, so what is
recorded is what was seen.

- src/core/recording/cursors/ holds one file per shape: arrow, hand,
  open-hand, fist, move, crosshair, text and resize. Resize is turned
  for the vertical and diagonal directions.
- data-hot="x y" on the <svg> is the hotspot in viewBox units. Width
  and height in the file are ignored, and anything before <svg>, such
  as <?xml ...> from a drawing program, is cut off.
- The open hand had six fingers. It has a thumb and four now, the
  middle one longest.
- CURSOR_SIZE = 0.8 scales every pointer the same on screen and in a
  recording, so the files keep their units.
- General settings has "Custom mouse pointer", on by default. It hangs
  the files into Pixi's cursorStyles as CSS cursors with the keyword as
  fallback, so the system still draws the pointer and the canvas does
  not. Off gives Pixi's own values back at once.
- A recording draws the pointer from the same files at its own size,
  so it stays sharp in 4K. It still reads the shape from the canvas
  when that holds a url(...) cursor.

Tests:
- Unit recording and view-tween: 3 new, green. They read viewBox and
  data-hot in an edited form, the boxes of turned shapes, the default
  size and old settings without the switch. Red without data-hot and
  without cutting before <svg>.
- e2e 46i-ii: the canvas cursor is a url(...) ending in default and
  the image loads. Off gives inherit and stores false, on brings the
  file back. Red without useCursorFiles.
- e2e 67e: the recording is still black at the mouse position.
- The README names 2046 e2e checks.
- Gate on melektaus-atx: 304 files, 4702 tests green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 17:33:57 +02:00
adminandClaude Opus 5.5 ba01d146e9 Choose size, rate and what follows when recording the editor
The editor recording had fixed settings: the canvas size at 60 fps,
always converted and imported. Recording in 4K needs a choice, and the
server shrank every video to 1080p anyway. Start recording... now opens
a dialog, and a recording always goes to the server as it is.

- The dialog holds name, resolution (Screen, 1080p, 1440p, 4K), fps
  (60 or 30), mouse pointer, sound, Convert and Import after
  conversion. Import is greyed out while Convert is off. The browser
  keeps the last choice, not the name.
- A larger resolution makes the editor draw finer while it records,
  so 4K is sharp, not stretched. It is never below the screen's own
  resolution and goes back after Stop.
- Stop always uploads. Without Convert the file only stays on the
  server. Without Import it is converted but no asset is added. Both
  are found in the video picker.
- The server keeps the original next to each MP4 for every upload, so
  Download in the video tab and the picker gives the original. Videos
  from before have none, they still download their MP4.
- A file left unconverted shows in the picker as not converted, with
  a Convert button. POST videos/{file}/convert queues it, and upload
  takes convert=0.
- The worker now caps a video at 3840x2160 instead of 1920x1080. Videos
  converted before stay as they are.

Tests:
- PHP videos.test.php: 81 checks green, with the original, convert=0,
  a later Convert and the 4K cap.
- Unit recording: 5 new, green. Red without the rule that a recording
  is never below the screen's resolution.
- e2e 67e-ii: the video tab downloads the .source.mkv, a Matroska
  file. 67f: 1440p from a 1280x800 window gives 2304x1440 at 30 fps
  without sound, kept and not imported, then converted in the picker.
  Both red with the MP4 download and without the finer drawing.
- The README names 2045 e2e checks.
- Gate on melektaus-atx: 304 files, 4699 tests green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 17:01:55 +02:00
adminandClaude Opus 5.5 93190e185c Route a video's sound through its own Master routing node
An editor recording had no sound while the video tab played a video.
The tab played its <video> straight to the speakers, past the Web
Audio graph, so the recording tap behind the limiter never heard it.
Fixing only that would have left videos as the one sound source the
Master routing cannot reach, so they get their own node, like sounds.

- A video asset with sound has a routing node labelled "Video". One
  without sound has none, it would have nothing to send.
- Its links take the sound after volume and FX. Several links or
  another level give the video its own bus, as with a sound.
- A new video follows the bus most other videos use. With none linked
  yet it goes to the Master, not to where the sounds go. Songs and
  sounds no longer follow videos either.
- Players only know their file, so videoBusesOf maps each file to the
  bus of its first asset. setMix takes that map and moves the gains of
  running videos at once when the routing changes.
- In the game, played in the editor or released, a video's sound
  follows its links. The tabs (video, composition, animation preview)
  play straight into the Master, as the sound tabs have since #368.
- The video tab's sound now goes through the Master, so its volume, FX
  and limiter apply there and the editor recording hears it.
- The recording badge beside the menu is an HTML element over the
  canvas now. The second render that drew it on the desynchronized
  canvas let the screen show a frame without it, so it flickered. The
  element is never in the copy, and clicks go through it.

Tests:
- Unit master-routing and sound-library: 3 new, green. Red without
  video in the routing kinds, without moving the gains, and with the
  old rule for the links of a new video.
- e2e 66e-iii: the tab plays a video linked to a bus, the level is
  0.09 on the Master and 0 on the bus. 66g: in the game the bus has
  0.09. Both red with the old ways.
- e2e 67e reads the badge from a real screenshot, still green.
- The README names 2043 e2e checks.
- Gate on melektaus-atx: 304 files, 4694 tests green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 16:15:59 +02:00
adminandClaude Opus 5.5 846a8b70b3 Let ?w=&h= fix the editor canvas to a set size
A recording of the editor is as large as its canvas, and so far the
canvas always followed the window. With ?w=1920&h=1080 the editor is
laid out at exactly that size in CSS pixels, whatever the window.

- src/ui/pageSize.ts reads w and h (both needed, 200 to 8192 each) and
  works out how the canvas fits the window.
- A smaller window shows the canvas shrunk to fit, centred, with the
  same aspect. A larger one shows it 1:1, centred on a dark page.
- Clicks still land right, since Pixi maps them over the canvas's
  on-screen box. Switching projects keeps w and h in the URL.
- The pointer drawn into an editor recording now scales against the
  layout size, so a shrunk canvas still records a full-size pointer.

Tests:
- Unit page-size: 5 new, green.
- e2e 62d: ?w=1600&h=900 in a 960x720 window gives a 1600x900 canvas
  shown at 960x540, y 90, and a click on the menu button opens it.
  Red without the shrinking.
- Gate on melektaus-atx: 304 files, 4691 tests green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:44:28 +02:00
adminandClaude Opus 5.5 d6a325978c Name the e2e check count CI actually measures
Since a62d1d0 the README named two checks more than the suite counts.
CI on 080df2d reported 2039, the README said 2041.

- The count now matches the last green CI run.
- Which two checks were counted twice back then is not traced.

Tests: documentation only, CI suite on 080df2d counted 2039 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:19:56 +02:00
adminandClaude Opus 5.5 080df2d211 Let the video tab's Play start at the playhead and reset its button
game-maker / gate (push) Successful in 4m18s
game-maker / suite (push) Successful in 17m57s
Two faults in the video tab. A click into the ruler while a clip
played stopped the playback, but the button kept showing "Stop". And
Play always started at the start of the clip, wherever the playhead
stood.

- The tab now reports when the ruler stops the playback, and the
  button switches back to "Play".
- Play starts at the playhead when it lies inside the clip. Without
  a selected clip the whole video counts. Outside or at the end,
  Play starts at the beginning.
- So Stop and Play continue where the playback stopped. A clip that
  ran to its end without loop starts again at the beginning.

Tests: gate on melektaus-atx green. e2e 66 ALL PASSED, 32 checks (2
new in 66e-i). With both fixes taken back, both checks are red with
exactly the reported faults: the button shows "Stop", and Play runs
from 0.71 s, i.e. from the clip start at 0.6 s.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 13:55:13 +02:00
adminandClaude Opus 5.5 f177ee90a4 Record the whole editor from the main menu
The game view could already record itself through nodes. Making a
video of the editor itself, to show how something is done, needed an
outside screen recorder. The main menu now starts and stops one, with
no options to set.

- "Start recording" sits in its own group before General settings, and
  reads "Stop recording" while one runs. The name is
  "Recording <time>", the size is the whole canvas in device pixels
  (an odd row or column is cut), 60 fps always. Sound is the master,
  saving goes the same way as for the game view.
- The encoder, the sound and the Matroska writing of a take moved from
  GameRecorder.ts to RecordingTake.ts. A take now reads its pictures
  from a FrameSource, so the game view and the editor share it.
- The editor's picture is copied from the canvas after each render, in
  the same frame, so nothing is drawn twice. A resting editor does not
  render, and the recording repeats its last picture.
- The mouse pointer is drawn into the recording in the shape the editor
  shows (arrow, hand, resize arrows, I-beam, crosshair, move).
- A red dot with the running time stands beside the menu button on
  screen only. It is drawn after the copy, and the toolbar makes room
  for it.
- Drawing that dot made Pixi take it as the root for every hit test,
  and the menu would not open any more. The stage is set back as the
  last rendered object after it.

Tests:
- Gate on melektaus-atx green: 303 files, 4686 tests.
- Unit recording: 20 green, 5 new.
- e2e 67: 8 checks, 67e new. It records through the menu and decodes
  the MP4: 1280x800 at 60 fps, the pointer black at the mouse, the dot
  missing, 238 plain spots alike with the canvas. Without the pointer
  and with the dot drawn before the copy, 67e is red.
- e2e 46: the main menu lists "Start recording".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 13:40:47 +02:00
adminandClaude Opus 5.5 c0ba2673ba Keep the video tab's picture following while scrubbing (#417)
Scrubbing in the video tab set currentTime on every pointer move.
Each new seek aborts the running one. With a large video a seek takes
longer than the gap between two moves, so none finished and the
picture froze. The composition tab never had this, because its
players run through the VideoLibrary, which only keeps the newest
wish while a seek runs.

- The pending-seek logic moves into a shared helper,
  src/viewport/videoSeek.ts. The VideoLibrary uses it unchanged.
- The video tab seeks through the same helper and uploads the
  picture again after each finished seek.
- Play drops a pending scrub wish. Otherwise the video would jump
  back right after it starts.
- Scrubbing before the first picture no longer jumps back to the
  time the tab opened with. The video stays at the last chosen time.

Tests: gate on melektaus-atx green, 303 files, 4681 tests (2 new in
video-seek). e2e 66 ALL PASSED, 30 checks. Without the helper the
new unit test is red ([0.1, 0.2, 0.3, 0.4, 0.5] instead of [0.1]).
There is no browser check for the freeze itself, the test video
seeks too fast to show it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 12:56:37 +02:00
adminandClaude Opus 5.5 40b6290d24 Sample 68d's video wait from before the click on Play (#417)
game-maker / gate (push) Successful in 4m13s
game-maker / suite (push) Successful in 17m57s
CI task 669 failed in e2e 68d with no loading frame seen. The check
began to sample after play(), and play() settles after the start. A
video that loads quickly was ready by then, so the wait it checks had
already passed. The composition itself had waited: its clock read 0
when the player was ready.

- 68d starts its sampler before the click on Play and counts only
  frames in play mode.
- The sampler stops after 20 s, not after a number of frames. Before
  the run the page draws far faster than 60 frames a second.

Tests:
- e2e 66, 67, 68 on melektaus-atx: ALL PASSED, 43 checks, 68d saw 6
  loading frames at 0 and 0.32 s after

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 12:31:32 +02:00
adminandClaude Opus 5.5 10c2c3c308 Expect compositions in the scene view's visibility list (#417)
game-maker / gate (push) Successful in 4m14s
game-maker / suite (push) Failing after 16m59s
CI task 668 failed in e2e 46. A composition placed in a scene has its
own symbol and name since 0334d25, so the eye in the scene header
lists it as a placeable type. The check still expected the list from
before.

- 46-topbar: composition joins the expected types, between collider
  and container.

Tests:
- e2e 46 on melektaus-atx: ALL PASSED, 24 checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 11:58:34 +02:00
adminandClaude Opus 5.5 b2b4cbad28 Keep a video's loading out of recordings and first frames (#417)
game-maker / gate (push) Successful in 4m21s
game-maker / suite (push) Failing after 17m16s
A Start recording right after Play composition still began with
empty frames. The composition's clock waited for its video, but the
recording went on and took every frame while the video loaded. A
clip that starts later in the video also slipped through, because
its player already had one picture while it still sought to the
clip's start.

- The view now counts every video sprite it leaves out as missing,
  not only one without any first picture.
- GameRecorder takes no frame while the game view misses a video,
  for at most VIDEO_WAIT_MS (3 s) at a time. The recorded time
  stands and the sound of that time is dropped, so it stays in sync.
- RecordingClock.start forgets a hold from before the first frame.
  Without that, the first real frames all got the time 0.
- A followed player starts at 1x until the first speed reading.
  Before, it paused and sought every frame for about 100 ms, so the
  first pictures after a wait stuck and then jumped. A step faster
  than 4x and a time running backwards do not count as a start.
- Test hooks: __gm.gameVideo(id) reads the game view's own player,
  TakeInfo.lastFrameAt shows when the last frame was taken.

Tests:
- Unit recording (clock after an early hold), video-follow (2 new,
  1 adapted): 449 green in tests/core/recording, tests/viewport and
  tests/core/composition*
- e2e 68e (a clip from 0.8 s shows that picture first and then
  plays), 68f (a recording that already runs takes no frame while
  the composition's video loads)
- 68e is red without the start at 1x, 68f without the hold
- README: 2038 editor checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 11:38:37 +02:00
adminandClaude Opus 5.5 6e6b6a4d9a Wait for a composition's videos and copy and paste its items (#417)
A composition lost the first frames of a video item. Its clock ran
while the player was still loading, in the tab and in the game. The
game only waited for videos once, when it started. A composition that
a behavior starts later spawned its items after that wait.

- The view now records which video sprites it left out for lack of a
  first picture, one entry per object.
- The composition tab holds its playhead while the preview misses a
  video, for at most VIDEO_WAIT_MS (3 s) like the game.
- CompositionSystem holds a composition's clock while one of its live
  items misses its video. The rest of the game keeps running.
- The editor play and the published game pass their view to the run
  as RunServices.pictures.
- VIDEO_WAIT_MS moves to core/model/video.ts, because the runtime
  does not import from viewport/.
- Videos loaded ahead for coming items do not hold the clock.

Items can now be copied and pasted inside the composition tab.

- Ctrl+C keeps the timing of the copied items next to the objects.
- Ctrl+V pastes objects and items in one undo step. The earliest item
  lands at the frame under the pointer, on the track there.
- Without the pointer over the tracks it lands at the playhead, on the
  selected track or on the top track of the selected items.
- Several items keep their distances and tracks to each other.
- The same copy pastes into a scene as plain objects. Objects copied
  from a scene do not paste into a composition, they have no timing.

Tests:
- Unit composition-edit, clipboard, composition-play: 3 new for
  pasting, 1 new for the clock waiting in the game
- e2e 69i (play from the end waits for the video), 69j (paste under
  the pointer and at the playhead), 68d (a composition started from
  On start waits for its video)
- each new check is red without its fix
- README: 2036 editor checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 10:38:19 +02:00
adminandClaude Opus 5.5 c4650e43f0 Let composition items overlap and show where their video lies (#417)
Trying the tab turned up six things to fix. Items of a track could
not overlap, so a drag stalled as soon as the pointer reached another
item. An item's ends gave no hint they could be dragged, a trimmed
video showed nowhere, clip names were hard to read and vanished when
picked, and the track menu did not match the song tab.

- Items of a track may overlap and nothing is cut or pushed aside.
  The later one lies in front, in the picture and on the timeline.
  The overlap is shaded and a line marks the covered end.
- Edges win over bodies when hit, so the covered end of the lower
  item can still be dragged. Hovering an edge lights it up and shows
  the ew-resize cursor, as in the song tab.
- A clip in the overlap plays on both items. Clips themselves still
  do not overlap; a moved clip now runs up to its neighbour instead
  of stopping short.
- Fit to media and a new video no longer cap the length at the next
  item, which only made sense while overlaps were forbidden.
- The left edge can be trimmed past the start of the video. The
  offset goes negative and the sprite shows the first picture until
  the video begins.
- Video marks: a corner triangle where the item cuts into its video,
  a line with a triangle like the song loop where the video starts or
  ends inside the item. Edges snap to the video's ends within 6 px.
- Clip names sit in their own layer above the bars, in text colour.
- The track menu matches the song tab: add above or below, move up or
  down, delete. It opens on the head and on an empty spot of the
  track. The Remove track button left the inspector.

Tests:
- Unit composition and composition-edit: 67 green, several new or
  rewritten. Bending three spots in the rules turned their tests red.
- e2e 69: ALL PASSED, 12 checks. 69b and 69c now drop the second item
  over the first and drag the covered end past it. Without edges
  winning the hit, 69c fails with hover: null.
- Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4672 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 08:57:26 +02:00
adminandClaude Opus 5.5 4f0272638e Load the next item's video before a composition cuts to it (#417)
Two sprites with videos back to back left a blank frame at the cut.
The video player only came into being once the item began, and a
sprite is not drawn until its video has a first frame. So the second
item was missing until its video had loaded.

- compositionAhead lists the items that begin within the next second.
  Near the end of a looping composition it also lists the items at
  its start.
- An item that is alive already is not loaded ahead. Two times would
  otherwise pull at the same player.
- The frame carries these videos hidden and paused on their first
  picture at the item's offset. Their players get the id the item
  will have, so the cut reuses them instead of opening a second one.
- This works the same in the tab's preview and in the game.
- One second of lead (AHEAD_SECONDS) is an assumption. It can go up
  if large videos still flash.

Tests:
- Unit composition: 27 green, 2 new. Unit composition-play: 14
  green, 1 new for the path in the game.
- e2e 69: ALL PASSED, 12 checks. The new 69h puts two video items
  back to back and checks the second player is open and paused at
  its offset before the cut, and drawn in the same redraw as the
  cut.
- Without loading ahead in the preview 69h fails with cut: null.
  Bending two spots in the model turned their unit tests red.
- Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4665 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 08:07:46 +02:00
adminandClaude Opus 5.5 e435c54afb Edit a composition's tracks, items and clips in its own tab (#417)
A composition could be placed and played, but not filled. Its tab
puts the picture at the playhead above a timeline of tracks, so a cut
or a cutscene is laid out by dragging assets onto tracks.

- The timeline takes the song tab's geometry with frames for ticks:
  ruler in seconds, scrubbing, play and pause, + Track. Zoom and pan
  glide through viewTween like the other tabs.
- A placeable asset dropped on a track becomes an item, 3 s long or
  as long as its sprite's video. Dropped on an item it lands behind.
- Items move without overlapping. The right edge stops at the next
  item. The left edge trims into a video and not before its start.
- An animation dropped on a track becomes a narrower clip bar above
  the item it plays on. The asset panel now starts a drag for
  animations too.
- The picture is a scene view over compositionHolder. A click picks
  an item or its child, a drag moves the real object. It takes no
  assets, since an object there would have no item.
- The hierarchy lists the items alive at the playhead. Reparenting is
  off there, items stay at the top level.
- The inspector shows a TIMING block on an item (start, length,
  offset for a video, Fit to media) and edits tracks and clips.
- Delete, the context menu and Remove item take item and object in
  one undo step.
- fitMedia: an override that gives an item another video sets its
  length in the same undo step, capped at the next item. Dragging an
  edge or typing a length turns it off.
- A composition inside a composition is refused.

Tests:
- Unit composition-edit (new): 19 tests. Four counter-checks each
  turned their test red. The "back to 3 s" test got a step in
  between after one stayed green.
- e2e 69 (new): 11 checks, 9 own. The hierarchy check reads the rows
  shown, after a counter-check on the model's rows stayed green.
- Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4662 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 07:47:22 +02:00
adminandClaude Opus 5.5 0334d2508d Place compositions in scenes and play them from behaviors (#417)
A composition can now sit in a scene like a container and play there.
Its items become real objects while they run, so behaviors, colliders
and events work on them as on any other object.

- A composition is placeable with its own symbol, transform and render
  layer. The scene view shows its picture at frame 0. A click on that
  picture selects the placement, not a single item.
- CompositionSystem spawns each item as an object under the placement
  when it begins, with the id <placement>~<item>. On start and the
  other events run. The object is destroyed when the item ends.
- The top track lies in front no matter which item started first.
  World.arrange() orders the entity list and the scene objects.
- Clips and driven videos follow the same rules as compositionAt().
  Loop, restart, stop and the game pause work.
- New nodes: Play composition (with restart), Stop composition and the
  event On composition finished. They were planned for step 4 but come
  now, because without autoplay nothing could play otherwise.
- The editor run ignores Play composition and says so in the log. It
  writes into the saved project, and the items would stay behind.
- contentId() moved to instance.ts. The animation system uses it for
  nested ids too.
- Compositions get no "Sort with parent" for now.

Tests: the gate passed with 301 files and 4643 tests, 18 more than
step 1. 13 of them are in tests/core/composition-play.test.ts. The
first gate run failed in event-order.test.ts, which counts the event
nodes and now finds 19. Five counter-checks each turned exactly their
test red. Two order tests stayed green without the fix at first and
were rebuilt. e2e 68 is new and passed with 5 own checks. Its
counter-check without arrange() failed as expected.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 07:06:33 +02:00
adminandClaude Opus 5.5 73e675835e Add the composition asset with its tracks, items and clips (#417)
A composition is a timeline of scene objects for cuts and cutscenes.
This first step brings the model and the pure evaluation behind it.
The tab and placing it in a scene follow in the next steps.

- CompositionAsset holds objects, tracks, items and clips. Each item
  owns exactly one object with overrides and container edits.
- The composition is a third object holder next to scene and
  container. Delete cascade, undo, usages and references work with it.
- Duplicating gives the copy new object ids and moves the item ids
  along with them.
- compositionAt() tells which items live at a frame. The top track is
  drawn in front.
- A clip acts on the item of its own track that it overlaps. After its
  end it holds the last value until the item ends. The animation's
  play mode is ignored, a clip is one pass.
- Clip targets are found by template path, else by name path, like
  the runtime's animation system.
- The root sprite of an item plays its video driven at offset plus
  time. Children follow unless they are already driven by hand.
- fittedLength() gives the video or clip length minus the offset, or
  3 s without media.
- fps (60) and loop live in their own properties file. Keeping them in
  PropertySchema would close an import cycle.
- The type is listed under Visuals with its own icon. It is not
  placeable yet.

Tests: the gate passed with 300 files and 4625 tests. That is 25 new
tests in tests/core/composition.test.ts and 2 icon checks that run
for every icon. Four counter-checks (track order, overlap rule, child
videos, ids on duplicate) each turned exactly their test red. e2e 04
passed with 67 checks and now counts 33 asset types.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 06:36:30 +02:00
adminandClaude Opus 5.5 597367c804 Keep a transition's pace through new steps and pans (#309)
A wheel step in the middle of a transition restarted the ease-out
curve at full speed, so a run of quick steps kicked at each one.
A pan called finish() first and made the zoom jump to its target.
Both made the zoom and the gliding lists feel jerky.

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 23:08:43 +02:00
adminandClaude Opus 5.5 be41b1f0d7 Glide the asset and object lists and scroll past their end (#309)
game-maker / gate (push) Successful in 4m21s
game-maker / suite (push) Canceled after 8m42s
The asset panel stopped with its last group flush on the bottom edge,
and both lists on the left jumped on every wheel step while the tabs
next to them already zoom with a transition.

- ScrollContainer gets tailSpace, empty room always kept below the
  content. Content that fits only without it scrolls by the rest. The
  content is made that much taller, so clicks and the context menu on
  that room work as on any empty part of the list.
- The asset panel keeps six rows of it. The other lists keep none.
- ScrollContainer gets wheelStep, which by default scrolls at once.
- scrollTween() in viewTween.ts hands the wheel step to an axisTween.
  The duration is the zoom transition's from the General settings,
  quick steps add up and stop at the end of the list, and dragging the
  bar or a jump to a row ends the glide where it stands.
- Only the asset panel and Scene objects use it. Inspector, menus and
  the console still jump.
- Wiki: Concepts describes the glide and the room below the assets.

Not checked in the browser by me. The user picked the six rows and
asked for the glide after trying the room below the list.

Tests:
- Unit scroll-container: 10 tests (3 new for tailSpace).
- Unit view-tween: 4 new with a fake clock (glide lands on target,
  quick steps add up and stop at the end, a jump ends it, 0 ms jumps).
- Gate on melektaus-atx: CHECK EXIT 0, 299 files,
  4593 tests (4586 before).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 22:14:54 +02:00
adminandClaude Opus 5.5 322fc39d16 Zoom the video tab's time smoothly like the other tabs (#377)
game-maker / gate (push) Successful in 4m41s
game-maker / suite (push) Successful in 17m13s
The video tab jumped on every wheel step and on Fit. The Sound,
Pattern and Song tabs already ease the zoom since #377. The video
tab now takes the same transition, so all tabs feel alike.

- VideoCanvas runs wheel and Fit through `axisTween`. The duration
  comes from the General settings. Quick wheel steps add up, panning
  ends the transition, and the view that is stored is the one the
  transition lands on.
- Opening a video still fits at once without a transition. Only the
  Fit button eases, as in the Sound tab.
- `__gm.videoTab.zoom()` reports the zoom and whether a transition is
  on its way.

Tests:
- e2e 66 on melektaus-atx: ALL PASSED, 30 checks (1 new). The new
  check uses `sampleZoom` like the Sound tab. At 1000 ms the zoom is
  on its way two frames after the wheel (319 -> 321) and lands where
  the jump does (370.63). No counter-check against the old code.
- Gate on melektaus-atx: CHECK EXIT 0, 299 files, 4586 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:52:29 +02:00
adminandClaude Opus 5.5 e191dc4b2e Record the game view from a behavior into a video asset (#405)
game-maker / gate (push) Successful in 4m14s
game-maker / suite (push) Successful in 17m7s
A game can now film itself. A behavior starts and stops a take, and
the editor turns it into a video asset with the run's picture and the
sound the player hears. The exported game hands the file over as a
download, since there is no project to keep it in.

- New action nodes `Start recording` (Name, Resolution, FPS) and
  `Stop recording`. An empty name becomes `Recording <timestamp>`.
- Resolution is `Game view`, `720p` or `1080p`. For the fixed sizes
  the height is set and the width follows the camera.
- The picture is the camera only, without hints, overlays or the
  letterbox. It is drawn into a render texture of the target size,
  so a smaller window still gives full 1080p.
- `PictureReader` reads the texture back through pixel buffers with
  a fence. The editor never waits on the GPU, and a frame with all
  three buffers busy is dropped and counted.
- Nothing of the take reaches the visible canvas. A first version
  drew tiles into it and copied them out, and with the low-latency
  canvas that midway state flickered on screen.
- The sound is tapped behind the master limiter in the FX worklet
  and encoded as Opus.
- H.264 is chosen when the browser has it, VP9 otherwise. A small
  own Matroska writer packs both tracks, no new dependency. It names
  the frame rate and BT.709 so ffmpeg keeps both.
- A second `Start recording` is ignored with a warning in the log.
  A take goes on through `Load scene` and a restart, pauses with the
  editor and is saved when the run ends. It stops at 2 GB.
- The editor uploads the take on the existing video route and makes
  the asset once the run is over. The video tab gets a Download
  button for the converted MP4.
- `downloadBlob` in `src/ui` replaces the song editor's own copy.

Findings:
- `On start` runs before the game screen knows the world. A take
  therefore fixes its size on the first frame that has a camera.
- Without a frame rate in the file, ffmpeg turned 30 fps into 59.94.
- The worker's poster JPEG is off in colour for every upload (red
  255 comes out as 229, BT.601). Not touched here.

Tests:
- Unit recording + matroska: 21 green, plus the node catalog cases.
  The Matroska test reads the file back with its own EBML reader.
- e2e 67 (new) on melektaus-atx: ALL PASSED. 1080p30 from a
  1280x800 window gives a 1920x1080 MP4 with sound and no dropped
  frame. Every 4th pixel is checked, a green quarter catches an
  upside-down picture. A take ended by Esc is saved with the
  timestamp name.
- e2e 60j: the exported game downloads an `.mkv` with EBML magic.
- The flicker is gone on the user's machine without `?vsync`.
- Gate on melektaus-atx: CHECK EXIT 0, 299 files, 4586 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:11:05 +02:00
adminandClaude Opus 5.5 36ffd9a61a Land a driven video's seek without a frame so it is never empty (#404)
game-maker / gate (push) Successful in 4m9s
game-maker / suite (push) Successful in 17m18s
Since b9fcf48 a seek of a driven video only counted as done once
Chrome handed over the next frame. For some seeks Chrome hands over
none. The player then waited for good, the view left the sprite out
after 0.3 s, and the picture stayed empty until the next jump.

- A seek now lands after `seeked` with the next frame, or after
  150 ms at the latest. The worst case is a picture 150 ms late.
- The landing is set up in the `seeked` handler instead of `seek`.
  A frame from before the last seek of a chase no longer counts.
- `__gm.videos()` reports `landing`, so an empty picture can be told
  apart from a player that is still loading.

Findings:
- The empty picture could not be reproduced in Chrome headless.
  The test video is 320x180 and decoded in software. The user's
  videos are 1080p60 H.264, likely decoded in hardware.
- The user confirmed the fix in the editor.

Tests:
- Unit video-library + video-follow: 20 green (1 new). The new test
  plays a video that hands over no frame after a seek. With the old
  code it stays not ready, so it fails.
- e2e 66 on melektaus-atx: ALL PASSED, 29 checks. The new 66r cuts
  LATE ten times quickly and was also green with the old code.
- Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4563 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 19:04:40 +02:00
adminandClaude Opus 5.5 8118b8042b Let Texture size feed the Vertex output to scale about the middle (#409)
game-maker / gate (push) Successful in 4m16s
game-maker / suite (push) Successful in 17m10s
A scale about the picture's middle moves each corner by its distance
to the middle times (scale - 1). In pixels that distance needs the
picture's size, and Texture size was locked at the Vertex output as a
per-pixel node. So the size had to be typed in by hand and was only
right for pictures of exactly that size.

- At a corner Texture size reads the uniform uPictureSize. It holds
  the size the Vertex output counts its pixels in, the same number the
  node gives in the fragment. The offset is divided by that size again,
  so a scale comes out right for every picture and sprite size.
- A node can say what it is at a corner through emitPerCorner. The
  walker takes it there and emit everywhere else.
- Fed a Pass's picture, Texture size stays locked at the Vertex output.
  A Pass has no picture at a corner.
- 9-slice, field and camera shaders do not move corners. Their size is
  0 there and nothing changes for them.

Tests:
- Unit shader-vertex: the node compiles at a corner to uPictureSize
  and the Output still reads textureSize. shader-passes: a Pass's
  picture into Texture size at the Vertex output is refused.
- Against the old perPixel flag the new unit test fails.
- e2e 28l-iv: width * 0.5 at x moves the 32 px picture as far as the
  constant 16 did, same three colours. With the size forced to 0 on
  the GPU the check fails and the picture stands still.
- The case "Texture size is refused at a corner" left the it.each
  that lists refused nodes, so the test count stays the same.
- e2e 28 on melektaus-atx: ALL PASSED, 101 checks.
- Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4562 tests.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 18:35:20 +02:00
adminandClaude Opus 5.5 b9fcf48097 Show a cut into the middle of a clip without its old picture (#404)
A switched-off driven video waits at the video time it has where it
is, before its first key mostly the start value. Switched on at
another spot, its player has to seek first. Until the seek is done the
texture still holds the old picture, so the start of the clip flashed
for a frame or two at the cut.

- A view holds its last picture while a driven video that just came
  into sight is still seeking, for at most 0.3 s. At a cut the old clip
  stays one frame longer and the right picture of the new one follows.
- A seek counts as done only when the browser hands in the next video
  frame (requestVideoFrameCallback), and the texture is uploaded right
  then. The seeked event alone was too early, one red frame was left.
- A seek that takes longer than 0.3 s leaves the sprite out until its
  picture is there. The wrong picture does not show either way.

Tests:
- e2e 66q switches a sprite off at 0.2 s (red) and on at 1.2 s (blue)
  and reads every frame in the browser. No red may show, blue must
  stand at the end.
- Against the old code 66q fails with 2 red frames before the blue.
  With only the seeked event it still fails with 1 red frame.
- e2e 66 on melektaus-atx: ALL PASSED, 28 checks, run twice.
- Unit video-library, video-follow: 19 passed.
- Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4562 tests.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 18:18:56 +02:00
adminandClaude Opus 5.5 3a1e420806 Read a driven video's speed on the frame clock so 1x stays 1x (#404)
game-maker / gate (push) Successful in 4m12s
game-maker / suite (push) Successful in 16m58s
A driven video measures how fast its wearer's time runs and sets its
playbackRate from that. The time moves on with the ticker, but the
reading took its clock from performance.now() while drawing. A frame
that had more to do before the draw shifted that clock against the
time, and a 1x animation read as up to 1.09. Outside 0.9 to 1.1 the
video goes mute, so the sound could drop out for a moment. In CI this
made e2e 66k red now and then.

- VideoLibrary reads the speed with the timestamp of the frame
  (document.timeline.currentTime), the same clock the time runs on.
  It falls back to performance.now() where there is no document.
- debugInfo() reports the measured speed of a driven player.
- e2e 66k checks the measured speed and the correction of the rate
  apart. The rate alone may differ from 1 by up to 10 percent on
  purpose, so checking it at +-0.1 was too strict.

Tests:
- Unit video-library: 8 tests green, 1 new. With performance.now()
  back in place the new test is red and reads 1.089.
- e2e 66 on melektaus-atx: all passed, 27 checks, speed 1.000 in
  all 5 readings.
- Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4562 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:49:45 +02:00
adminandClaude Opus 5.5 8679dfbe65 Group timeline rows by object and edit values in the row (#408)
The rows of the animation timeline stood in the order they were keyed.
With several objects and properties the list was hard to read, and a
value could only be changed by picking a key and using the inspector.
The Play button also kept saying Pause after scrubbing had paused.

- Each object gets a header row with its name, indented by depth. The
  groups follow the scene hierarchy, the root first. Rows whose object
  is missing go to the end.
- Under an object the rows follow the order in which it lists its
  properties: X, Y, Z, then the order of the inspector. Only the view
  is sorted, the animation itself is unchanged and there is no undo
  step. After a move in the hierarchy the order is right by itself.
- The row head shows the same field as the inspector with the value at
  the playhead. Without keys it shows the value of the object, for a
  relative row the offset.
- A change in that field sets or changes the key at the playhead,
  selects it and is one undo step. A running playback pauses first.
- The Play/Pause button follows every change of the playing state, so
  scrubbing that pauses shows Play again.

Tests:
- Unit animation + timeline-view: 100 passed, 3 new.
- e2e 25 on melektaus-atx: ALL PASSED, 34 checks, 3 new (groups,
  order and values at frame 4, a typed 55 becomes a selected key on
  frame 4, Play then a click on the ruler shows Play and pauses).
- Gate on melektaus-atx: exit 0, 297 files, 4561 tests.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:42:10 +02:00
adminandClaude Opus 5.5 dd60a795e1 Wait for driven videos before a run starts so no sprite flashes (#404)
game-maker / gate (push) Successful in 4m28s
game-maker / suite (push) Failing after 16m24s
The game view opens a player for each driven video only when it draws,
and it draws only while its tab is visible. Without a detour over the
Game tab the players came up with the click on Play. Until a video had
loaded, its sprite showed its base colour, white in the user's cut.
Sharing the players of the scene view would not have helped. From the
Animations tab those are discarded after two to four seconds.

- Play holds the run at second 0 until every driven video in the game
  view has its first picture, at most 3 s. The status line says
  "Loading the videos… · Esc stops".
- The game clock stands while it waits. Behaviors and sounds start
  only after it, so picture and sound stay together.
- Load scene in a running game waits the same way.
- A driven video without a picture is not drawn at all instead of
  white. That holds everywhere, also on a switch to the Game tab
  without Play and at a cut whose video is not ready.
- The exported player waits the same way.
- __gm.playInfo() reports waiting for the e2e check.

Tests:
- e2e 66p puts the sprite in front of the camera and waits 4.5 s so
  the game view has no player left. Then it reads every frame of the
  run: 14 frames of waiting on #22252c at time 0, then blue, no white.
- Against the old code 66p fails: 14 frames #ffffff, then blue.
- Unit video-library: 7 passed, 1 new for loading().
- e2e 66 on melektaus-atx: ALL PASSED, 27 checks.
- Gate on melektaus-atx: exit 0, 297 files, 4558 tests.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:07:53 +02:00
adminandClaude Opus 5.5 843b110bcb Hold a driven video at the end of its file instead of restarting (#404)
A driven video plays on for about 100 ms after the last key, until the
speed reading says it stands. With the key close to the end of the
file, that runs the video past it. The browser then marks it ended,
and follow() called play() on it in every frame. Per the HTML spec an
ended video starts over from the beginning of its file on play(). The
sprite flashed the first picture one to three times before it held.

- An ended video now counts as standing at its end. follow() holds it
  and seeks to the wanted picture instead of playing it again.
- The end of the file counts as an end too, not only the end of the
  clip.

Tests:
- e2e 66o plays an animation in once mode to 1.95 s of the 2 s test
  video and records the player time in every frame. It must never jump
  back, and the last picture must stand.
- Against the old follow() 66o fails, the player jumps back to 0 once.
  A first version with the key at 1.9 s stayed green, the video never
  reached the end of the file.
- e2e 66 on melektaus-atx: ALL PASSED, 26 checks.
- Unit video-library, video-follow, video-clock: 31 passed.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 15:46:03 +02:00
adminandClaude Opus 5.5 43fd22a763 Keep a driven video ready while its sprite is off (#404)
A cut between two videos flashed white: the sprite switched on had
no picture yet, because its player only opened then or had been
dropped meanwhile. A driven video now waits muted at its time while
its sprite is off, in the editor and in a run.

- A disabled sprite with Video clock Driven asks for its player
  without drawing it. A Free video still opens when shown.
- A run's draw list keeps disabled driven sprites, marked as off.
  Before, collectWorldItems dropped every disabled object, so the
  game view never held a player for them.
- VideoLibrary.wear() counts as asking. The sweeper dropped a held
  player after 2 to 4 s and it was loading again at the cut.
- The speed of the asked time is read over a window that grows to
  500 ms. Over 100 ms one 1/60 s step more or less read as 17 % off,
  the playback rate jumped and the sound dropped out.
- A stream feeds every packet it has loaded to the decoder at once
  and waits once. One round trip per 20 ms packet let the decoder
  fall behind on a busy main thread, which made e2e 34 flaky in CI.

Tests:
- Unit streaming, video-library, video-follow: green, 4 new
- e2e 34 + 66 (atx): ALL PASSED, stream skipped 0, 66m new
- e2e 66 (atx), two runs: ALL PASSED, 25 checks, 66n new
- Gate (atx): CHECK EXIT 0, 297 files, 4557 tests
- Counter-checks: without the draw list fix 66n finds no player,
  without the wear() fix and with the old speed reading the new
  unit tests turn red

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 15:37:16 +02:00
adminandClaude Opus 5.5 774207208c Key a video to its end at 1x and zoom the timeline further out (#407)
To play a clip at its real speed the user had to know its length,
work out the last whole frame by hand and then scroll far to the
right to set the end key. The timeline now does the sum, and it
zooms out far enough to see a long clip in one piece.

- The context menu of a Video time row gets "Video at 1x to its end
  from frame N". It keys the playhead with the row's value there and
  the last whole frame before the clip ends with the matching time.
- The start key turns linear and keys in between are removed. The
  whole run is one undo step (KeyStraightRunCommand).
- The clip is the one the sprite wears at the playhead, also when
  the texture is keyed in the same animation (rowVideoAt).
- The entry is greyed out for relative rows, without a video, while
  the length is unknown, or when the playhead is already at the end.
- The status line names the result, e.g. "frame 572 shows 57.2 s of
  57.27 s".
- The timeline zooms out to 0.02 px per frame instead of 4 px. The
  ruler labels follow a 1-2-5 step without an upper limit.

Tests:
- Unit video-clock + timeline-view: 27 tests green, 8 new
- e2e 66 (atx, alone): ALL PASSED, 23 checks, 66l new
- Gate (atx): CHECK EXIT 0, 297 files, 4553 tests
- Counter-check: the command keeping the keys in between turns
  exactly the command test red

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:51:20 +02:00
adminandClaude Opus 5.5 c9e8a3f6ac Let an animation drive a sprite's video picture by picture (#404)
game-maker / gate (push) Successful in 4m16s
game-maker / suite (push) Failing after 16m12s
A video used to run on its own clock as soon as a sprite wore it. An
animation could switch the sprite on and off, but never say which
picture shows at which frame. Cutting a video in an animation needs
the opposite: the animation sets the time and the video follows.

- Sprites wearing a video or a clip get two rows, Video clock and
  Video time. They show only while the texture holds a video.
- With Video clock on Driven the video does not play by itself. It
  shows the picture at Video time, counted from the clip's start.
  Past the end it goes round with Loop and holds the last picture
  without.
- Video time is a number like any other, so keys, step, easing and
  curves give stills, slow motion and ramps.
- A driven sprite gets a player of its own, keyed by the wearer's
  name. The same clip can run twice at different times.
- Following has two ways (`videoFollow.ts`). Running forward at 0.25x
  to 4x the video plays at that rate and is nudged. A still, a scrub
  or a step backwards seeks, and only the newest seek counts.
- Sound is heard only near 1x. The animation tab now plays it too, so
  a cut can follow the sound. Scrubbing is silent.
- Scene, game view, the inspector's PREVIEW and the shader preview
  show the driven picture. In a running game Play animation sets it.

Found on the way:

- After a scrub the video in the animation tab kept running. The
  preview redrew only while the playhead moved, so nobody asked for
  the video once it stood. `AnimationEditor.tick` now redraws it every
  frame while it shows a video.
- Every sprite has two more defaults (`videoClock: 'free'`,
  `videoTime: 0`). Eight tests in five files pinned the old list and
  are updated.

Tests:
- Unit: video-clock and video-follow new, 4 files with 42 tests green.
- e2e 66 (melektaus-atx): ALL PASSED, 22 checks, 3 new. 66i: two
  sprites on one clip stand at 0.2 s red and 0.7 s green. 66j: a
  scrub to frames 2, 7, 12 and 3 shows red, green, blue, red, and
  each colour still stands 0.7 s later. 66k: playing runs 10-30 ms
  behind at rate 1.00-1.03 and is not muted.
- Counterchecks: a seek that keeps the rate turns the seek test red.
  Not seeing Driven turns 66i, 66j and 66k red.
- Gate (melektaus-atx): exit 0, 297 files, 4546 tests.
- Not tested in the browser: Play animation in a running game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:23:07 +02:00
adminandClaude Opus 5.5 a62d1d0faf Give e2e 66 its own lane so the video sprite is not covered (#406)
game-maker / gate (push) Successful in 4m36s
game-maker / suite (push) Successful in 16m31s
In the full suite e2e 66f saw the same purple #cc00f4 fourteen times
instead of the clip's green and blue. Alone the module was green. The
video sprite stood at (0, 0), and there earlier modules keep objects
on purpose that later modules still need. Every other module has its
own lane for that reason, only 66 had none.

- scaffold.mjs: new lane `video` at y -7000.
- 66-video.mjs: the sprite and lookAt use that lane, and the cleanup
  looks back at (0, 0) like the other lane modules do.

Found with a diagnosis in a full run on melektaus-atx: under the
sprite's centre lay o3, otex (z 900) and filler40 to filler1 (z 5)
from e2e 10 to 12, only then vd66-object. Beside them the sprite
showed green as it should. The purple is otex's texture in the state
later modules leave it in. It has nothing to do with video seeking:
task 645 saw the same colour while seeking was still broken.

Tests:
- e2e 10-12 + 66, old state (melektaus-atx): 66f FAIL, otex in front
- e2e 10-12 + 66, with the fix: ALL PASSED, 81 checks, 66f sees
  #00ff01 and #0000ff
- Prettier, eslint: clean

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 13:40:43 +02:00
adminandClaude Opus 5.5 ce933a4f32 Let a drag change only the picked clip in the Sound and Video tab (#403)
game-maker / gate (push) Successful in 4m15s
game-maker / suite (push) Failing after 15m40s
A drag with a clip picked could span a new clip in the strip or span
the picked one anew over the wave. Both happened by accident while
working on a clip. Now a drag only makes a new clip while none is
picked. With one picked it moves its edges or the whole of it.

- With no clip picked, a drag in the strip or over the wave (in the
  Video tab the track) spans a new clip, as before.
- A click over the wave or in the track picks the clip at that point,
  as a click on its band does. Beside the clips it picks the sound or
  the video. The picked clip wins where clips lie over each other.
- With a clip picked, its handles move its edges as before. A drag on
  its band in the strip moves the whole clip, its length kept and
  inside the file. Any other drag does nothing.
- The rules live in waveView.ts (clipGrip, clipToPick, movedSpan) and
  both tabs use them. The cursor shows grab over the picked band.
- The Video tab's track draws the clips not picked faint, as the wave
  does, so a click there has something to aim at.

Tests:
- Unit wave-view.test.ts: 16 tests (4 new)
- Counter-check: a strip drag beside the picked clip spanning a new
  one again fails the picked-clip rule test
- e2e 34 + 66 (atx): ALL PASSED, 162 checks, 1 new check in each
- Gate (atx): 295 files, 4527 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:51:46 +02:00
adminandClaude Opus 5.5 c815d2c35f Keep a playing video when the window comes back to the front (#402)
Chrome draws no frames for a hidden page, so the scene stopped asking
for its videos. The sweeper of the VideoLibrary kept running and
dropped every player after 2 s. Back in the window, the video started
over, and Pixi warned that a texture source was destroyed while still
bound to a shader.

- The sweeper skips a hidden page. The time hidden does not count as
  idle, the 2 s start once the page is shown again.
- A dropped player only unloads its video source instead of destroying
  it. A shader that still holds the source no longer warns.
- CI serves videos through a new router for php -S. The built-in
  server answers no Range requests, so Chrome could not seek. e2e 66
  had 4 red checks in the suite job of d48f174 because of it. nginx on
  stein2 hid this.

Tests:
- Unit video-library.test.ts (new): 3 tests
- e2e 66 (atx): ALL PASSED, 18 checks
- Router checked with curl: 206 with the right bytes
- Counter-check: the old sweep fails both hidden-page tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:32:59 +02:00
adminandClaude Opus 5.5 d48f174caf Play videos on sprites, converted on the server with clips (#402)
game-maker / gate (push) Successful in 4m15s
game-maker / suite (push) Failing after 15m49s
A video becomes an asset like a sound: uploaded once, converted to one
format by a worker of its own, cut into clips in its tab, and worn by a
sprite through its Texture row. Only Chrome is a target, without alpha.

- Server: POST ?r=videos queues the upload under the hash of its bytes,
  so the MP4's name is known at once. The worker (VideoWorker over
  VideoFormat) writes H.264/AAC, yuv420p, constant frame rate, a
  keyframe every 15 frames, at most 1920x1080, with a poster and the
  details beside it. A failed job says why and is tried again on the
  next upload.
- An upload may be up to 2 GB. It is streamed from the request to disk
  and hashed there, so php-fpm holds none of it in memory. The other
  routes keep their 256 MB.
- The worker runs in the container game-maker-video on stein2, a
  compose project of its own (tools/video/), and in CI beside the PHP
  server. The CI image has ffmpeg for it.
- Model: asset type video with size, length, frame rate and sound, and
  clips like a sound's. The clip helpers and commands serve both.
- A sprite's Texture row offers videos and clips after the pictures.
  resolvePicture names a playing video by a key, and the texture library
  hands it to a VideoLibrary with one player per key.
- The editor shows a placed video as a quiet preview. Play starts it
  over at its clip's start and lets it be heard through the master bus,
  a pause holds it, Esc makes it quiet again.
- Video tab: the picture, a ruler, the clip strip and a track on the
  Sound tab's time axis. A drag spans a clip, a handle moves an edge,
  Play plays the picked clip.
- The picker shows a video on its way with its progress and adopts an
  upload from it once it is ready. Dropping a video file does the same.

Decided on my own:

- Two sprites wearing the same clip share one player and show the same
  picture. Control per instance belongs to the follow-up with nodes.
- A video plays in real time, the game's time scale does not slow it.
- The container may use 3 of the 4 cores of stein2.

Findings:

- The first real upload (279 MB) got 413: the API's own ceiling of
  256 MB for every request, not nginx or the Brandmauer.
- Chrome has no picture of a video that never played, and a Pixi
  VideoSource drawn before the first frame stays empty for good. The
  texture is made in the first frame callback (openVideo).
- A player nobody asks for in 2 s is let go. The inspector's PREVIEW
  asked only on an edit, so with the sprite not on screen its texture
  was destroyed under it and the batcher threw on every frame. The
  preview now redraws every frame while it shows a video, like a Time
  shader. A let-go texture keeps an empty source instead of none.
- VideoSource.load() reloads the element and cuts off an earlier
  play(). Playing starts after loadeddata.

Tests:

- PHP videos.test.php: 68 checks, with the real ffmpeg
- 300 MB upload through Brandmauer and nginx: 201 in 21 s, php-fpm at
  13.7 MB RSS at most
- Unit videos.test.ts: 20 tests
- e2e 66 (stein2, atx was off): ALL PASSED, 18 checks; e2e 04 with the
  new asset count green
- Gate (atx): 294 files, 4520 tests. serialize.test.ts used video as
  its example of an unknown type and now uses a made-up one.
- Counter-checks: a keyframe gap of 30 fails the PHP check, a key that
  keeps the video's end fails 2 unit tests, a clip without its end
  fails "plays only its stretch" in e2e 66

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:12:39 +02:00
adminandClaude Opus 5.5 2f376262d3 Let the Reverb's screen ring out and its reflections drift (#401)
game-maker / gate (push) Successful in 4m13s
game-maker / suite (push) Successful in 16m5s
The round screen of the Reverb stood still. It now moves, only for
the look of it, and says nothing it did not say before.

- The sound rings out again and again in real time. The dot in the
  middle flashes, and a thin front runs out over the rings as fast as
  the tail does. It fades as the tail falls, then 0.8 s of quiet.
- A reflection lights up for a moment once the front has passed it.
- The reflections turn slowly round the dot, each at its own pace and
  way (at most 0.16 rad/s). They sway 1.5 px in and out and twinkle.
  Their drift comes from a noise of its own, so they sit where they
  always did.
- Rings, grid and dashed end stay one drawing. Only the dots, the
  front and the flash are drawn again each frame.
- Nothing moves without a tail to see: no sound picked, or wet at 0.

Tests:
- reverb-view: 13 tests green (3 new)
- e2e 34 on melektaus-atx: ALL PASSED, 144 checks
- gate on melektaus-atx: 293 files, 4498 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 23:32:49 +02:00
adminandClaude Opus 5.5 742f240a62 Make the Bitcrusher and Delay plates shorter (#399, #393)
Both devices were 280 tall, but their knobs end well above that. The
gap between the lamps or levers and the knobs was wide, and below the
knobs about 70 units stayed empty.

- The Bitcrusher is 680x220. Its knobs sit 14 higher, closer to the
  row of bit lamps.
- The Delay is 680x224. Its knob groups start 16 higher, closer to the
  two levers.
- The screen's frame is now worked out from the plate's bottom edge.
  It stays as far from the bottom as from the side, so the screen
  shrinks with the plate (116 and 120 tall).

Tests:
- crusher-view and delay-view: 30 tests green
- e2e 34 on melektaus-atx: ALL PASSED, 144 checks
- gate on melektaus-atx: 293 files, 4495 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 23:16:47 +02:00
adminandClaude Opus 5.5 6383cc0d8e Show a Sample node as a device that draws its waveform (#400)
game-maker / gate (push) Successful in 4m14s
game-maker / suite (push) Successful in 16m49s
The Sample was the last node of an instrument that still showed rows.
It now draws the sound or clip it plays, so the loop and what plays
after the note can be seen instead of read off two numbers.

- SamplePanel, SampleFace and sampleView: a compact gold plate of
  480x280 with the sound picker beside the name, a waveform screen,
  the four ways of playing it as buttons two by two, the root as a
  knob that reads as a note, a lever for following the note and the
  loop's start above its end.
- The waveform comes from the library's peaks of the played sound,
  a clip's own cut included, scaled by the sound's volume. It is
  loaded on demand as the Reverb's sound is.
- Each part has its colour: played once, looped, played after the
  note, never heard. The loop is held as playback holds it: an end
  of 0 or past the sound is the end, a start not before it loops
  all of it.
- Idle settings come from the node's own idleParams, so the device
  greys out what the rows did.
- A new instrument places its Output at x 840, past the device.
  At 460 it lay under the Sample.
- Hook __gm.sample.panel and a check in e2e 34 behind the first
  instrument check.

Tests:
- Unit sample-view: 11 tests, new. pattern and chip-presets green.
- e2e 34 (atx): ALL PASSED, 144 checks (1 new).
- Gate (atx): 293 files, 4495 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 22:54:17 +02:00
adminandClaude Opus 5.5 a6c00f7b8b Show a Bitcrusher node as a device that draws its pixels (#399)
game-maker / gate (push) Successful in 4m11s
game-maker / suite (push) Failing after 15m21s
A Bitcrusher only said what it does in rows of numbers. How coarse
its steps and holds are could not be seen. Now the node is a device
of its own size. Its screen sends a sine through the node's own crush
and draws what comes out in cells, as tall as a step and as wide as a
hold, so the coarser the crush, the coarser the picture.

- CrusherPanel draws a 680x280 plate in bubblegum pink. Bits and rate
  are large knobs, wet is small. Rate gives its low end more of the
  turn, 8 kHz sits just past the middle.
- crushTrace runs a 440 Hz sine at 0 dBFS through Crusher at 48 kHz
  and blends it as the worklet does. Where each hold starts comes from
  Crusher too: a ramp through it at 16 bits takes a new value per hold.
- cellOf shapes a hold. From 5 px a step or hold gets a grid line and
  a gap. Finer steps give a 2 px bar. A cell is never more than twice
  as tall as wide, so 1 bit gives bars at -1, 0 and 1.
- The screen shows two periods, or 6 holds where the rate is low. The
  sine going in is a grey ghost. Below wet 1 the heard line lies over
  the cells.
- Above the screen a word for how crushed it is, CLEAN to BROKEN.
  Under it the noise the bits leave and where the rate folds back.
- 16 lamps show the bits kept, the highest on the left. A CRUSH lamp
  beside the name glows the more it crushes.
- COLUMNS_OF gives the Bitcrusher 4 columns in the presets.
- Hook __gm.bitcrusher.panel(id) for the sound FX and instrument
  graphs.

Decided myself:

- The screen is still. Nothing on it moves, so tick() says false.
- How crushed counts whichever of bits or rate takes more, the rate in
  octaves, times wet.

Found: at 8 kHz the first hold is 7 samples long, the rest 6. Six
sixths add up to just under 1 in Crusher. The worklet does the same,
so the screen shows what is heard.

Every sfxr effect preset ends in a Bitcrusher and gets 3 columns
wider. The Laser preset still fits whole on Fit.

Tests:
- Unit: crusher-view 13 tests (new). The screen matches Crusher with
  its wet on three settings.
- Counter-test: without the wet in the blend the worklet test fails.
- e2e 34: ALL PASSED, 143 checks (1 new).
- Gate: CHECK EXIT 0, 292 files, 4484 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 22:05:47 +02:00
adminandClaude Opus 5.5 b145e1f288 Draw the Flanger's comb as a thin line with a fading trail (#398)
game-maker / gate (push) Successful in 4m8s
game-maker / suite (push) Failing after 16m2s
The comb was still drawn too heavy. Each frame showed the whole band
the comb had swept over the last 1/20 s, edged by two lines 1.5 wide,
and the faster the delay moved, the thicker that band got.

- flangerLine draws the comb where the light is as one line, 1 wide.
  It runs through the ends of each column and the peaks and notches
  in it, where they are. A comb finer than a column zigzags over it.
- Behind the line a faint trail shows what the comb swept over the
  last 1/20 s, and over the last 1/40 s once more, so it fades with
  age. A Flanger that stands still has none.
- The line fades out where its teeth move more than a quarter of a
  tooth within the trail (clearAt), and is gone from half a tooth on.
  There only the calm band of the trail is left, so nothing flickers.
- responseFrame gives the screen the line, how clear each point is,
  the sharp columns for the notches and the trail. It replaces
  responseColumnsOf, and RESPONSE_BLUR is now RESPONSE_TRAIL.
- The notches are counted on the sharp comb again, not on the band.
- The Phaser's response is drawn as the same thin line, without a
  trail.

Tests:
  Unit modulation-view (stein2): 26 tests, 2 new. The line holds the
    comb's dB at each point and every notch. On a fast swing it fades
    out over 8 kHz, stays clear under 1 kHz, and the trail is the same
    band over 16 kHz in three frames. A still Flanger has no trail.
  Counter-check: with clearAt always 1, the fade test fails.
  e2e 34 (atx): ALL PASSED, 142 checks.
  Gate (atx): CHECK EXIT 0, 291 files, 4471 tests.
  Pictures of the default Flanger, a fast one (2 Hz, 5 ms) and one
    sweeping to 20 ms, and of the Phaser: a thin line, the trail
    behind it, a calm band high up.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 21:30:03 +02:00
adminandClaude Opus 5.5 f9a953f3d3 Keep the Flanger's comb calm and smooth where its teeth crowd (#398)
game-maker / gate (push) Successful in 4m24s
game-maker / suite (push) Failing after 16m35s
High up the Flanger's comb flickered and looked pixelated. Each column
of its screen took six readings, and its teeth pass there faster than
frames are drawn, up to 0.4 of a tooth a frame at 15 kHz by default.
Each frame caught other teeth, and each column was drawn as a sharp
rectangle.

- flangerColumns reckons each column exactly. The response only hangs
  on the phase, and between two multiples of pi it runs one way. So a
  column holds its lowest and highest at its ends or on the peaks and
  notches inside it.
- Each frame is blurred over the delays of the last 1/20 s
  (RESPONSE_BLUR), about what an eye blends. Where teeth pass faster
  than that, they become a calm band from the deepest notch to the
  highest peak. Further down, where they can be followed, they stay
  sharp and move.
- The response is drawn as a band between two smooth lines through
  the columns, no longer as one rectangle per column.
- responseColumnsOf picks the Phaser's readings or the Flanger's exact
  columns. responseDb had no caller left and is gone.

Measured before choosing the blur, as the mean change of a column from
one frame to the next on the default Flanger (2-5 / 5-10 / 10-20 kHz):

  readings as before   5.6 / 10.6 / 14.3 dB
  exact, no blur       5.5 / 10.2 / 12.9 dB
  exact, 1/60 s        5.0 /  7.6 /  4.0 dB
  exact, 1/20 s        3.9 /  2.6 /  0.04 dB

Under 5 kHz most of what is left is the teeth really moving.

Tests:
  Unit modulation-view (stein2): 24 tests, 2 new. The exact columns
    hold what 4000 readings a column find there, and a fast swing
    leaves the same band over 16 kHz in three frames in a row.
  Counter-check: without the peaks and notches inside a column, both
    new tests fail.
  e2e 34 (atx): ALL PASSED, 142 checks.
  Gate (atx): CHECK EXIT 0, 291 files, 4469 tests.
  Pictures of the default Flanger and of one sweeping to 20 ms, near
    and far, two of each 40 ms apart: smooth edges, the band the same.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 21:15:53 +02:00
adminandClaude Opus 5.5 b6749cc43d Show Tremolo, Vibrato, Phaser and Flanger as devices that swing (#398)
The four effects that swing were still drawn as rows of numbers. Like
the Delay, the Saturation and the Limiter, each node now shows a device
of a fixed size. Its screen draws what it does over the first seconds
of a sound, and a light plays that in real time, over and over.

- One device for all four (ModulationPanel, ModulationFace and
  modulationView), as KnobPanel is for Gain, Pitch, Mix and Pan. A short
  description gives each its title, plate, buttons and knobs.
- Tremolo, 640x280 in cream: a wave its volume shapes, the volume as
  its outline. It says DOWN TO 50%, EVERY 200 ms and DIPS -6 dB.
- Vibrato, 640x280 in plum: the pitch in semitones, cool below and warm
  above. Under a wet below 1 the dry pitch stands beside it. It says
  how late the voice is (LATE 0.93 ms).
- Phaser, 760x280 in mustard, and Flanger, 680x280 in steel blue: the
  response from 20 Hz to 20 kHz, and under it a lane of the turn or the
  delay over time. The response is drawn where the light is, so the
  notches swirl and the comb jets. A comb finer than a column fills it.
- The light loops over 1, 2, 4 or 8 s, two LFO swings at least, for a
  Flanger as long as its sweep takes to reach 20 ms. The face only
  keeps the editor drawing while something swings and is heard.
- A Rate lamp beside each name goes from dark to lit with the swing.
- Nothing is listened to. The pictures use the worklets' own numbers:
  lfoAt, vibratoSpeedUp (now exported from lfo.ts), the allpass chain
  with its feedback, and the comb, reckoned at 48 kHz.
- Phaser and Flanger take 4 preset columns. Phased Pad was looked at
  in a picture, nothing overlaps.
- Exported from nodes.ts: LFO_SHAPE, lfoShapeOf, TREMOLO_ROWS,
  VIBRATO_ROWS, PHASER_STAGE_ROW and phaserStagesOf. FLANGER_MAX_MS is
  exported from phaser.ts.

Decided here, as the request left the look open:

- A notch counts where the response falls below -3 dB, not some dB
  under the loudest point. Feedback rings peaks far above 0 dB, and the
  first rule counted 7 notches on a Phaser of 12 stages.
- Rate and Depth of Tremolo and Vibrato are big knobs, Wet is small.

Tests:
  Unit modulation-view (stein2): 22 tests, new. Phaser and Flanger
    give the dB of their worklets on a sine within 0.005 dB, the
    Tremolo its samples, the Vibrato the pitch it reads at.
  Counter-check: with the sign of the Phaser's feedback flipped in one
    place, exactly the worklet test fails.
  e2e 34 (atx): ALL PASSED, 142 checks, 4 new. Each device has its
    size, its ports outside, a light that runs by itself, and a button
    and a knob as one undo step each. Picking 8 stages on the Phaser
    draws 4 notches.
  Gate (atx): CHECK EXIT 0, 291 files, 4467 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 21:02:50 +02:00
adminandClaude Opus 5.5 28909f0adf Show a Limiter node as a device that holds what it took away (#397)
game-maker / gate (push) Successful in 4m23s
game-maker / suite (push) Successful in 16m6s
A Limiter only said what it does in rows of numbers. How much it took
away, and when, could not be seen at all, and a short sound is over
before any needle could show it. Now the node is a device of its own
size, and its screen catches the reduction from the moment a sound
starts and holds it once the sound ends.

- LimiterPanel draws a 720x280 plate of brushed brick. The threshold
  knob is large, ceiling and release are small beside it, auto-gain is
  a lever. A LIMIT lamp lights while it takes something away.
- The screen hangs the reduction down from the top, 0 to 24 dB by the
  square root like the Compressor's meter. The level coming in runs
  along the bottom, orange above the limit. Time runs from the start
  of the sound over 1, 2, 4 or 8 s, and a longer sound rolls.
- ReductionCapture in limiterView holds the capture after 0.4 s of
  silence, without the silence, until the next sound. It writes the
  most taken away and when, and NOW or LASTED on the right.
- The Limiter is tapped now, like the Compressor. The face reads the
  loudest sample since the last frame on both sides.
- SpectrumTaps.levels takes a lateBy. The side in front is read 5 ms
  earlier, so a peak going in is met by what it became.
- limiterReduction leaves the auto-gain out and solves Wet's blend for
  the limited part. Less than 0.2 dB counts as none.
- A capture is also held when the node leaves the picture. Changing a
  knob or the lever leaves it as it is.
- Hook __gm.limiter.panel(id) for the sound FX and instrument graphs.

Decided myself:

- The capture stays held until the next sound, not for a fixed time.
- The screen has no wet knob, as the Compressor's has none.
- The Limiter's two taps cost two gains of 1 per voice. The analysers
  only exist while the node is in the picture.

Measured on stein2: the seeded blip at -4.4 dBFS against -12 dB showed
7.56 dB. Three hits at 0, -8 and -2 dBFS showed 11.9 dB at the first.
In e2e 34 on melektaus-atx, -10.44 dBFS in against -20 dB showed
9.56 dB, the difference to the hundredth.

Tests:
- Unit: limiter-view 13 tests (new), spectrum 6 (1 new), soundfx 67
  with the Limiter's taps.
- Counter-test: without Wet's share in the formula the blend test
  fails.
- e2e 34: ALL PASSED, 138 checks (1 new).
- Gate: CHECK EXIT 0, 290 files, 4445 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:30:59 +02:00
adminandClaude Opus 5.5 80b25488ce Show a Saturation node as a device that glows with its drive (#396)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Successful in 16m2s
A Saturation in the graph was a stack of rows. The user wanted a device
of its own style and size, like the Delay and the Reverb, that shows
warmth and heat the harder the sound is driven.

- The node is a copper plate of 720x280 with a button per type, the
  auto-gain lever, a big drive knob and small knobs for tone, output
  and wet. Each change is one undo step, wired numbers lock their knob.
- The screen draws a sine at -12 dBFS, the level auto-gain is reckoned
  at, as a grey ghost. Over it is the wave that comes out: bent by the
  type, its DC taken out, auto-gain and output after it, blended by
  wet. Under it stand the auto-gain and the peak.
- The heat is the drive over 48 dB, as far as wet lets it be heard.
  The wave goes from cold steel through ember red to white, a glow
  rises from below and flickers, and embers fly up from about 8 dB on.
  A lamp beside the name glows with it.
- The node keeps the editor drawing only while there is heat. Without
  drive it draws nothing, unlike the Delay, which always animates.
- The Reverb's private type button is now PickButton with its own
  colours, and the Saturation's type buttons use it as well.
- No instrument preset uses a Saturation, so no preset needs more
  columns.

Tests:
- Unit saturation-view: 14 new tests.
- Counter-check: without taking out the DC, exactly the DC test fails.
- e2e 34 (atx): ALL PASSED, 137 checks, one new for type, lever and
  drive with undo.
- Gate (atx): CHECK EXIT 0, 289 files, 4431 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:05:11 +02:00
adminandClaude Opus 5.5 8c53ce0cbe Replace the 5-Band-EQ with the Parametric EQ and remove it (#395)
game-maker / gate (push) Successful in 4m13s
game-maker / suite (push) Successful in 16m21s
The Parametric EQ does all the 5-Band-EQ did and more, so the editor
keeps only one EQ. The old node was used in one project only, with
nothing linked to its band inputs.

- "Garden of Sacrifices" was converted once on the project file, not
  by a load migration (#137). Its 5 nodes are Parametric EQs now with
  the same filters: low shelf 80 Hz, peaks at 250 Hz, 1 kHz and 4 kHz
  with Q 1, high shelf 12 kHz. A band at 0 became no band.
- Two values below -24 dB were held to -24, as the Parametric EQ goes
  no further. Both are in the asset "Delay" (high -60, low -36). The
  user will rework them by ear.
- The write went through the API's own Store (lock, revision 20181 to
  20182), so a tab with the old revision gets a 409 instead of
  overwriting it.
- Removed with the node: its stage kind "filter" and the type
  FxFilter, which nothing else made, and the player's branch for it.
  A Pan is now the last branch of fxNodes, a Flanger that of stagesOf.
- Tests that took the 5-Band-EQ as "some effect" use the Pan or the
  Parametric EQ now. The test for a parameter feeding a band now
  feeds the cutoff of a Filter, which had no such test yet.
- A project that still names the type, such as an old snapshot of
  "Garden of Sacrifices", loads without those nodes. Unknown types
  were always left out on load.

Tests:
- Unit (stein2): soundfx 67, instrument 36, envelope 13, sound-library
  127, all green
- Counter-check: with the cutoff not taken from the parameter, only
  the new Filter test goes red
- The converted project loads and compiles: Delay, Vocals and Drums
  play their bands (3+1, 4 and 5)
- e2e 34 (atx): ALL PASSED, 136 checks, the palette check now looks
  for the Parametric EQ
- Gate (atx): CHECK EXIT 0, 288 files, 4417 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 19:46:03 +02:00
adminandClaude Opus 5.5 cb3183227b Keep drags at full speed in large projects (#394)
Dragging a band of a Filter or a Parametric EQ ran at about 30 fps
in a large project. Each frame of a drag announces the changed
project, and every listener of that event ran, also those whose work
nobody sees while the drag goes on.

- FramePreview marks its own frame, read through isDragFrame().
- The Scene view behind another tab skips such a frame and draws on
  coming back, as it already did while a game runs (#265).
- preloadProjectFiles skips it as well. It walks every asset and
  checks every bake, which costs milliseconds in a large project.
- The command that ends a drag emits for itself, and a drag that
  changes nothing ends with a plain preview, so both catch up then.
- This holds for every drag through FramePreview, the knobs of the
  devices in the graph included.

Measured on stein2 with a copy of a project of 162 assets, a band of
a Parametric EQ dragged at 250 pointer moves a second for 3 s:

- Listeners per frame: 17 ms before, 7.4 ms after.
- Hidden Scene view: 814 ms before, 53 ms after.
- preloadProjectFiles: 514 ms before, 0.4 ms after.
- What is left is mostly the Hierarchy and Assets panels on screen
  (about 3 and 1.3 ms a frame). They stay as they are.

Tests:

- Unit frame-preview, play-throttle: 29 passed (1 new)
- Counter-check: without the mark the new test fails
- e2e 34 (melektaus-atx): ALL PASSED, 136 checks
- Gate (melektaus-atx): CHECK EXIT 0, 288 files, 4417 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 19:45:59 +02:00
adminandClaude Opus 5.5 3f7eb03143 Check what a streamed sound holds by the library's own count (#378)
game-maker / gate (push) Successful in 4m8s
game-maker / suite (push) Successful in 16m22s
The e2e check that a streamed sound costs less than a decoded one
compared how much the renderer process grew. Alone, module 34 saw it
grow by 1 to 8 MB while streaming. After the 33 modules before it in
CI it grew by 25 to 66 MB, and suite went red (CI tasks 611, 614 and
617, the last with 66.7 MB streamed against 95.9 MB decoded).

- SoundLibrary.stats tells decodedBytes, the samples of every file
  decoded whole, and streaming.held, every head of a copy and what is
  sent ahead to the worklet.
- StreamFile.headBytes and StreamFeed.ahead give their share.
- The e2e check now asks the library: streamed it holds less than
  4 MB more than before and nothing decoded whole, decoded it holds
  more than 40 MB, the five minutes being 50 MB at 44.1 kHz.
- The growth of the renderer stays in the log of that check. The
  counter-proof that the renderer grows by more than 40 MB when the
  sound is decoded stays as it was.

Tests:
- Unit sound-library: the streaming test also checks the bytes held.
- e2e 34 (melektaus-atx): 136 checks. Streamed 0.76 MB more held and
  none decoded whole, decoded 50.5 MB. The renderer grew by 4 MB and
  49 MB.
- Gate (melektaus-atx): 288 files, 4416 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 19:01:00 +02:00
adminandClaude Opus 5.5 d4a45c127b Show a Delay node as a device with its echoes over time (#393)
After the Chip, the Envelope, the Reverb and the one-knob devices, the
Delay is drawn as a device of its own size too. Its screen shows what
time, feedback, damping, wet and ping-pong make of a sound, and a light
runs over the echoes at the beat they come at.

- DelayPanel: a 680x280 plate in the Compressor's brushed aluminium,
  now exported as ALUMINIUM. A screen, levers for Sync and Ping-pong,
  knobs for Time, Feedback, Damping and Wet, and an Echo lamp.
- The screen draws the sound as a white bar and each echo as a bar one
  step later. A bar is as tall as the echo is loud, evenly in dB to
  -60. It turns from warm white to rust as the damping takes the highs.
  With ping-pong the bars alternate above and below, the first left.
- At most 24 bars are drawn, and the screen says how many more are
  heard. Under it stand the step and the end of the tail, above it
  where the highs of the first echo end.
- The running light: DelayFace.tick returns true while the node is in
  the picture, so the editor keeps drawing, as for the Particles tab.
  The light goes round the span in real time, a bar glows as it is
  passed, and the lamp blinks with every echo but not with the sound.
- On beats the screen counts at 120 BPM, as the tempo of the voice is
  not known in the graph. The time knob then names the note, dotted
  and triplet ones included. In seconds, 2 s and up reads "2 s max".
- delayView holds the rules apart from the drawing: layout, tapers,
  echoTrain, echoCutoff for k rounds of the Butterworth low-pass,
  sweepAt and the texts. At wet 0 the rest is drawn faint.
- delayEchoes in the core counts the echoes heard. The tail of a voice
  and the screen use it both. DELAY_ROWS, DELAY_SYNC and PING_PONG are
  exported.
- Knob.reformat writes the number anew when its format changes, here
  when Sync switches between seconds and beats.
- The test hook __gm.delay.panel returns knobs, levers, idle settings,
  the echoes drawn, the texts and where the light is.
- Instrument presets give the Delay 4 columns. Echo Lead and Bell use
  one. In the picture of Echo Lead nothing overlaps.

Found on the way: a node with a face draws no setting rows. The e2e
check of a bypassed Delay (#354) read "Bypass: true" from them. It now
checks the faded node and the stages heard, as before.

Tests:
- Unit delay-view: 17 tests, new. Counter-check: the first ping-pong
  echo on the right turns the side test red.
- e2e 34 (melektaus-atx): 136 checks, 1 new.
- Gate (melektaus-atx): 288 files, 4416 tests.
- Pictures looked at: default, ping-pong, beats with damping, 83
  echoes at 50 ms, wet 0, and the preset Echo Lead.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 18:51:06 +02:00
adminandClaude Opus 5.5 389d9555fa Show a Pan node as a one-knob device in cyan (#392)
game-maker / gate (push) Successful in 4m13s
game-maker / suite (push) Failing after 15m23s
After the Gain, the Pitch and the Mix, the Pan is the next node that
is just one number. It now gets the same device in the graph instead
of a row for its pan.

- PAN_DEVICE: the Gain's 160x160 plate in cyan with one bipolar knob
  for Pan. The middle stands straight up, and the turn goes evenly to
  L and R, which are engraved at its ends like A and B on the Mix.
- PAN_TAPER in hardwareView is 1, so left and right are heard alike.
  Device and unit test read the same constant.
- PAN_ROW is exported from the core, so the knob has the node's range.
- A linked Pan greys the knob, as for the Gain.
- The test hook __gm.pan.panel returns the same shape as the Gain's.
- No instrument preset uses a Pan, so no preset columns change.

Tests:
- Unit hardware-view: 17 tests, 2 new (the turn, and L and R inside
  the plate and clear of the screws). Counter-check: PAN_TAPER 2
  turns the turn test red.
- e2e 34 (melektaus-atx): 135 checks, 1 new.
- Gate (melektaus-atx): 287 files, 4399 tests.
- Pictures looked at: Gain, Pitch, Mix and Pan in a row, Pan at -0.35.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 18:26:17 +02:00
adminandClaude Opus 5.5 fe4e0d9f1a Snap to the grid from the start in every graph tab (#391)
game-maker / gate (push) Successful in 4m12s
game-maker / suite (push) Successful in 15m55s
Laying out a graph by hand mostly means lining nodes up, so the
magnet was switched on in nearly every session. Every graph tab now
starts with it lit: Behavior, State machine, Shader, Particles,
Sound FX, Instrument, the song's Routing and the Routing tab.

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 17:37:13 +02:00
adminandClaude Opus 5.5 e70954115c Show Pitch and Mix nodes as one-knob devices in green and blue (#390)
The Gain has been a small device with one big knob since #384. The
Pitch and the Mix are just as much a single number, so they now look
and work the same way. The Mix also gets a lever for its curve, which
until now was only a row in the inspector.

- GainPanel and GainFace become KnobPanel and KnobFace. Each node is
  described by a KnobDevice: its plate, its row, how the knob turns,
  and an optional lever. The Gain looks as before.
- Pitch: a green 160x160 plate with a bipolar knob for Semitones. 0
  stands straight up and taper 2 puts an octave at 43 % of each half,
  so small steps near 0 are easy and the full +-64 is still there.
- Mix: a blue 180x200 plate, the lever on top and the knob below.
  The knob has A and B engraved at the ends of its turn. The lever
  reads "crossfade" down and "both at center" up with its lamp lit.
  A flip is one undo step.
- A wired Semitones or Mix greys the knob, as for the Gain.
- The instrument presets give Pitch and Mix two columns. In the graph
  they are 281 and 261 units wide, more than one column of 240.
- The test hooks __gm.pitch.panel and __gm.mix.panel return the same
  shape as __gm.gain.panel, plus the lever.

Tests:
- Unit hardware-view: 15 tests, 3 new (Pitch turn, lever above the
  knob and ends on the Mix plate). Counter-check: taper 1 turns the
  Pitch test red.
- e2e 34 (melektaus-atx): 134 checks, 1 new.
- Gate (melektaus-atx, together with #391): 287 files, 4397 tests.
- Pictures looked at: Gain, Pitch and Mix in a row, Pitch at -24.5,
  Mix with both curves, the Bell preset without overlaps.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 17:37:03 +02:00
adminandClaude Opus 5.5 e8021b1fd3 Show a Reverb node as a device with a round screen of its tail (#389)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Successful in 15m49s
The Compressor, the Gain, the Chip and the Envelope are devices in the
graph. The Reverb was still a list of rows, and how long and how dark
its tail rings was left to the numbers.

- The node is a plate of 640x280 in pale lavender. Its inputs are on
  the left, its output on the right.
- A round screen draws the tail as rings out from the sound. A ring's
  radius is its time, as the root of its seconds, on one scale up to
  10.5 s for every Reverb. So a Room is a small disc and a Cave fills
  two thirds.
- A ring is as bright as the tail is loud there, evenly in dB. Its
  colour is how much of the highs is left, from ice to violet, with
  the cut-off of the impulse response (reverbCutoff, now shared).
- The pre-delay is a dark gap round the dot, a dashed ring marks
  -60 dB. Seeded dots stand for the reflections. Wet fades the tail
  against the dot.
- A type of Sound draws the peaks of its sound from the library, each
  against its loudest. It says LOADING until they are there.
- A button for each type, a list of the sounds and four chrome knobs:
  Decay, Damping, Pre-delay and Wet.
- A knob the type does not take is greyed but turns. It goes over to
  Custom with the type's numbers, as one undo step. Picking a sound
  makes the type Sound, also one step.
- NodeParamDrag can write several settings as one drag for that.
- Test hook __gm.reverb.panel(nodeId), for the sound FX and the
  instrument graph.

Tests:
- Unit reverb-view: 10 new tests for the plate, the knob turn, the
  numbers per type, the scale, the tail and the texts. A screen that
  ignores damping turns the highs test red.
- e2e 34 (atx): 1 new check (device between its ports, decay knob of
  a Hall goes to Custom as one undo step, Cave button, a sound from
  the list makes it Sound and draws that sound).
- Probe pictures on stein2: Room, Hall, Cave, Plate, Custom with
  damping 1 and pre-delay 0.3 s, Sound.
- Gate (atx): CHECK EXIT 0, 287 files, 4393 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:35:59 +02:00
adminandClaude Opus 5.5 c75e72d4ee Show an Envelope node as a device with its ADSR curve (#388)
game-maker / gate (push) Successful in 4m24s
game-maker / suite (push) Successful in 15m50s
The Compressor, the Gain and the Chip are devices in the graph. The
Envelope was still a list of rows, and its shape was left to the
imagination of whoever read the numbers.

- The node is a plate of 520x280 in pale sea green. Its inputs are
  on the left, out and value on the right.
- A dark screen draws the curve over a note in amber. A letter sits
  above each stage, its time below it, and the sustain in percent
  above its line.
- The time on the screen is squeezed. Each stage is as wide as the
  root of its seconds, at least 3 %, and the hold has a fixed fifth.
  So 5 ms of attack still shows beside a release of 3 s.
- The falls use SETTLE, as the player does. With sustain 0 there is
  no hold and no release, and the screen says NOTE ENDS.
- Attack, Decay, Sustain and Release are chrome knobs. The times use
  taper 4, so 5 ms sits an eighth of the way and 1 s not quite half.
- From and To have no range a knob could turn through. They are
  NumberFields on the plate, typed in or scrubbed.
- The decay at sustain 1 and From/To while nothing takes value are
  faded. While a link takes value, the bezel says what it moves
  between, as VALUE 400 TO 3500. The UI font has no arrow.
- Instrument presets give an Envelope 3 columns of 240.
- Test hook __gm.envelope.panel(nodeId).

Tests:
- Unit envelope-view: 6 new tests for the plate, the knob turn, the
  idle settings and the curve. A linear decay turns two of them red.
- e2e 34 (atx): 1 new check on the Laser preset (device between its
  ports, curve ends with the decay, decay knob and scrubbed To field
  each one undo step).
- Probe pictures on stein2: Synth Brass preset, pad, pluck, organ
  and an Envelope whose value moves a Chip.
- Gate (atx): CHECK EXIT 0, 286 files, 4383 tests. The first run was
  red on the font test (#214) for an arrow in the bezel text.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:06:15 +02:00
adminandClaude Opus 5.5 ab37d3423a Let graphs zoom out to an eighth (#387)
With the Chip and the Filter drawn as devices, a preset such as the
Laser is about 3060 units wide. In a window of 1280 px a fit then hit
the floor of 0.25 and cut the Notes node off on the left.

- ZOOM_LIMITS.min goes from 0.25 to 0.125. The graph zooms without
  steps, so one more step is the floor halved. 0.125 is also the
  smallest step of the scene view.
- It holds for the wheel, for Fit and for the node board of plugins.
- The grid still hides itself below 8 px, so it does not flicker.

Tests:
- Unit plugins and graph-framing: 55 tests green, the floor test now
  expects 0.125.
- e2e 06 (atx): ALL PASSED, 149 checks. Only a comment that named 0.25
  changed there.
- Gate (atx): CHECK EXIT 0, 285 files, 4377 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 15:09:05 +02:00
adminandClaude Opus 5.5 eb78f3cbf3 Show a Chip node as a device with its wave and its pitch (#386)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Failing after 16m5s
The Chip had eleven numbers in rows and nothing that showed what they
do to a note. Its node is now a device of one size like the
Compressor's, and two screens draw the wave and the pitch from the
settings, worked right in the instrument graph.

- ChipPanel is 840x280 in the warm grey of a handheld console. A
  button per wave, the "follow note" lever and a chrome knob per
  number, grouped Oscillator, Slide, Vibrato, Arpeggio and Repeat.
- The wave screen draws two periods as loud as the Chip plays them,
  a square at its duty. toneValue and periodicSteps come out of
  chip.ts, so the screen and the worklet share one formula.
- The pitch screen draws what slide, delta slide, vibrato, arpeggio
  and repeat make of the pitch over a note. It ends where the note
  falls below "min frequency" and starts from A4 while the Chip
  follows the note.
- Idle settings are faded, wired ones greyed and locked, as the rows
  were. Every change is one undo step.
- Knobs take a bipolar range: 0 straight up, the taper bends each
  half. Slide, delta slide, duty sweep and arpeggio use it.
- The Compressor's auto-gain lever is now a Lever with a name of its
  own, which the Chip uses for "follow note".
- Presets give a Chip five columns, as a Filter has four since #385.

Found on the way:

- With the Chip this wide the Laser preset is about 3060 units. In a
  1280 px window Fit stops at the least zoom of 0.25 and cuts the
  Notes node off. The zoom limit is left as it is.

Tests:
- Unit: chip-view (9 new), knob (1 new), chip, chip-presets and
  hardware-view, 53 green
- e2e 34 on melektaus-atx: ALL PASSED, 131 checks (1 new). The
  first run was red on the check itself: a Laser's "min frequency"
  can lie above A4, and the screen then rightly says the note ends
  at once.
- Gate on melektaus-atx: CHECK EXIT 0, 285 files, 4377 tests
- Counter-check: a square drawn with its duty mirrored turns the wave
  test red

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 14:55:35 +02:00
adminandClaude Opus 5.5 c087993000 Edit a Filter in its node and resize EQ and Filter nodes (#385)
A Filter sounds like one band of the Parametric EQ, but it keeps what
the EQ cannot: linked numbers, the all-pass and +-40 dB. So it stays a
node of its own and gets the EQ's editor with itself as the one band.
The editors also stop running out of their room: what does not fit is
left out instead of being cut.

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 14:30:00 +02:00