5e09ba9a503436fc840f97563f2adbe26b423b1c
9
Commits
| Author | SHA1 | Message | Date | |
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808e1eefc2 |
Clean up duplicates and dead code, and fix the + menu check (#85)
Refactoring round 9 covers everything since round 8 ( |
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2e55071fa5 |
Lay a shader over a camera's whole picture (#299)
A shader so far worked only on its own wearer. Effects over the whole game picture, such as a vignette, grey, scanlines or a red flash on a hit, had no place to live. A camera now wears one, drawn the way a field shader of a particle source is (#170). - The camera gets a Shader row and, while one is picked, a Shader resolution row. The shader's properties follow as camera rows. They load, animate and appear in a Properties node under Type Camera. - Every view keeps masks and objects in one container. CameraShade renders it into the camera's picture, cleared to the background, and draws the shader over the frame. Game tab and play.html take the container off the stage while the picture stands in for it. - Screen pixels gives the picture as many pixels as it covers on screen. Camera pixels uses View width x View height and scales up without smoothing. - A pixel counts as a camera pixel in both (the user's choice). The uniform uPixelScale makes Texture size read View width x View height, so a Blur keeps its reach at any game scale. - Each camera wears its own shader, overlay cameras included. A red flash on the game camera leaves the HUD of an overlay camera alone. - The scene view's eye has a Shader switch on the Camera row, off by default. With it on, the main camera's shader lies over its frame, below symbols and gizmos, and the world around it stays drawn. - New tool tools/perf-camera-shader.mjs measures the cost. Measured on stein2 (HD 630, Game tab at Fit 1310x679): a camera shader that hands the picture through stays inside the scene's own spread of 3 to 5 fps between runs. A Blur of 4 cost 4 to 8 fps. Tests: - Gate on melektaus-atx: 227 files, 3497 tests (3487 + 10). - e2e 63 alone: 11 checks (6 + 5), e2e sum 1725 counted. - 63e-63i: pass-through is byte-equal and upright at 100%, flat red reaches the corners while the overlay keeps its green, Texture size reads 640 x 360 in both resolutions at Fit, no shader draws as before, and the scene view shows it only with the switch on. - Counter-checks: a camera left out of the shader wearers fails 1 unit test. Counting screen pixels fails 63g with #ab6000. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d6d38a6422 |
Lay a shader over a particle source's whole field (#170)
A shader on a source runs per particle and stops at each quad, so a glow or blur across the whole cloud was not possible. A source now has a second shader row that is laid over everything it draws at once. - New rows Field shader, Field width and Field height (256) on a particle source. The size rows show only while a field shader is picked (new `shownWhenSet` on a row definition). - The particles are drawn into a RenderTexture of the frame, and a sprite mesh wearing the field shader draws that picture. The frame is centred on the source and turns and grows with it. - UV run 0 to 1 across the frame. Texture color, Texture alpha and Sample texture read the picture of the particles. - The picture has as many device pixels as the frame covers on screen, at most 2048 per side. A frame off screen draws no pass. - The field shader's Padding and Vertex output do nothing: the frame is the edge, and its corners stay put as on a nine-sliced sprite. - A name both shaders declare is one row, and both uniforms read it. - The scene view draws the frame dashed round a selected source. The Particles tab preview wears the field shader too. - `tools/perf-field-shaders.mjs` measures 1, 10 and 50 sources. On the HD 630 they ran at 60.0, 60.0 and 57.6 fps against 60.1, 60.0 and 59.2 without, one run per row. Tests: - Gate: 223 files, 3460 tests (3452 + 8), CHECK EXIT 0. - e2e 31: 43 checks, 3 of them new. Sum 1707 is computed (1704 + 3). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9e869df063 |
Free a redrawn picture only once no shader names it (#293)
Editing a vector drawing made Pixi warn "destroyed while still bound
to a shader", twice with every change, once it had begun. It began
where an object wears the drawing through a shader asset. Each
change draws the picture anew and destroyed the one before it, but
the mesh of that object keeps its picture bound until it syncs. The
issue also asks for the button "Add shape" to go: a shape without
points cannot be given any, the Pen draws a new one.
- GeneratedPictures takes two more callbacks. inUse says that a
picture cannot be freed yet, soon runs a retry once whoever asked
is done.
- A replaced picture that is still in use waits in a list of its
own. It is freed right after the redraw that asked, as a rule. On
a later ask where its wearer was not part of that redraw.
- TextureLibrary tells a bound picture by the listeners for change
on its source. Under WebGL the bind groups are the only ones that
listen there. The retry is a microtask.
- The rule is asked for every drawn picture alike, whoever wears it.
- The inspector of a drawing and of a shape has no "Add shape" any
more. "Delete shapes" for several selected shapes stays.
Decided here:
- Under the list of shapes a second note says "The Pen draws a new
shape." while only the asset is selected.
Found on the way:
- Reproduced on a throwaway copy of the project the report came
from: 6 warnings for 3 changes with the shader override on the
object, none without it. After the change none, and no replaced
picture is left waiting.
- The fixture project of the tests never showed the warning. No
object there wore a drawing through a shader.
Tests:
- Gate on melektaus-atx: 211 files, 3219 tests (3209 + 10), exit 0
- e2e 47,48 on melektaus-atx: 113 checks, all pass
- e2e 28,30,31,39,40,47,48: 350 checks, all pass, run before the
wording of the new note changed
- The first gate was red: an existing test read the wording of the
note that had changed. Only three test files had been run after
the change.
- No full run and no smokes. The sum of 1668 (1667 + 1) is reckoned,
1667 is what CI counted for
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32a0af6e2c |
Put the text and boxes of the interface on device pixels
On a screen scaled to 125 % or 150 % the editor looked soft beside a page the browser draws itself. The layout counts in whole CSS pixels, and most of those fall between two device pixels there. The GPU averages both: text loses its edges, and a 1 px line becomes a pixel and a half of mixed colour. Now text and boxes are rounded to device pixels, and a line is one device pixel wide. - ui/pixelGrid.ts holds the rule. crispText() makes a text with Pixi's roundPixels, crisp() does the same for a Graphics of upright boxes, and hairline() is the width of one device pixel. - Every text of the interface is made with crispText() instead of new Text(). - crisp() only rounds where the scale is not a whole number. At 100 % and 200 % nothing changes. - drawControlBox, drawHeaderBar and drawSectionBand draw their lines a hairline wide and flush with the edge. The widgets that draw lines of their own do the same. - Two bands share exactly the line they draw, and a column still ends on a whole pixel. - The stage is nudged by 1/32 px where the scale is not whole. At 150 % every odd pixel is an exact half, and without the nudge one band came out a row shorter than its neighbours. - Curves, icons and everything of the game stay unrounded. Rounding their points would bend them. - The harness takes deviceScaleFactor as an option, and the hooks deviceColumn, edgeContrast and pixelGrid read the frame as the screen gets it. Not in here: the subpixel smoothing a browser gives its own text. Pixi draws a text into a transparent picture first, and there only greyscale smoothing is possible. Measured at 150 %, edge contrast before and after: top bar 31.5 to 47.8, the lists on the left 68.6 to 86.4, inspector 27.6 to 38.4. At 100 % it is 46.5, 90.1 and 37.9, and the picture there is the same as before pixel for pixel, apart from the fps display. Tests: - Gate on melektaus-atx: 206 files, 3114 tests (3104 + 10), exit 0 - Full run on melektaus-atx: 1655 of 1656 checks passed, smokes 24/19/21. The one that failed was a condition of the new step 62 itself: it scrolled an inspector that had nothing to scroll. The step now makes the window lower for that reading. - e2e 61,62 after that fix: 14 checks. The full run was not repeated, and CI is switched off for now. - Ten unit tests, nine in tests/ui/pixel-grid.test.ts - Eight e2e checks in the new step 62, which runs at 150 % - Eleven unit counter-probes fail tests - Four browser counter-probes fail their checks. They ran before the fix to step 62 and were not repeated for it. - Screenshots looked at for 125 % and 150 % Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ffedd81803 |
Read many pixels from one render in the e2e checks (#283)
On the WSL runner every __gm.pixelAt costs about 7 ms, three times as much as on stein2. Each call renders the whole stage into a fresh render texture and stalls until the GPU hands one pixel back. pixelRow and several checks read hundreds of pixels that way. Module 05 spent 36.8 of its 40 s on these reads, module 04 11.3 of 20 s. - stagePixels in src/ui/render.ts renders once around all points and reads them in one go. Only whole pixels at resolution 1 take that path. Anything else stays point by point. - The hook __gm.pixels(points) exposes it, and pixelRow uses it. - The loops in e2e 04, 05, 14 and 44 read their grids in one call. - The old comment in pixelRow said a wider frame comes back resampled. That is not true. The colours match exactly, so the comment is gone. Measured on the RTX (d3d12) and on stein2 (Intel, Vulkan): diff 0 at 10 680 points on each GPU. One screen row takes 4 to 18 ms instead of 2.4 to 9.9 s. The six affected modules need 32 s instead of 139 s under WSL, faster than on stein2. The rest of the gap is in Chromium's GPU process. perf puts three quarters of its time in the drivers (NVIDIA D3D12, Mesa d3d12, dxg). Four browser and Mesa settings were measured, none helped. Tests: - ./check.sh on melektaus-atx: 195 files, 2827 tests, CHECK EXIT 0 (+4) - e2e 1-16,30,37,44,58 under WSL: ALL PASSED, 587 checks - counter-check: a wrong index in stagePixels fails the unit test Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4194f3e150 |
Share a link that plays the game without the editor (#266)
A project could only be played inside the editor, behind the login.
To show a game to someone else there was no way short of an account.
A release freezes the saved project under a random token and serves
it on a page that holds nothing but the game view.
- Menu -> Release... opens a dialog with the state of the release,
the link with Copy link and Open, Publish or Update release, and
Take down behind a confirmation.
- Publish saves first and refuses while anything is unsaved, like
snapshots. Updating keeps the link. Take down kills it, and a new
Publish hands out a new token.
- The link is play.html?game=<32 hex>. The page needs no session,
paints Theme.colors.background, zooms with Auto and waits for
"Click to play" so that sound and keyboard focus are allowed.
- The game always starts in the start scene. Persistent variables
are stored per link in the browser. Plugins are not loaded, and the
dialog warns about them and about a project without a scene.
- GET ?r=releases/{token} is the only route besides auth/* that works
without a login. The public answer carries the token as project.id,
so the project id stays hidden. Release files are written with 0640
and nginx does not serve them directly (measured 403).
- Starting, the frame and Load scene moved into runtime/GameRun.ts.
Play in the editor and the play page run through the same code.
- WorldViewport moved to src/viewport/ and no longer needs the
EditorState. Pointer forwarding (gamePointer.ts) and setting up
textures, fonts and sounds (projectFiles.ts) exist only once.
- Vite builds two pages. The play page loads 4 kB of its own code
plus the shared chunk (Pixi, runtime, drawing, 653 kB) and Rapier,
without the editor.
Found on the way, not fixed here: data/projects/<id>.json answers 200
without a login because the files are 0644.
Tests:
- ./check.sh: 194 files, 2808 tests, exit 0.
- tests/php/releases.test.php: 20 checks, also added to CI.
- New e2e module 60 with 10 checks, played in a browser without a
session. Module 46 counts the menu entries and was updated.
- Full e2e run: 1572 checks passed.
- Counter-checks: 3 unit, 2 PHP and 3 browser mutations all fail.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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7e829f737e |
Load every picture of a project ahead so animated tiles don't flicker
A texture was fetched only when it was drawn for the first time. Until the file arrived, the tilemap skipped the cell for that frame. An animated tile whose next step sat in another picture therefore blinked away once on its first cycle, and sprite animations did the same. - FileLibrary gets preload(files). It requests every file that is not held, loading or known to have failed. Each library reports what it holds through holds(). - src/core/model/projectFiles.ts lists the files a project names per library: uploaded textures, fonts and pixel art cels. - App.ts runs the preload on every project event. That covers opening a project, new assets and edits from a collaborator. - A new test hook __gm.heldPictures() reports which textures of the project are in memory. Not done on purpose: - The tilemap keeps no fallback frame while a step is still loading. - Sounds still load on first play. Not checked: the flicker itself was not reproduced in the browser, the e2e check measures "held in memory". Modules 42, 44 and 47 read textures from the project and were not run locally. Tests: - ./check.sh: 174 files, 2518 tests, CHECK EXIT 0 - e2e 39 + 40: ALL PASSED, 96 checks - 3 new unit tests for preload and the project file list - New e2e check 40k-ii: an unplaced picture is held after a reload - Counter-probe: without the preload 40k-ii fails with "Autotiles: held false, unworn: held false" Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ed29b2f3dc |
Split the debug hook into one file per topic (#215)
debugHook.ts had grown to 1097 lines of unrelated test hooks. They now live in seven files under src/editor/debug/, grouped by topic. debugHook.ts only assembles them and is down to 86 lines. - The shape of window.__gm is unchanged for tools/. Measured in the browser before and after: 120 top-level keys and 313 leaves with their arity, byte-identical JSON. - The Text import is explicit in the helpers. Without it the name fell back to the DOM type and instanceof would never have matched. Findings: - The comment for vectorArt sat above pixelArt. It is back in place. - An orphaned duplicate comment on assetRow is gone. Tests: - ./check.sh: 145 files, 2192 tests, CHECK EXIT 0 (unchanged) - e2e 1-16,37,39-43,47,48: ALL PASSED, 734 checks - The shape probe turns red against a deliberately misnested hook. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |