A behavior with "Run in editor" kept its world until the frame after
Play. By then the game's On start had already started its pattern or
song, and ending the editor run called stopAll() on the sound library.
The game came up silent. This is what turned the game blocks of e2e
64 and 65 red in suites 542 and 550.
- EditorRun.modeChanged() ends the run the moment the mode leaves
edit. enterPlay() announces the mode before the game is built, so
the editor run's sounds stop first and the game's start after.
- The Editor wires the mode event to it instead of invalidate().
Tests:
- e2e 64 starts its game with an idle "Run in editor" behavior in
the scene. Without the fix it fails like CI did, "game": [] and
2 FAILED. With it: ALL PASSED, 30 checks (stein2).
- Unit editor-run: 21 green, 1 new.
- Typecheck, ESLint, Prettier clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The issue said a behavior that runs in the editor keeps the graph
it started with, until it is switched off and on. Measured before
building anything, that is no longer so. An edit runs from the next
frame on. Since when, was not found out.
- No code changes. A command raises the project event, EditorRun
refreshes, and syncFromModel of the behavior system empties the
graph cache.
- Decided in the issue: the instance carries on and is not started
over. Its variables and timers stand, and On start does not fire
again. A restart would write what On start writes or spawns into
the saved scene with every edit.
- Starting over stays what it was: Run in editor off and on, or
Play.
- Module 43 of the e2e no longer switches the behavior off and on
before it measures the changed layers of a ray cast.
Tests:
- Gate on melektaus-atx for this change alone: 212 files, 3264
tests (3260 + 4), exit 0. The gate right before this commit ran
on the tree of this and the next commit together: 213 files,
3278 tests, exit 0.
- e2e 18,20,43 on melektaus-atx: 57 checks, all pass. The check in
43 is the old one, it now holds without the workaround.
- Four unit tests in editor-run.test.ts: a changed node setting, a
node wired in and one cut off, a flow hung on On start that does
not fire until the switch goes off and on, and an undo.
- One counter-probe: without the emptied cache the wiring test
fails. The setting test does not, settings change in place.
- No full run and no smokes. The sum of e2e checks stays 1676.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Until now only the editor toolbar could pause a running game. A pause
menu inside the game had no way to stop the world while its own graph
kept running, and there was no slow motion.
- Five new nodes: Pause game, Resume game, Is game paused, Set time
scale and Time scale. Pause and resume take effect on the next frame.
- A game pause stops world time, physics, animations, particles and
shader time. Only behaviors with the new "Run while paused" switch
keep running.
- Set time scale 0 freezes the world but graphs keep running, as
agreed in the issue.
- Play and Stop reset the time scale to 1, Load scene keeps it. The
pause belongs to the scene, so Load scene and Restart unpause.
- The toolbar pause stays separate and also freezes the menu. When the
game pauses itself the status line reads "The game paused itself".
- While paused, collision events are not reported, sounds keep
playing, and the editor run ignores both nodes with a log line.
Findings:
- The first status line was longer than any before and got cut with
an ellipsis. It is shorter now.
- The e2e harness did not know the key "p". It does now.
Tests:
- ./check.sh: 133 files, 1968 tests, exit 0 (before 132 / 1952)
- npm run build: exit 0
- GM_STEPS=18 fresh: ALL PASSED, 33 checks (before 26)
- 16 new unit tests: 8 catalog cases, game-pause.test.ts, editor run
- 7 new e2e checks in block 18i, driven by real keys in the game
- Six counter-checks all bite: behavior filter, collision lock, world
time, editor run, clock reset and the game clock in the browser
- Check total 1217 in README is computed (1210 + 7), CI measures it
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This reverses the design of the previous commit. `PropertyDef.scope` is gone
without replacement: a behavior variable is an object property again, without
exception, and sharing is something you point at rather than something you
declare twice.
A **Variables asset** is declarations and nothing else -- no graph, no position,
never placed, no tab of its own (`TAB_OF_ASSET` is already `Partial<>`, so that
costs no line). A `Variables` node names one through its new `variablesAsset`
setting, empty meaning the behavior's own variables as before, and then reads
and writes one value per key for the whole run. Its property list follows the
chosen source, which was the actual request: a value another graph declared is
now offerable, where before every participant had to declare the name itself.
That deletes more than it adds (-72 lines net): `globalConflicts` and its
run-stopping kind clash, `SetVariableScopeCommand`, the scope picker, both
object-inspector filters and the "shared by the whole run" note on the placed
object. A typo is no longer a silent second variable -- naming an asset is
picking from a list. And two Variables assets may carry the same key without
meeting, because the asset is the key, not the name. The one shape it copies is
the one that already existed: `Set state` picks its machine the same way.
Lifetime is unchanged. The bag is built at `BehaviorSystem.start()` from the
declarations and never written back, so playing in the editor cannot change the
project -- which is the whole reason a counter must not be an object property
(`World.syncToModel` would `commit()` it, and the coin counter would stand at 7
for good).
Full symmetry across that gap, without mirroring anything. Two named wires:
`Inspector.liveVariables` shows the values as they stand while a run is on and
falls back to the declarations when it ends, and `adoptDeclarations()` takes a
key into the run *only where the document changed it since the last sync*.
Without that condition any unrelated project edit would snap a running counter
back to its starting value; a counter-test bends exactly that and falls over.
Nothing was ever cached, incidentally: `GraphInterpreter` only pulse-caches
nodes without a `read`, and the variable node has one. The wire was missing.
The state machine `Scope` row is now an ordinary `enum` row through
`createFieldRow`. It was hand-built from an `HStack` with a ghost dropdown and
began ~34px left of every value above it; the explanations beside `Local` and
`Global` are gone from the menu, the sentence below the row keeps saying it.
Machine scope is otherwise untouched -- `StateMachineAsset.scope`,
`SetMachineScopeCommand`, `stateBag()` and its persistence all stand, so #59
stays closed as built and `Scope` as a type now carries machines alone.
Six counter-proofs, each biting at its own guard. One of them did not bite at
first: the suggestion list was computed twice, in `nodeSection` and
`portSection`, so only the browser test covered the request itself. It is one
named function now, `variableChoices`, with a unit test of its own.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Pause is a sub-state of play, not a third mode: the toolbar button and
Ctrl+Enter stop ticking the world, the clock included. A held frame still
drops the input edges, so resuming does not fire a pause worth of keys in
one go.
The editor run missed the case it is most wanted for. hasEditorRun only
looked at the stored scene objects, so a behavior inside a placed
container never started one; the world now builds from resolveObjects and
writes back through objectRef, keeping the move as an instance edit
instead of baking the instance out.
Keys and clicks go to the run while the Game tab is on screen, where no
key means anything to the editor, and are handed back on leaving it -
held keys released, so nothing keeps walking unpressed.
A behavior object carries a "Run in editor" switch next to Enabled. When
it is on, the behavior ticks outside of Play and works on the saved model
directly - Unity semantics: what it moves is a real change, autosaved and
not undoable.
Input stays with the editor, so On key never fires while typing. The
editor run never bakes placed containers into the model, since that would
silently drop their instanceEdits.
syncToModel reports whether it wrote anything, and the dirty flag is only
raised on change - otherwise a behavior moving something every frame
would trigger ~60 saves a second.