5fbc6eb0885d40707fb118eea5c16b061e2d506a
129
Commits
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0c41cb97b1 |
Clip the children of an object to a clip area (#260)
An inventory grid could not scroll, because nothing could cut a child off at an edge. A game also had no way to hear the mouse wheel. Both are needed for a scrolling list, a dialog text or a window with more content than room. - A new object type Clip area has width and height and turns, scales and mirrors with its parent. The size gizmo drags width and height. - Everything below a clip area, on every level, is drawn only inside its rectangle, in the Scene view as in the game. Nested areas cut to their intersection. The rule works on a convex polygon, so a turned area cuts right as well. - On click, Is hovered and On mouse wheel do not hit a cut-off part. The Scene view does not pick it either. - In the Scene view the area is a dashed frame that is grabbed only at its edge, so a click inside lands on the content. The eye under Shape hides the frame. In the game the area is invisible. - While an object below an area or one of its parents is selected, the Scene view shows the cut-off part at 30 % opacity and it can be grabbed there. The rule lives in core/properties/clip.ts. - The Properties node knows the type Clip area. - The new event node On mouse wheel fires by the rule of On click. Its delta counts in notches, positive is down, and a frame's turns arrive as one value. It also gives x and y. Limits: - Only sprites and texts show the faded rest. Tilemaps and particles are cut and can be grabbed when open, but are not shown faded. - Masks by texture shape are out, as noted in the issue. Tests: - ./check.sh: 2773 tests, CHECK EXIT 0. - Full e2e run (local): ALL PASSED, 1549 checks, measured. - tests/core/clip-areas.test.ts: 12 tests for the cut rule, scene and game, save and load, hits, the wheel with and without owner, the notch conversion and the open rule. - e2e 58, 5 checks with real mouse and wheel: the scene cuts (74 of 74 red inside, 0 outside), a click on the cut part picks nothing, the selected rest is faded and grabbable, the game cuts, one notch logs 1. - e2e 04 and 46 count the object types and the eye rows. They now include Clip area. - Counter-checks: 6 in unit tests and 3 in the browser, all fail as expected. The originals were restored and checked with cmp. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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89aa92d2e3 |
Put a shader on a text and draw pixel fonts sharp (#169)
A text could not wear a shader, and a pixel font was always smoothed. Pixi's Text takes no custom shader. It also shares one texture between texts of the same content and style, and the filter is not part of that key, so two equal texts with different filters would overwrite each other. - TextPicture rasters a text into a texture of its own and draws it like a sprite. Shader, time animation and edge mode work without a special path. A new text, font or size rasters again and keeps the shader. - The old texture is dropped only after the shader holds the new one. Before, Pixi warned about a destroyed texture that was still bound. - A text has a Shader row with the shader's property rows below, as a sprite has. Overrides, saving, animation and the Properties node (type Text) know them. A shader parameter named like an own row of the text loses to that row, as on the particle source. - The font asset has a Filter row, Linear or Nearest. The row existed three times already (texture, vector art, pixel art) and is now one helper filterRow. - Nearest rasters the text 8 times finer and cuts every 8x8 block to one texel: at least half covered is full, else empty. Chrome on Windows smooths canvas text sideways through DirectWrite whatever filter we set later. The cut removes those half pixels on every system, and the texture stays one texel per world unit. Found on the way: - On a font that is no pixel font thin strokes break apart under Nearest. For a pixel font at its own size this does not matter. Not done: - The preview in the Shader tab does not take a selected text as its picture, it shows the test picture then. Tests: - ./check.sh: 189 files, 2759 tests, CHECK EXIT 0. - text-shader.test.ts with 10 tests: rows and name precedence, a clamped override, save and load, animation, the font filter, and sharpCoverage on a smoothed edge and at the texture border. - e2e 30 has 7 new checks: red glyphs through the shader picked with the mouse, the shader survives a new text, red in the game, soft edges under Linear, clean 4x4 blocks under Nearest, and half covered texels (Linear 238, Nearest 0). - Full local run before the Nearest cut: all passed, 1543 checks. GM_STEPS=1,30 on the final bundle: all passed, 32 checks. The sum 1544 in the README is counted from these two runs, not measured. - Counter-checks fail as expected: in the browser no shader on a text fails 30h-30j, an always linear sampler fails the Nearest check, the old 1:1 raster leaves 107 half covered texels and fails 30k-ii. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ef2600493f |
Read the pixel size of a texture in a graph (#262)
A graph had no way to know how big a picture is. An icon sprite with a fixed size therefore stretched every icon of another size, an 8x8 pixel-art icon in a 16x16 slot was drawn twice as big. - New data node Texture size. It takes a texture, a frame or a pixel art and hands out width and height in pixels, 0 x 0 for none. Wired into a sprite's width and height, the picture shows pixel for pixel. - GraphLookup gets textureSize. The project answers it with the same pictureSize rule a sprite uses to size itself. Tests: - ./check.sh: 2749 tests, CHECK EXIT 0. - 2 catalog cases (a picture, no picture) and one test against a real project: pixel-art sheet, single frame, missing texture. - No e2e check and no counter-check for this node. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f84defb9b6 |
Pick an object of the same scene for an Object variable (#258)
An Object variable could only be set by a graph while the game runs.
A placed object always showed "(null)", although the other objects of
its scene are there to choose from and the runtime can already find
any object by its id. Now the placed object stores a reference to one
of them, and the running game turns it into the real object.
- Stored as {"$object": "<id>"}. The empty placeholder stays as it
was, so old projects load unchanged and empty still means "(null)".
- The row of an Object variable on a placed object is a dropdown with
None and every object of the scene, indented like the Hierarchy.
The same goes for Object fields in structs and Object items in
lists, also in the Variables and List tabs.
- The behavior asset keeps "(null)". An asset has no scene, so "Apply
to asset" is gone from Object rows.
- The runtime resolves the reference when the Variables or Properties
node reads it. A destroyed target reads as null, a missing one shows
"(missing)" in the row.
- Inside a container only objects of the same container are offered.
The reference keeps the template id, so every placement finds its
own copy.
- Deleting the target clears the reference in the same undo step.
Paste points references inside the pasted group at the copies and
leaves outside references alone. Create container and Unpack carry
references along with the new ids.
- A value a graph writes while running stays in the run. The scene
keeps the picked object, also in "Run in editor".
Found on the way:
- Setting an override coerced every object slot to empty, in plain
values, struct fields and list items. The shared objectPlace() now
keeps the reference.
Not done:
- No eyedropper to pick in the scene, the dropdown is enough for now.
- Deleting a template object in the container editor does not clean up
references in other scenes. They read as null there.
Tests:
- ./check.sh: 187 files, 2724 tests, CHECK EXIT 0
- e2e 1-9, 51, 57: ALL PASSED, 389 checks
- e2e 1, 57 on the final bundle: ALL PASSED, 17 checks
- 13 unit tests in object-references.test.ts, 5 checks in e2e 57
- Counter-checks: 8 unit breaks fail their tests, the browser break
without a pick list fails 57b-57d
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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e8b3ac0a3b |
Keep behavior variables private to their own graph (#257)
A behavior often needs working state such as a timer or a counter. Until now every variable showed up on each placed object and in the Properties menu, so the inspector filled up with values nobody should touch. A private variable works like any other inside its graph but is not offered anywhere outside. - Each behavior variable gets a lock switch next to Keep. It starts off, so existing projects stay as they are (`privateVariables`). - A placed object shows no private variable, neither in the inspector nor while the game runs. If all are private, it says so. - Switching a variable to private drops its overrides on every placed object in one undo step. Switching back does not restore them. - A running game does not write a private value back as an override, and a project change during the run does not reset it. - `+ Property` no longer offers private variables. A port that names one by hand still reads and writes it without a warning. - The default value of a private variable is read-only in the asset inspector. Its shape (name, fields, type, delete) stays editable. - Keep is now a pin icon instead of a word. With the lock added, the header of a list variable had no room left and the lock covered `+ Item`. Not done: the animation track picker still offers private variables. Tests: ./check.sh -> 186 files, 2711 tests, CHECK EXIT 0. e2e 1,19,20,21,56 -> ALL PASSED, 119 checks. New module 56 has 7 checks with a real mouse. Counter-checks fail as expected: unit without the write-back filter, the sync guard, dropping overrides or loading the flag. Browser with all variables on the object, an unfiltered menu, or no value lock. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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cf6565d108 |
Start new behavior variables with Keep switched off
Keep is a choice the author makes per variable. Switching it on for every new variable meant most behaviors carried state across runs that nobody asked for, and the toggle had to be turned off by hand. - AddVariableCommand no longer adds a new variable to keptVariables. Keep is only switched on by hand. - Existing projects are unchanged. Their keptVariables stay as saved. - The comment in Asset.ts describes the new default. - The counter fixture in keep-state.test.ts now keeps count explicitly instead of relying on the old default. Tests: - ./check.sh: 2706 tests, CHECK EXIT 0 - e2e 1, 6, 19: ALL PASSED, 172 checks - 19c-ii expects [] after adding, then ["var1"], [] and ["var1"] after undo, all clicked with the real mouse - Before the fixtures were adjusted, 8 unit tests failed on the new default Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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38e0f656be |
Split a struct output into one pin per field (#256)
Reading one field of a struct needed its own Expand node, even where the graph already knows the struct type. A split output shows the fields directly on the node, so a Find … Match test becomes a single Equals and the wires keep running left to right. - Right-clicking an output pin offers "Split into <Type> fields" when the type is known and "Split as …" for every other struct asset. The output is replaced by one pin per field with the field's kind. - The type is known for typed struct variables, typed Pack/Expand, fields of another split and item of For each, Find, Match and Item at over a typed list (portSplits.ts). - Right-clicking a field pin offers "Recombine". Splitting drops the edges of the whole output, recombining drops the field edges. One undo step brings them back. - The split is stored as GraphNode.splits and saved with the graph. Copy and paste carry it along. - Field pins follow the struct asset like a typed Expand. A new field gets a pin, a removed field loses pin and edge, a renamed field keeps its edge. Deleting the asset keeps the last fields. The delete dialog counts splits, so it now says "node(s)" instead of "Pack/Expand node(s)". - Renaming a variable carries its split and the field edges along. - At run time the node still produces the whole value. A field pin reads its field like Expand, a missing field reads as empty. - Limits: outputs only, one level, behavior graphs only. Tests: - ./check.sh: 185 files, 2706 tests, CHECK EXIT 0 - e2e GM_STEPS=1-6,54,55: ALL PASSED, 303 checks - New port-splits.test.ts with 12 tests. e2e 6z-vi with 3 checks using a real mouse: split Find.item, wire item.Name into the test and Match.item.Amount into the log (logs 7), recombine. - Counter-checks: without field reads in the interpreter, without rename in the split, without moving edges on rename and without cleanup on field removal one unit test fails each. In the browser, without field reads nothing is logged and without type inference the split entry is missing. - Check total in README: 1520. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b0d0868f55 |
Give a list one struct type so every item keeps its shape (#254)
A list of structs used to let every item carry its own fields. Adding an item meant typing the same fields again, and nothing kept the items in step with the struct asset from #253. A list can now name a struct type for its items, and the asset keeps them in shape. - A list variable and a list field get the row Items with Mixed, every struct asset and Make struct type. Make struct type collects every field any item has, so no item loses a field. - A typed item carries its type under the key `$struct` (ITEM_TYPE_KEY). listItems does not count it as a field. - A list that holds anything but structs refuses a type, also when the offending item sits in an override. The console names the list and the count, and the list stays as it was. - In a typed list `+ Item` adds an item with the defaults, without the kind menu. Field names are locked, values stay editable. - The rows of a typed item take their kind from the struct asset (declaredKind in InlineList.ts). An asset field shows the asset picker instead of a text field, as reported in the issue. - A struct item in a mixed list gets its own Type row. Switching a list back to Mixed keeps the type on each item. - syncStructTypes brings marked items into shape and carries renames into them, also inside overrides and nested lists. One undo step. - The delete dialog of a struct asset also counts typed lists. - The game never sees the key. World and sharedState strip it with withoutItemTypes and bagWithoutItemTypes, so a struct stays a plain object at runtime. - Add item and Set item get the setting Type. With a type they only accept a struct with exactly its field names (fitsType in SetItem.ts). Anything else is left out and logged. - The item indent from #252 is back to its old width, the narrow one squeezed the value fields. Not done: writing a variable does not check the type, and the List node offers no type. Found on the way: a test helper in list-of-structs.test.ts called nodes without params. It now passes the same arguments as the interpreter. Tests: - ./check.sh: 183 files, 2679 tests, CHECK EXIT 0 - e2e GM_STEPS=1,21,22,32,54,55: ALL PASSED, 150 checks - e2e GM_STEPS=1-6,21,22,32,54,55 before the follow-up: 404 checks - New: tests/core/typed-lists.test.ts, e2e module 55 with 13 checks - Counter-checks bite in unit and browser, originals restored by cmp Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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61bbb96a96 |
Define a struct once as an asset and reuse its shape (#253)
A struct used to declare its fields wherever it stood. The same shape in two variables meant typing it twice, and Pack/Expand copied it once without staying in sync. A Struct asset now holds the shape in one place, and every struct that picks it as its type follows it. - New asset type "Struct" (not placeable, group Structs, own icon). The inspector shows its fields with name, kind and default value, and "Open" shows them in the variables tab. - Struct variables and struct fields get a Type row: own fields, any Struct asset, or "Make struct type". With a type the fields come from the asset and cannot be added, renamed or removed there. The values stay per variable, overrides on placed objects still work. - Pack and Expand get the setting Type. With a type their ports are the fields of the asset and read-only in the inspector. - A change to the asset reaches every typed place in one undo step (syncStructTypes). A new field arrives with its default. A removed field goes along with its port, edge and typed value. A renamed field keeps its value in variables, overrides and on ports with edges, also through nested types. - Undo for these edits records plain assignments (Recorder), because the reach of a change is not known in advance. - Cycles such as Loot in Loot, also through another type, are refused and not offered in the picker. - Deleting the asset names how many places use it. Afterwards each place keeps its fields as its own. - Loading reshapes a stale copy in a project file to its type. - "Make struct type" creates an asset from an existing struct and links the place to it. Differs from the plan: - A changed default value applies to new fields and newly typed places only. Existing values stay. - Removing a single field shows no warning. Undo brings it back. Typed lists are left for #254. Lists stay dynamic for now. Found by e2e: after deleting or renaming the type the inspector did not rebuild and kept showing the old name. Fixed, the check was red before. Tests: - ./check.sh: 182 files, 2661 tests, CHECK EXIT 0 - GM_STEPS=1,4,21,22,54: ALL PASSED, 176 checks - 14 unit tests in tests/core/struct-types.test.ts - New e2e module 54 with 14 checks, real mouse. Module 04 counts 23 asset types. - Counter-probes: without the rename pass 4 unit tests fail, without reshaping values 8, without the cycle rule 1. In the browser, without spreading changes and with + Field despite a type, 3 checks fail. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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393b8ec7f9 |
Build your own easing curve and use it on keys and Lerp (#247)
The built-in eases cover the usual shapes, but a game often wants its own: a coin that bounces twice, a door that overshoots and settles. A new asset type holds such a curve, and keys and the Lerp node can pick it instead of a built-in ease. - New asset type "curve": points like in Vector art, x is t and y is the value. A new curve is the straight line from (0, 0) to (1, 1). - One pure evaluation in src/core/model/curve.ts serves the timeline preview, the running game and the Lerp node. - The curve always has one value per t. The end points stay at t 0 and 1, points cannot pass each other, and a handle that reaches past its neighbour is shortened along its direction. Loading a hand-edited file applies the same rules. - Curve tab: click on the line to insert a point that keeps the shape, click on free space to put one there, drag points and handles, double-click or Delete removes, Alt-click toggles round and sharp. Every step is one undo step. - Presets: all 30 built-in eases plus Linear, fitted with adaptive subdivision. Each stays within 0.4 % of the built-in ease. - Preview: a dot runs along the curve once a second, a second dot shows only the value. The Preview button stops it. - Animation keys get "Curve" under Easing with a curve picker. Lerp gets "Curve" under Ease, and its result may overshoot b. - A missing or unpicked curve runs linear. The inspector says so, the node shows it as a problem, and deleting a used curve warns with the number of keys and Lerp nodes. Tests: - ./check.sh: 180 files, 2612 tests, CHECK EXIT 0 - GM_STEPS=1-6,25,53: ALL PASSED, 309 checks - New e2e module 53 with 13 checks, all with the real mouse. Expected values come from its own Bezier evaluation. - Counter-checks bite: without Bezier evaluation 4 unit tests fail, without handle clamping 2. In the browser, a key that cannot find its curve, a click that sets no point and a handle drag that moves the point all turn checks red. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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53fa63441b |
Group scene objects in the hierarchy, for the editor only (#241)
A scene with a hundred crates fills the hierarchy with a hundred rows. Groups bundle top-level objects under one folder row that folds away. They exist for the editor only. Parenting, positions and the game do not see them. - Model: a scene or container template holds a list of groups, an object may carry a groupId. Old projects load unchanged. Loading drops empty groups and members that are no longer top level. - Only top-level objects can join a group. Parenting a member takes it out of the group, and Undo puts it back. There are no groups in groups. - Order: treeOrder lists the members together, where the first one stands. The same order decides drawing at equal z, in the editor and in the game, so the hierarchy and the picture cannot disagree. The stored object list stays untouched when grouping. - Hierarchy: a group row shows a folder icon, the name and the member count. Clicking it selects all members and keeps it folded. Selecting a single member elsewhere unfolds it. Folding lasts for the session. - Create with "Group..." in the object menu. A name dialog asks first, so creating is one Undo step and Cancel creates nothing. - The group menu has Select members, Rename... and Ungroup. The object menu adds "Remove from group". - Drag and drop: onto the group row appends, into a gap between members inserts there, next to a row outside leaves the group. Dragging the group row moves all members as a block. The drop rules live in hierarchyDrop.ts as a pure function. - Copy and paste keeps a top-level copy in the group of its original. A container built from group members takes their place in the group. - Clicking an object that is already selected together with others now keeps only that object selected. ListView narrows the selection on release, so a drag starting on such a row keeps the selection. Not checked in the browser: groups in the container tab, "Remove from group", Ctrl-click on a group row and a drag out of a multi-selection. The code path covers them. Tests: - check.sh: 177 files, 2552 tests, CHECK EXIT 0 - e2e 1, 51, 52: ALL PASSED, 31 checks (new module 52) - 19 new unit tests in object-groups.test.ts and hierarchy-drop.test.ts - 9 counter-probes, all fail as expected (7 unit, 2 in the browser) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2b89292eb4 |
Copy and paste scene objects and graph nodes (#240)
Copy and paste only existed for animation keys. Building a scene or a graph meant placing every object and node again by hand, even when the same arrangement was needed twice. - Ctrl+C copies the selected objects with their whole subtree, or the selected nodes with their links, groups and comments. Ctrl+V pastes into the scene, container or graph of the visible tab. - The copy is a snapshot in the editor's own clipboard, in memory. It holds asset ids, so the system clipboard is not used. It is cleared when another project opens. - A paste lands under the mouse pointer when it is over the view, and keeps its arrangement. Otherwise it lands one grid step beside the original. Each further copy that still exists moves one step on, so an undone copy does not count. - Objects get new ids for the whole subtree. They paste into the one selected object and keep their look under the new parent. If that object is the original or an earlier copy, the paste lands beside it instead of nesting deeper with every Ctrl+V. - A placed container stays a container. Content copied out of a container pastes as plain objects. Pasting a container into its own template is refused. - Nodes paste only where the palette would offer them. A second Start or End, a State in a behavior or a behavior calling itself is left out, and a notice names what was dropped. - Menus: Copy and Paste in the object menu, a new Paste menu on empty scene space, Copy in the node and box menus, Paste in the palette. - Ctrl+V still imports a picture from the system clipboard when the copy does not fit the tab. While objects are copied, the scene and container tabs use Ctrl+V for them, as the timeline does for keys. Not checked in the browser: paste in the container tab, in state machine, shader and particle graphs, and from the hierarchy menu. The shared code path covers them. Tests: - ./check.sh: 175 files, 2531 tests, CHECK EXIT 0 - e2e 51 (new): ALL PASSED, 11 checks with real keys and clicks - 13 unit tests in tests/editor/clipboard.test.ts, one of them pins the grid step after undo found during e2e - 7 counter-checks all fail as expected (6 unit, 1 in the browser) 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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6015869297 |
Let the scene view hide symbols, names and shapes per asset kind
The scene view gets crowded once a scene holds many behaviors, colliders and tilemaps. A new eye button in the topbar opens a list of all placeable asset kinds, and each row has toggles for what the scene view draws for that kind. - The popup lists all 9 placeable kinds from Behavior to Tilemap, with the columns Symbol, Name and Shape. It stays open while switching. - Sprite, Text and Tilemap draw no symbol, so their symbol toggle is greyed out. Their name toggle shows a new centred name tag, which is off by default. - Shape exists for Collider and Tilemap. A hidden collider outline is neither drawn nor clickable. A hidden tilemap shape removes the collision outlines and the paint tint, the tiles stay visible. - A hidden symbol takes no slot in the ring and draws no dashed link to its parent. A name that stays on moves to the centre of the object. - The setting lives in the project as `sceneVisibility`, not in localStorage. Older projects load with the defaults, which match the view as it was. - Switching has no undo step, like the game scale. It only changes the view. A change made during Play survives Stop. - The rules sit in `src/core/model/sceneVisibility.ts`, the popup in `src/editor/panels/SceneVisibilityPopup.ts`. Four new SVG icons. Not covered by a check: symbol off with name on for a kind with a symbol, Text and Tilemap with names, and the paint tint with shape off. Tests: - ./check.sh: 173 files, 2515 tests, CHECK EXIT 0 - e2e 46: ALL PASSED, 17 checks. 46g clicks the popup, lays a small tilemap over the crate and removes it again. - e2e 8 alone on a fresh seed: ALL PASSED, 23 checks. A red check in the partial run 2,8,46 came from the module selection. - 8 new unit tests in tests/editor/scene-visibility.test.ts. - 4 counter-probes, each fails its test: load ignores the saved value, Play skips the saved model, scene view ignores collider shape, scene view ignores tilemap shape. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0c5ac32b59 |
Let structs and lists nest to any depth (#239)
Structs and lists were capped at two fixed levels (list of structs, struct with a list field). Anything deeper was dropped silently on load, in node settings and when written to a variable. The cap came from an early design choice, not from a technical need, so it is lifted completely instead of adding a third fixed level. - One kind list NESTED_KINDS replaces ListItemKind and StructFieldKind. The flat special cases in listItems.ts are gone, every value goes through one recursive path. - A struct inside a struct is declared, like a top-level struct. Values coming in over an edge are brought into that shape. Struct items in lists still take their fields from the value. - New valuePath.ts addresses any nested spot by keys and indices. ListSlot.field is now ListSlot.path. - Field commands (add, rename, remove) take the path to the struct. They change declaration, own value and all overrides in one undo step, as before on the top level. - Inspector: "+ Field" offers Struct and List on every level. A nested struct is a header row with its own "+ Field", its fields are indented one step further. - List tab: a list item shows "n items" and opens one level deeper. The title shows the path, e.g. "Listy · nums · [3]". - Pack in Pack now writes a struct into a struct field instead of text. Objects are kept at any depth and stripped at every exit. - A list edit in a struct field without an existing object override now starts from the shown value instead of an empty struct. - Old projects load unchanged. Save, load and save again gives the same result. Tests: - ./check.sh: 172 files, 2498 tests, CHECK EXIT 0 - e2e 21 + 22: ALL PASSED, 90 checks (new 21d-iii, 22f-ii, 21d and 22f updated) - 20 new unit tests in nested-values.test.ts and nested-list-slot.test.ts, three tests that pinned the old cap turned around - 6 counter-probes, each fails 1 to 8 tests, originals restored and checked with cmp - Not covered: a nested struct inside a struct item in the list tab has no e2e click Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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7979b8ff19 |
Let structs and lists hold objects across behavior runs (#238)
An object could only live in a dedicated object variable, kept in slots
beside the variable bag. Struct fields and list items could not hold
one, so a spawned object packed into a struct or list was lost. This
replaces the slots with one mechanism for all three places.
- "No object" has one resting form everywhere: {"$object": ""}. A
running game can tell an object slot from an empty text that way.
- During play the object handle lives directly in the value, also
nested in structs and lists. objectSlots.ts and the special paths for
Keep and Properties are gone.
- liveObjects.ts strips objects to (null) at every exit: overrides the
editor run writes back to the scene, saved values of persistent
Variables assets, live values in the inspector, and the world
snapshot of the test hooks (objects as names there).
- A destroyed object reads as (null) through isAlive, alone, in a
struct field or as a list item.
- "+ Field" and "+ Item" offer Object. The inspector and the list tab
show a fixed (null) row without input.
- Lists from Raycast all stay objects when written to a variable.
Before they turned into names.
- A struct that only changes by an object writes no override. A list
that grows by an object writes [(null)], its length really changed.
Found on the way: CI at
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fae827c087 |
Let an animation key Z so an object can pass behind another
The timeline offered X and Y as position rows but never Z. The list of position rows was simply written without it when animations came in with #97. A swinging weapon could therefore not go behind its character. - Z is the third position row, after X and Y, on every placed root or object. A scene and a behavior still offer no position. - Play and preview already read and write any position row by name, so the one entry in POSITION_KEYS is all the code change. - The draw order is sorted on every render, and play writes z back into the scene each frame. A keyed Z therefore takes effect at once. A blended 4.5 sits above 4 and below 5. Tests: - ./check.sh: 165 files, 2416 tests, CHECK EXIT 0. - 3 new unit tests in tests/core/animation.test.ts: Z is offered after X and Y and not on a behavior or scene, a running game moves the object from behind to in front of another one, and play, scene write-back and preview agree on z. - e2e 25: ALL PASSED, 29 checks. The new check reads X, Y, Z as the first rows of the row dialog. Check sum 1396 -> 1397. - Counter-check: without z in the list all 3 new unit tests fail. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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147f8ffbea |
Let animation keys ease with Sine to Bounce in, out or in-out
A key could only ease quadratically, which makes quick moves like a sword swing feel soft. Animators know the Penner curves from CSS, GSAP and Unity, so a key now offers all of them. - Ten curves (Sine, Quad, Cubic, Quart, Quint, Expo, Circ, Back, Elastic, Bounce), each in, out and in-out, next to Linear and Step. - The inspector shows two fields instead of one long list: Easing, and Direction only when a curve is picked. Switching the curve keeps the direction. Coming from Linear or Step starts at in-out. - Old projects keep working. ease-in/out/in-out now read as Quad and are still saved under that name. New curves save as cubic-out, back-in-out and so on. - Back and Elastic overshoot on purpose. A number property with min or max is clamped in play and preview, so a Back in from scale 0 does not flip the sprite. trackWriteAt now takes the property definition, and animatedKind* is renamed to animatedDef*. - The timeline marker still shows only the direction. - In-out is built for every curve from its in-curve and its mirror. easings.net uses own constants for Back and Elastic in-out, so our Back in-out winds up about 5 % instead of 10 %. Tests: - ./check.sh: 165 files, 2413 tests, CHECK EXIT 0. - 12 new unit tests in tests/core/easing-curves.test.ts: round trip of all 30 values, start/end/midpoint of every curve, reference values, only Back and Elastic leave 0..1, clamping in play and preview, unknown values are rejected. - e2e 25: ALL PASSED, 28 checks. New 25b-ii (3 checks) clicks both fields and undoes the four choices. Check sum 1393 -> 1396. - Counter-checks, each fails its test: no clamping (2), Quad saved as quad-* (2), mirrored in-out wrong (2), curve lookup with `in` instead of Object.hasOwn (1), no Direction field (e2e 25). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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454d202109 |
Let each variable of a behavior choose whether calls keep it (#229)
The first version of #229 put a Keep state switch on the Run behavior node. The user wanted it where the variable is declared instead. Whether a value lives on belongs to the variable, not to every call site. - The node switch keepState is gone again. RunBehavior, CallResult and nested.ts are back to what they were before #229. - BehaviorAsset.keptVariables lists the kept names. It lives on the asset and not in PropertyDef, because that is the schema of every inspector row. - A variable added from now on starts with Keep on. Variables in existing projects start with Keep off, so old projects run unchanged. - SetVariableKeptCommand flips the switch as one undo step. Add, remove and rename carry the list along. Loading drops names that are not declared. - The interpreter keeps only the listed variables, per Run behavior node and per object as before. The others start at their defaults. - Local state machines in a called behavior start empty on every call again, as before #229. Global and scene machines are unchanged. - The inspector shows a Keep button in each variable row of a behavior. Its state is part of the asset signature, so a click redraws the row. Without that the button kept its old look until the inspector was reopened. Found: the project Garden of Sacrifices still has keepState = true on the call Player -> Character Movement. It is ignored now. Direction there predates the switch, so Keep is off until set by hand. Tests: - ./check.sh: 163 files, 2392 tests, CHECK EXIT 0 (before 2388) - tests/core/keep-state.test.ts rewritten, 15 tests - e2e 19: ALL PASSED, 35 checks. 19c-ii now clicks the Keep button of a new variable: on when added, off by a click, on again, off after undo. - Counter-checks, each fails its own test: keep list ignored (2), states kept (1), new variable not kept (8), rename drops the list (1), no Keep button (e2e 19c-ii). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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03e7a78c3d |
Keep a tilemap with outlined solids at 60 fps in scene and play
A project with three tilemap layers, two of them with collision on water and hill tiles, ran at 33 to 52 fps. A CPU profile showed that almost all of the time went into the collision geometry of the map. It was rebuilt from scratch every frame although nothing had changed. The animated water makes the views redraw every frame, so the cost was never skipped. - New module tilemapMemo keeps what is derived from the cells: the tiles of a layer, the blocking cells, the rectangles and polygons. It is reused as long as the content stays the same. - A brush stroke paints into the existing cells object. The memo therefore compares the content cell by cell, not the identity. The comparison walks two arrays in insertion order. - Clipped outlines are kept per outline list. The model always replaces that list instead of changing it. - PhysicsSystem no longer rebuilds the shapes of a tilemap each tick while its cells, placement and settings are unchanged. Before, it also built a JSON key from all world shapes every tick. - The overlaid layers after Set tile in a run stay stable. Otherwise the memo would miss on every call after the first edit. The #184 work only helped Move and raycasts, not this path. Measured on stein2 (i5-7500T, HD 630), script time per frame: - Scene, nothing selected: 17.7 ms, 52 fps -> 5.8 ms, 60 fps - Tilemap selected: 26.2 ms, 38 fps -> 8.6 ms, 60 fps - Play: 29.9 ms, 33 fps -> 8.7 ms, 60 fps About 3 ms per frame remain. The content comparison costs roughly 60 us per 700-cell layer and runs about 40 times a frame. The mesh geometries in TilemapField are still rebuilt every frame. Tests: - ./check.sh: 162 files, 2377 tests, CHECK EXIT 0 (before 2370) - e2e 1-5 and 39-43: ALL PASSED, 289 checks - 7 new unit tests in tests/core/tilemap-memo.test.ts - 5 counter checks (content ignored, no memo, outline by kind only, physics always rebuilds, layer settings ignored) each fail their test. All originals are back, checked with cmp. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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af6ac12ab5 |
Show sharp tile preview labels and paths with tunnels and crossings
The mask labels under the tile preview sat inside the zoomed board. Pixi rendered them at 10 px and stretched them with the zoom, and each label was shrunk to the width of its tile on its own. They came out blurry and in different sizes. The example map also only showed a ring, so narrow paths and crossings were never previewed. - The labels live in their own layer in screen space and are re-rendered at the fitting font size on every zoom. - All labels share one size, at most the 10 px of the theme. Below 6 px they are hidden. - A label has two lines: the sides on top, the corners dimmed below. - The example map keeps the ring cell for cell and adds a network of 1 tile wide paths below it. It has straight 1xN and Nx1 pieces, curves, two T junctions, a crossing and a dead end. - The map stands next to the grid in a wide panel and below it in a tall one. Fit picks the layout with the larger tiles, and only Fit changes it, so zooming does not make the board jump. - The new hook __gm.tile.captions() reports size, scale and lines. Found on the way: the taller map made Fit zoom out further, and 3 pixel checks on the 16 px terrain tiles failed. The side by side layout fixed that. Tests: - ./check.sh: 160 files, 2364 tests, CHECK EXIT 0 (was 2363). - e2e 39: ALL PASSED, 29 checks (was 28). - New unit test: the example map has straights, a curve, a crossing with four notched corners, a T junction and a dead end. - Counter check: with the labels back in the zoomed board the new caption check fails (scales [0.648, 1]). - The e2e sum in the README is now 1381. It is calculated only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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89048413f1 |
Let a texture frame set where a sprite stands for Y sorting (#228)
A sprite sorted by Y stood on the bottom of its box. With a shadow or empty rows under the feet that is too low, so a figure slipped in front of a tree it should stand behind. The line belongs to the frame, not the texture, because one texture can hold several sprite sheets. - New field `sortLine` on a frame: whole image pixels up from the frame's bottom edge, 0 to the frame height. 0 is stored as nothing, so old projects stay the same. Shrinking a frame keeps the line inside it. - `feetOf` in drawOrder.ts lifts a sprite by the same share of its box. Scene view, game view, play and picking all use it. In an animation the line of the frame shown right now counts. - The texture tab draws the selected frame's line dashed in yellow with a knob left of the frame. At 0 the line shares the bottom edge with the nine-slice border and a resize handle, so the knob is tested first. A line inside the frame can be dragged directly, tested after the nine-slice lines. - The inspector has a new "Sorting" section with a "Sort line" field. Dragging or typing is one undo step each. Limit: frames of one walk cycle need the same value, set by hand. Otherwise the figure changes its place in the order while walking. Tests: - ./check.sh: 160 files, 2356 tests, CHECK EXIT 0 (before 2350). - 6 new unit tests in tests/viewport/sort-by-y.test.ts. - e2e 37 and 39-43: ALL PASSED, 162 checks. New check 37b-ii drags the knob up 6 px and undoes it, plus the inspector row. - Counter checks: if feetOf ignores the line, exactly the 3 order tests fail. If the knob cannot be grabbed, 37b-ii fails. - The e2e sum in the README is 1380, counted, not yet seen in CI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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50854389bb |
Let a tilemap layer sort its rows by Y with the objects (#228)
A tilemap layer was one piece in the draw order, so a figure stood either in front of a whole layer of trees or behind all of it. For a top-down game the trees in front of the figure's feet have to cover it and the ones behind must not. - A new "Sort by Y" box under the layer list sets `sortByY` on the painted layer. Every change is its own undo step. - Such a layer comes as one draw slot per row. On its `z`, the rows and all objects on that `z` are sorted by where they stand: the bottom of an object's box, the bottom of a row. Ties keep the hierarchy order, and other `z` values are untouched. - A layer drawn as one piece and the map's own node stay behind the sorted ones on the same `z`, since neither has a single place to stand. Ground belongs on a lower `z` or stays unsorted. - A new tile property "Sort offset" (whole rows, -16 to 16) lets a crown sort with the trunk below it. - `TilemapField` draws a container per row for such a layer, and picking takes the row into account, so a click picks what is drawn in front. Scene view, game view and play share the same rule. Limits: on a rotated map "down" is world Y. A layer sorted by Y costs about one draw call per row and tile instead of one per tile. Tests: - ./check.sh: 160 files, 2350 tests, CHECK EXIT 0 (before 2340). - 10 new unit tests in tests/viewport/sort-by-y.test.ts. - e2e 39-43: ALL PASSED, 148 checks. New check 40p-iii ticks the box and finds the slot of row 0, undo brings back the whole layer. - Counter checks: without the Y sort 5 unit tests fail, with the offset ignored 5, with no row in picking 1. If TilemapField draws no rows, exactly 40p-iii fails in e2e. - The e2e sum in the README is 1378, counted, not yet seen in CI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4b7e8614a8 |
Keep play start and game view scale in the project (#226)
Both settings lived in the browser's localStorage, so they did not travel with the project and differed per machine. They now belong to the project like the symbol scale. There is no migration, old projects load with the defaults. - New module src/core/model/playSettings.ts reads playFrom and gameScale on load. Unknown or missing values fall back to the start scene and 100%. - src/editor/settings.ts is gone. - Play starts in the project settings dialog is an undo step (SetPlayFromCommand). It is only recorded on a real change. - The game view scale is saved with the project but is no undo step, so Ctrl+Z never undoes a zoom. A scale picked during play is written to the stored project and survives Stop. - Save states of persistent Variables assets (saves.ts) stay in the browser on purpose. They are runtime data of the game, not settings. Tests: - 6 new unit tests in tests/editor/play-settings.test.ts: defaults, save and load, broken JSON, undo of Play starts, scale without undo step, scale picked during play survives Stop. - e2e 03g checks the value in the project, nothing in localStorage and no new undo step. 35f also checks project.playFrom. No new checks, the sum stays at 1375. - Counter checks: no write to the stored project in play, no read on load, and an undo step for the scale each fail exactly their test. - ./check.sh: 158 files, 2332 tests, CHECK EXIT 0 - e2e 1-17,28,30,35,38-40,46: ALL PASSED, 752 checks Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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5afb70a92e |
Let the project set the size of scene view symbols
Pixel art projects draw at very different sizes, so the fixed 18 px icons of behaviors, containers and rigidbodies were too big in some projects and too small in others. The size now lives in the project settings and travels with the project. - New field Symbol scale in the project settings dialog, below Play starts. It takes 0.1 to 4 with two decimals and defaults to 1. - The value is stored as project.symbolScale. Older projects load with 1, and values out of range are clamped on load. - Every change is its own undo step through a project command. - The factor scales the icon size, the spacing of icons that share a spot, the label offset and the selection frame of icon-only symbols. - The footprints in bounds.ts that Fit uses stay as they were. The hit area follows the icon, so clicks match what is drawn. - uiHooks reports the icon size so e2e can measure it. The e2e sum in the README is 1375. That is 1374 plus one new check, and 1374 itself has not been confirmed by CI yet. Tests: - ./check.sh: 157 files, 2326 tests, CHECK EXIT 0 (before 2320). - New tests/core/symbol-scale.test.ts with 5 tests (default, save and load, clamping, undo, icon frame), one more in project-settings.test.ts. - e2e 46f: dialog opens with 1, 0.5 plus Apply gives a 9 px icon, undo gives 18 again. Module 46: ALL PASSED, 13 checks. - Counter checks: without loading the value the save and load test fails. With the icon ignoring the factor exactly 46f fails. Both originals restored per cmp. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c1a702bc39 |
Add a terrain autotile kind for 6x4 sheets like TD Plains
Sheets such as "TD - Tileset - Plains" draw an autotile as a 6 x 4 block: a 3 x 3 nine-slice, a vertical and a horizontal strip and a single tile on the left, the inner corners on the right. The floor kind only knew the RPG Maker 2 x 3 layout, so these sheets could not be used as autotiles at all. - New TileKind "terrain" with 16 px tiles in a 6 x 4 block. All 47 neighbour combinations are resolved per quarter, so the renderer, the collision and the palette stay untouched. - Whole tiles are used where the sheet draws them: the 16 side cases, the four single notches and the two diagonal pairs. Hand-drawn strips and single blocks therefore look as drawn. - Only the missing cases are composed, for example an edge with a notch or two notches side by side. They take the side tile and put the notch quarters in. - A notch also takes the quarter above or below from its notch tile when fill would stand there. Tall cliff notches keep their wall. On ground and stones fill meets fill, so nothing changes there. - The label rule for floor and terrain now runs through one notch function. Floor still passes the MZ table test. Not touched: the tile board only refits on open and on Fit. Switching an open tile to a kind with another tile size leaves it small until Fit is pressed. That was the case before. Tests: - ./check.sh: 156 files, 2290 tests, CHECK EXIT 0 (before 2283). - e2e 39,40: ALL PASSED, 90 checks (before 86). 39j checks 47 tiles, pixels of single, notch, pair and composed tiles, and undo to floor. - Counter-checks: without whole notch and pair tiles one unit test and one e2e check fail. Without the taken quarter one of each fails. Originals restored by cmp and rebuilt. - Check sum: 1363 measured by CI plus 4 is 1367, computed only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d444b27fae |
Let behaviors read and set tilemap cells while the game runs (#135)
A behavior could move sprites around but had no way to look at or
change the tilemap it was standing on. Doors, breakable blocks and
"is there ground ahead?" checks all need that.
- New nodes Tile at, Set tile, World to cell and Cell to world. The
conversion honours position, rotation, scale and mirroring of the
placed map. A small Tile literal node lets a graph compare what it
read against a fixed tile.
- The layer is picked by name from all tilemap layers in the project
through a new field kind. "First layer" takes the map's first one.
Because layer is an input, a text can also be wired in.
- Each placement keeps only its edited cells in liveTilemap.ts,
layered over the asset's cells. A second placement of the same map
stays untouched, and the asset itself is never written.
- A read sees a Set tile from earlier in the same flow. Drawing picks
up the edit at once and neighbouring autotile edges adapt.
- Solids see the edits straight away, so a Move in the same frame
already hits the new cell. Rapier rebuilds its shapes on the next
step.
- After Stop the map is back to what was painted. The editor run shows
the edit in the scene view while it lasts and does not touch the
project.
- An unwired tilemap input means no map, like Get position. Cells
outside the grid are refused and done reports false.
Tests:
- ./check.sh: 155 files, 2271 tests, CHECK EXIT 0 (before 2245).
- tests/core/tile-access.test.ts (14), one physics test for a floor
set at runtime, catalog entries for the five nodes.
- e2e 39,40: all passed, 86 checks (before 81), five new in 40s.
- Counter-checks: collision ignoring edits fails 3 unit tests, the
solids cache missing same-tick edits fails only the "at once" test,
drawing ignoring edits fails the 2 drawing checks, the editor run
not reporting a new tile fails only its check.
- 40s uses a still tile. The animated fixture tile redraws every frame
and hid the last counter-check at first.
- Check total 1351 + 5 = 1356, computed. CI confirmed 1351 at
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056a622524 |
Refactoring round 6: shared sheet canvas, fewer copies (#85)
Recurring cleanup round. Behaviour is unchanged. Duplicated code in
src went from 27 clones with 299 lines to 6 clones with 56 lines
(jscpd, the two identical OFL licence texts not counted).
- SheetCanvas is the new base of the texture, pixel art and vector art
canvases. It holds background, mask, hint, panning, wheel zoom, fit,
view save and restore and the screen mapping. Pixel art keeps its
whole-pixel panning and fixed zoom steps.
- mixColor in src/core/util/color.ts replaces three copies in
animation, gradient and particles. It clamps t like the particle one.
- fingerprint now lives once in generated.ts, next to the revision
contract from #185.
- MoveCommand next to RenameCommand is the base of the three reorder
commands for tile pictures, tilemap layers and vector shapes.
- The two raycast nodes share inputs, settings and filter via rayOf.
- canvasRect() lives once in AssetTabEditor.
- Removed unused code: findPixelArt, isDrawableShape,
GeneratedPictures.has and SnapToggle.snapping. Tests now check the
same things through equivalent paths.
- 38 values used only in their own file lost their export.
- Three comments that told history now describe the current state.
The bundle stayed md5-identical for those edits.
- README lists vector art, pixel art and palette, and links the two
wiki pages.
Findings:
- PaintTilesCommand.changes is meant to prevent empty undo steps but
has not been called since #128. The rectangle tool therefore records
a no-op undo step when it paints the same tile over itself. Left as
is, because fixing it changes behaviour.
- No test covered middle-click panning in any sheet tab before. 13f
and 48a now check it.
- The default values of the ray inputs were untested. Length 1000
could become 10 without a red test. tests/core/raycast.test.ts now
covers it.
- CI measured 1308 editor checks at
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d7c0b7cfdb |
Variables and state machines can reset with every scene (#164)
A shared variable or machine used to live either per object or for the
whole run. Levels need a third lifetime: shared like global, but built
fresh from the declarations whenever a scene is loaded.
- New scope `scene` for Variables assets and state machines. A missing
field keeps the old meaning: `global` for assets, `local` for
machines, so existing projects do not change.
- Returning to a scene that was visited before is fresh as well. There
is no memory per scene.
- A `scene` machine announces its start state again after a scene swap,
so `On state entered` in the new scene hears it. A global machine
stays quiet because it never left its state.
- The rule lives in two pure functions in `sharedState.ts`
(`carriedForward`, `restartedAssets`). BehaviorSystem only calls them.
- The inspector shows a Scope dropdown on Variables assets and a third
step on the machine dropdown, with a note on what `scene` means.
Decisions:
- `scene` and `persistent` exclude each other (variant A). The choice
dialog was cancelled, so this is an assumption to revisit. A
scene-scoped asset hides the Persistent switch, and switching to
`scene` drops the flag (undo restores it). The guard sits in
`isPersistent` itself, so no path can save values the scope throws
away anyway.
Findings:
- `clickText('Scene')` hits the Scene tab, not the menu entry. One e2e
check was red because of that, and its partner was falsely green
because it compared `undefined` with `undefined`. Both use `clickLast`
now.
Tests:
- ./check.sh: 144 files, 2142 tests, CHECK EXIT 0 (before 143 / 2133)
- 9 new unit tests in tests/core/scene-scope.test.ts
- e2e 32 fresh: ALL PASSED, 17 checks
- e2e 1-3,17,18,26,32,35 fresh: ALL PASSED, 213 checks
- 3 new e2e checks (35: scene-scoped asset resets on swap, 32h: dropdown,
note, hidden Persistent switch)
- Counter-checks bite: ignoring `restarted` fails 2 unit tests and the
new check in 35, the old announcement rule fails 1, dropping the scope
guard in `isPersistent` fails 1. Originals restored, cmp IDENTICAL.
- Check sum 1307 (1304 + 3) is computed. Last CI measurement: 1293.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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6e3e8d23c5 |
Combining vector shapes keeps the curves it did not cut (#208)
Until now every boolean operation on vector art threw the curves away. The shapes were flattened into line segments, the operation ran on those segments, and the result came back as a polygon. A circle that nothing even touched came out of an Exclude with 40 corners instead of its four points and handles. Now the result carries the original curves again, and only the edges the operation really drew stay straight. - While flattening, every sample point remembers which curve it came from and where on that curve it sits. The operation runs on the same segments as before, so nothing about the boolean result changes. - When a run of result points walks along one of those curves, that piece is cut out of the original curve again with de Casteljau. This is an exact cut, not a fit through the points. - An edge whose two ends sit on the same curve but whose middle does not follow it stays straight. Without that rule a cut-off cap would bulge back into the shape. - A closed contour keeps at least three points, so a lens shape does not collapse into two. - The rule lives in its own module, src/core/model/vectorCurves.ts. vectorBoolean.ts only hands it the table of sampled points. Findings: - The two intersection points themselves sit up to 0.09 canvas pixels off the original curve. Clipper cuts the flattened segments, not the curves, so this was the case before as well and stays inside the 0.2 px sampling tolerance. - Refining those points with Newton steps on the curve was measured and gave nothing back (0.02952 px instead of 0.02978 px), because the error is in the intersection itself and not in the estimate. The code was removed again. - Theme.ts rowHeight 22 -> 24 is in this commit. The change is not mine, it was already in the working tree; gate and module 47 are green with it. Tests: - ./check.sh: 143 files, 2133 tests, exit 0 (was 2127) - e2e module 47 on a fresh seed: all passed, 59 checks (was 57) - 6 new unit tests: untouched circle, untouched side plus a straight cut edge, a cut in the middle of a curve, a chord crossing one curve twice, two overlapping circles, the three point minimum - 2 new e2e checks in block 47p: point count and handles from the model, plus a pixel pair on the round edge - Four counter-proofs, all bite: no reconstruction -> 5 unit tests and the e2e check fail with 35 points and nothing curved; no chord test -> the cap bulges back to 28.28; no three point rule -> the lens test fails; handles halved -> the pixel check reads background Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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fe894c630d |
Pixel art tools show only useful options and remove any colour (#201)
The pixel art side bar showed every tool option all the time, the palette used only part of the column width and "Remove" could only drop the last colour. Now each tool shows what it needs, the palette fills the column and any colour can be removed. - Options per tool live in toolOptions.ts. Brush shows for pencil, eraser, line and unfilled shapes. Filled shapes shows for rectangle and ellipse. Contiguous shows for fill. Picker has none. - All options share one row with a fixed height, so nothing below jumps when the tool changes. - The palette picks its column count from the width and stretches the swatches until the row ends flush. At 1280 px that is 11 per row instead of 8. - The colour field takes the space the two buttons leave, so "Remove" is no longer cut off. - "Remove" deletes the selected colour. Pixels of that colour turn transparent, later indices move down by one in every image that uses the palette, and palette plus images change in one undo step. Transparent itself cannot be removed. Decisions: - Pixels of a removed colour become transparent, like erasing (chosen by the user before the build). Findings: - The Filled checkbox slid away under the pointer. The brush button sat to its left and vanished when Filled turned on, so the second click missed. The brush button now sits to the right, and a check clicks the same spot twice. - One start-up FAIL "debug hook present" came back never in three later runs. It is the known start flake. Tests: - ./check.sh: 141 files, 2080 tests, exit 0 (before 140 / 2070) - 10 new unit tests in tests/editor/pixel-palette.test.ts - GM_STEPS=48 (fresh seed): ALL PASSED, 40 checks, 4 of them new - Counter-check: indices not shifting and brush always visible make 4 unit tests and exactly the 2 matching e2e checks fail - Check total 1282 (1278 + 4) in README and wiki, computed Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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41772e53f7 |
Variables assets can keep their values from one run to the next (#166)
A game needs a high score or an unlocked level to survive the end of
a run. As agreed in the issue there are no save or load nodes. A
Variables asset gets a switch instead, and the existing Variables
nodes read and write the values as before.
- A "Persistent" checkbox in the Variables inspector. Toggling it is
one undo step, and absent means not persistent.
- The behavior system loads the saved values at start and writes them
after every frame that changed one, so a closed tab loses nothing.
- Values live in localStorage per project, not in the project file.
Another browser or person starts fresh.
- Play and "Run in editor" save apart, so trying a behavior in the
editor leaves the Play save alone.
- Saved values are read through the current declaration. A removed
variable drops out, a new one starts from its default, and a changed
kind is converted.
- "Clear saved values" in the inspector clears this asset in both
areas. The main menu gets "Clear saved data" for the whole project.
Clearing takes effect from the next run on.
Decisions:
- The switch covers the whole asset, not single variables. Mixing
both means two assets.
- A changed default in the inspector shows only after the save is
cleared. That is what persistent means.
Findings:
- The first e2e run died at "debug hook present" right after a Vulkan
error from Chrome. The second run passed, so it was a GPU flake at
start-up.
Tests:
- ./check.sh: 140 files, 2070 tests, exit 0 (before 138 / 2055).
- 15 new unit tests in tests/core/saved-values.test.ts and
tests/editor/saves.test.ts.
- GM_STEPS=32,46 fresh: ALL PASSED, 24 checks. Six new checks in
module 32 go through the UI. Module 46 knows the new menu entry.
- Counter-checks both fail as expected. Loading switched off: 2 unit
tests and 2 e2e checks fail. Editor run writing into the Play area:
1 e2e check fails.
- Check total 1278 (1272 measured by CI at
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bbbf34109b |
Lists duplicate, rename and edit values right in their rows
Name, opacity and Z each sat in a separate field below or beside
the list. You had to select a row first and then look elsewhere to
change it. Duplicating was a separate button or not possible at all.
Now the row itself carries everything.
- SortableList gets three optional callbacks. onDuplicate shows a
copy button between the eye and the delete button. onRename opens
a text field on double click, Enter or a click outside commits,
Esc cancels, an empty name is ignored. value puts a NumberField
into the row.
- Dragging on the number changes the value and never moves the row.
A whole drag is one undo step, the canvas follows live.
- Copy and delete only show on the hovered and the selected row.
Their space stays reserved, so nothing jumps on hover.
- Pixel layers: copy right above with the same pixels on all
frames, rename, opacity in percent. The Name and Opacity fields
below the list are gone.
- Pixel frames: copy right after, replaces the Duplicate button.
- Tilemap layers: copy with cells, Z and visibility, rename, Z in
the row. The Name and Z fields in the panel are gone.
- Vector shapes: copy at the same place and select it, rename.
- New in core: DuplicateVectorShapeCommand,
DuplicateTilemapLayerCommand, withLayerDuplicated and copyName
("X copy", "X copy 2"). copyName lives in src/core/util/names.ts
because the model never imports from commands/.
Findings:
- Double clicking a shape that is not selected yet only selects it.
The first click moves the list up, so the second click misses the
name. Module 47 selects the row first.
Tests:
- ./check.sh: 138 files, 2055 tests, CHECK EXIT 0 (before 2052).
- GM_STEPS=47,48 (fresh, twice): ALL PASSED, 91 checks (before 86).
- GM_STEPS=39,40,47,48: module 40 green, 47 died on the rename
check, which was a test fault and is fixed.
- Counter probes: a constant copyName fails the shape and pixel
layer tests. A dead copy hit fails the copy check in 47.
- Check total 1272 in README and wiki, computed (1266 + 6).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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66d6aafbb4 |
Pixel art can be drawn in its own tab with layers and frames (#130)
Textures are uploaded files named by their content, so they cannot be edited in place. Pixel art is therefore its own asset type, like vector art. Its pixels live in the project and the tab rasters them into a texture that sprites, tiles and animations can use. - New asset types Pixel art and Palette. The first pixel art of a project gets a palette with the 16 PICO-8 colours in the same undo step. Every pixel is a palette index, 0 is transparent. - Each layer on each frame is its own file data/pixels/<sha256>.px. The project only holds the names, so undo swaps names. The browser computes the hash and uploads new cels before the project is saved. - New route POST ?r=pixels in api/lib/PixelStore.php. It answers 201 and 422 for broken data. data/pixels/ is git-ignored. - Tools: pencil, eraser, fill (contiguous or all pixels of a colour), eyedropper, line, rectangle and ellipse (outline or filled), brush size 1 to 8. - Layers can be added, deleted, renamed, reordered, hidden, faded and merged down. Frames can be added, duplicated, deleted and reordered, with onion skin and a small playing preview. - Zoom 1x to 32x in whole steps, grid from 8x, a 3x3 tile preview and Resize... with a 3x3 anchor. - All frames sit side by side in one image. Each frame is a region like a cut texture frame, so texture rows offer "Asset / Frame 2" and the context menu has Create animation from frames. Decisions: - Merging down drops the opacity of the upper layer. Indexed colours know no blends. - Only the last palette colour can be removed. Otherwise the indices of every image using the palette would shift. - Undo stores the whole layer per stroke instead of pixel diffs. - Alt+click picks a colour. It is a mouse gesture, not a shortcut. Follow-up issues: #197 import from texture, #198 selection and flipping, #199 PNG export, #200 more tools. Tests: - ./check.sh: 136 files, 2049 tests (before 135 / 2011). 34 new in tests/core/pixel-art.test.ts, 4 from the icon tables. - e2e module 48 fresh: ALL PASSED, 29 checks, console empty. - Counter-probes bite: five on the unit tests, upload order (2 tests fail) and cels not uploaded in the browser (1 check fails). - Check total 1259 in README is computed (1232 measured in CI + 27). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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592ea942d9 |
Vector shapes can fill with gradients and textures (#186)
A vector shape could only be filled and outlined with one flat colour. Shading, glows and patterned surfaces had to be faked with stacks of shapes. Every shape now has a paint type for its fill and its outline. - Fill type: solid colour, linear gradient, radial gradient or texture. Line type offers the same without texture. - Colour stops are edited on a bar in the inspector, as agreed in the issue. A click on the bar adds a stop in the colour the gradient already has there, so adding never changes the picture. At least two stops remain. - The new Paint tool in the tab shows two handles for the selected shape: axis start and end, centre and radius, or the corners of one texture tile. "Handles: Fill / Outline" picks which paint is edited. - Moving a whole shape moves its gradients and tile with it. Every gesture is one undo step. - A texture fill always tiles, because Pixi turns a non-repeating pattern into a repeating one anyway. When switched on, one tile covers the whole shape. - Only uploaded textures and frames can be a fill, never a drawing. A drawing filled with itself would rasterise itself mid-raster. - The fingerprint of a drawing includes the texture and frame a fill points to, so the picture redraws when the image is swapped. Findings: - graphics.destroy(true) also destroyed the textures of the fills. With a texture fill it deleted the tile slice and the next redraw crashed on reading 'scaleMode' of null. It is now destroy(). - The gradient cache destroyed old gradients itself, which gave 20 Pixi warnings "destroyed while still bound". They are now handed to Pixi's texture GC with autoGarbageCollect switched on. The console of module 47 is empty again, the last CI log had 0 of them. Tests: - ./check.sh: 135 files, 2011 tests, exit 0 (before 134 / 1986) - npm run build: exit 0 - GM_STEPS=47, freshly seeded: ALL PASSED, 54 checks (before 44), 0 console warnings - 25 new unit tests, 10 new e2e checks in block 47i - Four counter-checks bite, originals restored and verified with cmp - Check sum 1232 in README and wiki, calculated (1222 + 10) Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1116818011 |
Vector shapes can be combined by union, subtract and more (#187)
Building a shape out of simpler ones meant drawing the result point by point. The Vector Art tab now selects several shapes at once and combines them with a boolean operation into one ordinary shape. - Ctrl/Cmd+click in the tab and Ctrl or Shift+click in the shape list add a shape to the selection. Shift stays pan in the canvas. - A COMBINE block in the inspector offers Union, Subtract, Intersect and Exclude. Subtract removes every upper shape from the lowest one. - The result replaces the lowest selected shape and keeps its name, colours, stroke and place in the order. It is one undo step. - Curves are flattened to 0.2 canvas pixels, a circle gets about 48 points. Open lines and single shapes cannot be combined, the buttons are off and a hint gives the reason. An empty result is rejected. - Delete now removes every selected shape, and the selection drops shapes that no longer exist. - The geometry comes from clipper2-ts 2.0.1, pinned. It has no dependencies and speaks even-odd directly. Only the engine module is imported, the bundle grows by 55 kB instead of 110 kB. Findings: - clipper2-js was tried and dropped. It pulls in Angular 15 with a high npm audit finding and no fix. - Pixi finds holes by containment, not by even-odd depth. An island inside a hole would be drawn as a hole again. Result rings are emitted outer ring before its islands, and a test mirrors Pixi's rule. - A depth sort turned out to be dead code in a counter-check and was removed. A pixel check in 47h stayed green without the subtract and now checks both colours. Tests: - ./check.sh: 134 files, 1986 tests, exit 0 (before 133 / 1968) - npm run build: exit 0 - GM_STEPS=47, freshly seeded: ALL PASSED, 44 checks (before 39) - 18 new unit tests, 5 new e2e checks in block 47h - Five counter-checks bite, originals restored and verified with cmp - Check sum 1222 in README and wiki, calculated (1217 + 5) Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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2d79230b55 |
A frame's collision outline can be generated from its pixels (#161)
Drawing an outline by hand for every frame of a sheet is slow, and the outline mostly follows the opaque part of the image anyway. The texture tab now traces it: one click, a corner budget, and every Frame collision collider and tile using that frame blocks with the result. - "Generate collision..." sits in the texture tab header and is off while the texture has no frames. - The dialog has Max points (default 8, 3 to 64), Solid from ... % alpha (default 50) and All frames of the texture. A live line says what Generate will write, and Generate stays off when nothing is solid enough. - traceCollision walks each island of solid pixels along the pixel edges, then drops the least important corners until at most N are left and no stair step remains. A slope becomes one straight edge. - An outline never crosses itself. Where the image would force that, the island's convex hull is taken instead. - Crumbs under 1 % of the frame area are dropped unless they are the only island. Holes are not reproduced. - Existing outlines are replaced. One frame or all frames is a single undo step. - TextureLibrary hands out the sheet's RGBA data, and a pure function cuts a frame's region from it. Findings: - The wedge in the e2e fixture gets 4 corners, not 3. Its tip is one pixel wide in the image, and that real edge stays while corners are still free. Tests: - ./check.sh: 131 files, 1941 tests, CHECK EXIT 0 (was 130 / 1931). - 10 new unit tests in tests/core/trace-collision.test.ts, including 150 random shapes that must all be valid and within the budget. - GM_STEPS=42, freshly seeded: ALL PASSED, 20 checks (was 16). - Three counter-probes bite: no hull fallback, no stair threshold, dialog ignoring the alpha threshold. - Check sum 1202 in README is computed (1198 + 4), CI measures it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f4ec23d3d3 |
Colliders take a frame's outline and tiles have their own surface (#193)
Issue #193 asked where friction, bounciness and density of a tile live. Tiles had a fixed surface (friction 0.5, bounciness 0) and a collider could not use the outline drawn on a texture frame (#141). Both gaps are closed here. - A collider has a fifth shape "Frame collision" with a Frame row. The frame is picked like a sprite's texture and stored as the value 'frame'. - The shape is linked, not copied. Redrawing the outline in the texture tab changes every collider using that frame, in the editor and on the next play. - The frame centre sits on the collider origin, one image pixel is one unit. The shape turns, scales and mirrors like any other. - Every outline ring blocks. Each ring is split into convex parts the same way a polygon is. - Without a frame, with a whole texture or with a frame that has no outline, the collider is drawn red as a box and blocks nothing. - Move, Rapier, raycast, detection, hit test, drawing and footprint all resolve the frame. At runtime an entity looks the frame up live in the current project. - A tile has Friction and Bounciness next to Solid and One-way. The rows only show when Solid is on. Defaults and mixing rules match the collider. Density is left out because a tilemap never moves. - Tilemap cells are grouped by surface as well as by one-way angle. Ice and stone never merge into one rectangle, and every cell brings its surface to Move and Rapier. Findings: - A tile with a collision scale below 1 is no longer flush with a neighbour of another surface. It is inset there like at an open side, the same as next to one-way tiles today. - A bounce test first measured 0.84. The ball had landed on the hero at the origin, not on the tile. On the tile it measures 0.993. Tests: - ./check.sh: 130 files, 1931 tests, exit 0 (was 129 / 1917). - 14 new unit tests in tests/core/surface.test.ts. The Move tests run against the editor run and the physics system. - 3 new e2e checks: 40l (surface rows follow Solid), 42e (collider has frame size, a walker climbs the slope in the frame). - GM_STEPS=1-8,39-43 freshly seeded: ALL PASSED, 376 checks. - Three counter-probes bite: Move ignores the tile surface (2 fail), Rapier ignores it (1 fails), frame shape falls back to a box (5 fail). - Check sum 1198 is computed (1195 + 3), the full run belongs to CI. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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3ff7e91dbf |
Vector art points have four types and the pen draws whole curves (#195)
The pen only pulled out the outgoing handle of a new point, because the opposite handle was mirrored only if it already existed. The first segment of every dragged point was therefore half a curve. Beyond that bug, a point had no way to say how its handles relate. - A vector point has an optional mode: straight, corner, smooth or symmetric. Missing means corner. The mode is not part of the fingerprint, because it changes no pixel, only the next drag. - Dragging a handle follows the mode. Corner leaves the other handle alone, smooth turns it along and keeps its length, symmetric mirrors it exactly. - The pen pulls out both handles mirrored and marks the point symmetric. A plain click still sets a point without handles. - The tab header has a "Point: ..." menu for the last clicked or set point. That point is drawn filled. Changing its type is one undo step. Text instead of four icons, because the UI kit has no tooltips. - Switching a point without handles to a curved type first grows handles along its neighbours. Smooth and symmetric line the handles up and keep the rough direction of the curve. - A point inserted on a curve is smooth. Symmetric neighbours become smooth, because the split shortens one of their handles. - Alt-click still toggles between straight and symmetric. Found on the way: the old Alt rounding took the point at the other end of an open line as a neighbour, so its handles came out skewed. Fixed and held by a unit test. Existing points with handles now count as corner. Before, every drag mirrored. No pixel changes, only the next drag behaves differently. Tests: - ./check.sh: 129 files, 1917 tests, exit 0 (before 1903) - GM_STEPS=47, freshly seeded: ALL PASSED, 39 checks (before 32) - Check sum 1195 in README and wiki is computed (1188 + 7), CI measures it - Counter-checks: pen without 'symmetric' fails 3 checks, no smooth branch fails 1 unit test and 1 e2e check Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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3d7ad65f34 |
Vector art has a tab to draw in, which is stage 3 of #129
Stages 1 and 2 gave the asset a model and a picture, but the only way to put a shape into it was a test calling mutate. The tab closes that gap: what you draw there is what the sprite in the scene carries, with no extra step, because the fingerprint changes and the picture registry of #185 redraws. - The tab has a header with Select, Pen, Grid and Fit, a chequerboard behind the canvas and the canvas itself as a frame. It paints with the same commands as the rasterizer, paintDrawing being exported from viewport/vectorArtPicture.ts for it, so the tab cannot drift away from the picture. - Pen sets points on a click and pulls the handles out on a drag, both of them mirrored; a click on the first point closes the ring and Esc ends an open line. - Select drags a point, a handle or a whole shape, a click on an edge puts a point there, a double click takes one away, and Alt turns a corner round and back. Delete removes the selected shape. - The rules grew inside polygonEdit.ts instead of a second module, as the plan says, so a collider polygon and a frame outline get the same behaviour where it applies. - A point on a curved edge splits the curve by de Casteljau instead of cutting it: both halves together draw exactly what was there before. - A curved edge is walked instead of measured over its chord, or a click on the bow of a curve would grab nothing; the same walk carries the test for the inside of a ring. - One gesture is one undo step. The preview writes the model directly and the old state is put back on release before the command runs, which is the pattern the frame outlines of #141 already use. - state.ts gained a selection kind "shape". The inspector shows the rows of the asset for it, the shape list with colour, opacity and stroke being stage 4. One counter-check was no counter-check: disabling the pen's closing tolerance by multiplying it with 0 left the run green, and rightly so, because the closing click lands on exactly the screen coordinate point 0 came from, so the distance is 0 and <= 0 is true. Only an unsatisfiable condition really switched it off, and then 2 checks fail. A second trap on the way: a false && in front of the guard breaks the TS narrowing, npm run build bails out, and two runs went against the old bundle. Tests: check.sh 127 files, 1878 tests, EXIT 0 (was 126 / 1860). Full e2e suite ALL PASSED - 1172 checks, module 47 alone 17 (was 10). 18 new unit tests in tests/editor/ring-edit.test.ts and 7 new e2e checks in blocks 47c and 47d. Two counter-checks hold: no de Casteljau fails 1 unit test, measuring a curve over its chord fails another. Originals checked back with cmp and rebuilt. |
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6371576d37 |
A vector art asset is a picture now, which is stage 2 of #129 and the first stage that shows something in the browser: the asset sits in the picture picker, a sprite carries it in its Texture row and what the sprite shows has been rasterized from the shapes, the generator of #185 being registered for the type vectorart - installVectorArtPictures(app.renderer) hooks the source (core) and the generator (viewport) in once per page from App.ts, by a call and not by a module side effect, so a test may install it or leave it out; the rule lives in core and the painting in viewport - the new core/model/vectorPath.ts turns a shape into plain drawing commands (move/line/curve/close), closed rings being filled while all rings are stroked, a segment staying a line as long as neither of its ends carries a handle - a single handle is enough for a curve, the missing control point sitting on its own end, so a corner may stand next to a round side - and the way back to the first point is only drawn when it is curved, close doing it otherwise; holes go through one door only, Pixi recognising them from a GraphicsPath with checkForHoles, which tests containment rather than even-odd depth, which is enough for a ring inside a ring while without the flag the inner ring simply paints over the outer one (measured, see the counter-checks); the oversampling is the 2x from the plan - RenderTexture.create({resolution: 2}) puts 512 px on the GPU for a 256 canvas while texture.width stays the canvas size, which is the measure the sprite hangs on, and the render texture is the clip itself, so what juts out over the canvas is not in it and needs no mask; drawn pictures get the same sampler state as uploaded ones, setPictureFactory wrapping the factory for it, mirroring keep(); two measuring traps cost me runs - __gm.objectRect(id) gives the centre of the object and not its corner, so the first pass read four pixels next to the sprite and reported background while the rasterizer was correct, and the grid lines of the scene cross exactly in the centre point, so the hole check read #363940 and failed for the right reason, measuring beside it now; renderer.render() runs inside the picture request, which is safe here because every caller asks during its own widget redraw and the frame is drawn on the ticker afterwards, a nested render inside a running render pass would not be - that warning stands in the module head and in the notes; new module 47 with 8 own checks in its own lane (the picture on the GPU at double resolution measuring the canvas, the sprite showing the fill, the inner ring being a hole with the scene shining through, the later shape on top, the stroke running along the ring, a changed drawing getting a new key with the old one freed, and the sprite showing the new colour), the shapes being put into the model by mutate because the tab that draws them is stage 3, and 21 new unit tests in tests/core/vector-path.test.ts; three counter-checks hold: oversampling back to 1 fails the GPU check, checkForHoles off fails the hole check, and not drawing the curved way back fails a unit test; the full suite ran locally instead of only in CI because the change sits in TextureLibrary and touches every picture: ALL PASSED - 1165 checks, measured and carried into README and the wiki (#129)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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bdb3f066cf |
The asset type "vector art" exists as a model, which is stage 1 of #129 and shows nothing in the browser yet on purpose: a vectorart asset is not placeable, sits in the + menu and in the asset panel with its own icon (a curve between two points) and has no tab, so it behaves like a font - selectable, its rows in the inspector, a double click leading nowhere - because the tab is stage 3 and half an asset would only be in the way; the data model in Asset.ts is a shape built from rings (even-odd, so a shape may have holes, answer 6 in the issue), a ring being points with optional bezier handles in/out stored as an offset from the point and a closed flag (an open path is stroke only, answer 4), plus fill colour, opacity and an optional stroke (answer 5) - the two handles are kept apart instead of mirrored, because what "smooth" means is the editor's business and not the model's; canvas width, height and the filter are properties, so they get an inspector row and undo like any other, while the shapes are intrinsic data like the frames of a texture; the revision that #185 hands to the picture path is a fingerprint of what is drawn, not a counter, which is exactly why that key took a string token - no command can forget to bump it - and the name of a shape is deliberately left out of it, renaming changing no pixel; six undo commands in the new vectorArtCommands.ts (add a shape numbered in order, remove one which comes back to its old place - unlike a tilemap layer the last one may go too -, rename, move, write the rings as one step per gesture with the list copied, and set the style where stroke: null takes it away) and the pure function shapeOrderTarget for the four buttons of the planned inspector list (one forward, to front, one back, to back), which also serves dragging in that list; loading from a project file is strict - a point without numbers falls away, a broken handle leaves a corner behind, duplicate shape ids fall away like duplicate layer ids, a stroke of width 0 is no stroke - while a ring with a single point, which is what someone is drawing right now, stays; three findings on the way: JSON.stringify as the fingerprint was wrong because the same drawing came back from a project file as {points, closed} and was built as {closed, points}, so a reload would have rasterized the same picture under a new key (the fingerprint writes its fields in a fixed order now and a test measures that case), toNumber in serialize.ts turns any nonsense into 0 so the Number.isFinite checks ran into nothing and {x: 'far'} became the left edge instead of vanishing (shapes read numbers strictly via asFinite, 0 being a place on the canvas here), and "Vector art" would have been both a menu entry and the panel heading, which an existing test catches because a click by text would hit the heading - the group is called "Vector drawings" now while the menu entry stays "Vector art"; 20 new unit tests in tests/core/vectorart.test.ts and three counter-checks hold: the fingerprint back on JSON.stringify fails 2, reading the numbers loosely again fails 4, and not copying the ring list fails 1; no e2e check and the check sum stays 1157, only module 04 counting 19 asset types instead of 18 (#129)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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cb1804dcf2 |
A picture in the editor may now be drawn instead of uploaded, which is the piece #129 (Vector art) and #130 (Pixel editor) both need and neither could build alone: TextureRef.file has been a file name on the server, isTextureFile() checking a sha256 hash plus an extension and TextureLibrary fetching it over HTTP, so an asset that paints its own image had nowhere to put itself - the key now also takes the form gen:<assetId>@<revision>, which an uploaded file can never look like, and everything that only passes a ref along (sprite, tile, tilemap mesh, particle source, shaders, aspect ratio) is untouched because it still sees a Texture; the revision is a string, not a counter, which is the one deviation from the plan in the issue and costs nothing - gen:a1@7 and gen:a1@c0ffee go through the same door, so a generator may fingerprint its own content instead of relying on every command to remember to bump a number; two registries keyed by asset type as a plain string, so a plugin may bring its own type - registerPictureSource(type, read) in the new core/model/generated.ts tells the model canvas size and revision and resolvePicture() builds the ref from it (no rect, no slice, smooth from props.filter like a texture), and registerPictureGenerator(type, draw) in the new viewport/generatedPictures.ts hands out the finished texture, projectPictureFactory(() => state.project) tying the two together per session in App.ts; invalidation is a rule instead of guesswork at twenty call sites: GeneratedPictures<T> holds one picture per asset keyed on the revision and frees the old one as soon as the new is drawn, TextureLibrary destroying it and dropping the crops cut from it, while a generator that cannot draw yet is not remembered but asked again next time - the class imports Pixi as a type only, so the whole bookkeeping is measurable without a GPU; carried along are the picture picker (a drawn asset sits among the textures by name, without frames), the delete warning (counts tiles and animations for it too) and the asset context menu, where "Create sprite from picture" now covers it while "Create animation from texture" stays texture-only because it needs frames; one finding while probing - crop() could not have cut a generated texture at all, a RenderTexture having no source.resource to draw back from and drawImage running onto null, so it is handed out whole, a drawn picture having no sheet whose neighbouring row could bleed in; 18 new unit tests, 10 in tests/core/generated-picture.test.ts (building and splitting the key, an uploaded file is not one, no registry means no picture, resolving to canvas size, a new revision is a new key, a canvas without a size, the filter, the sprite size, picker order) and 8 in tests/viewport/generated-pictures.test.ts (drawing once, freeing the old revision and only for its own asset, null is not remembered, no key means nothing drawn, a session change gives everything back, peek), and three counter-checks hold: dropping generated assets from resolvePicture fails 5 of the 10 core tests, not freeing the old revision fails 1 viewport test, and narrowing the picker back to textures fails 3; no e2e check and the check sum stays 1157, because without a generator the groundwork shows nothing in the browser - that evidence comes with #129 (#185)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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eac50e4194 |
Moving against a tilemap whose cells block with an outline no longer costs more than a whole frame: an outlined cell is its own polygon, split into convex parts, so a map that is a handful of merged rectangles when built from plain solid tiles is hundreds of solids under one entity - and Move brought every one of them into world coordinates and tested it exactly, including the ones on the far side of the map, which measured 148 ms per Move call on a 20x20 map with 16-corner outlines (34 ms at 8 corners, 0.4 ms with plain solid tiles), matching the report that standing still holds 60 fps while anything that moves stutters; the fix is a broad phase in two stages that decides nothing and only leaves out what cannot be reached - a move never ends further from its start than it is long, because sliding always shortens the rest, so every collider of the mover gets a rectangle grown by the move length and an obstacle whose rectangle does not meet it is never tested, a ray taking the rectangle around itself, and that rectangle is carried back into the map's own units with invert(m) and turned into cell coordinates (cellsWithin), a rotated map through its own axes, so a far cell is not brought into world form in the first place - solidShapesOf was O(cells) per call, which was the second cost block and the reason the 60x60 case still grew; CollisionSystem.overlaps takes the same range, so the editor run asks a map only for the cells within reach of the other side each frame, two maps narrowing nothing, and a Move obstacle now falls away at build time when its layer does not meet the mover's (#152) instead of inside the loop; the measurements after: 148 -> 0.26 ms, 34 -> 0.27 ms, 60x60 20 -> 3.5 ms, plain tiles unchanged; this is no regression of the recent commits - the same benchmark in worktrees against 947a6b1 (#141), 6a31f5e, 4f55f85 and ae3aa7d gives the same 85-148 ms, the cost has been there since outlined cells arrived with #141; new pure functions shapeBounds/grownBounds/boundsMeet in collider.ts and cellsWithin/cellsMeet in tilemapCollision.ts, 11 new unit tests in tests/core/broadphase.test.ts (the rectangles of all four shapes including a rotated box measuring its diagonal reach, touching counts as meeting, cellsWithin straight and turned by 90 degrees, a map handing out 400 cells without a range and under 10 with one, an 800 unit move from far away still stopping at the first cell, a rotated map blocking where its one painted cell was turned to, a ray across the whole map, and the editor run seeing a collider on a far cell), and four counter-checks hold: dropping the cell filter fails the counting test, padding without the move length fails 4 move tests, ignoring the rotation in cellsWithin fails 3, and a wrong range in the detection fails the touching test; one blunt test on the way - the first rotated map was painted on every cell, where even a wrongly computed cell range blocks and the counter-check stayed green, so exactly one cell is painted now and the test measures where it turned to; no e2e check and the check sum stays 1157, because a timing check in the browser would flutter under CI load while modules 40 and 42 cover the correctness anyway, the speed evidence being the node benchmark (#184)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ae3aa7d3bd |
Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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4f55f85ad4 |
Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the names a project starts with, so the three places that have to agree read the same function: the editor run through CollisionSystem, the Solids sweep per pair and Rapier, where the mask becomes the collider's interaction groups; the project file gained collisionLayers: ["Default"] (default one layer, no formatVersion bump), the collider schema two new kinds - layer as a dropdown of the project's layers and layerMask as a menu of tickboxes that stays open while it is ticked (Menu.ts learned rows that do not close on a pick) - and the names are edited through "Collision layers..." in the toolbar's Project menu, not a Project tab, which is the decision I made myself because the question ran into the MCP timeout: the dialog (src/editor/CollisionLayersDialog.ts) holds up to 16 names, Add layer appends "Layer <n>" and Apply writes all of them as one undo step (SetCollisionLayersCommand); a mask read from a file goes through a check that refuses anything that is not a finite number, because Number(null) is 0 and a collidesWith: null would silently have meant "meets nothing"; 9 new e2e checks in module 8 cover the menu entry, the dialog, Add layer, Apply and its undo, both inspector rows, the tickbox menu, and the mover walking straight through the crate that 8c blocked on once their layers no longer meet, and 21 new unit tests cover the rule, the schema and the command (#152)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5ba796a2b6 |
Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e3ebf44593 |
Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (#176)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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47eea2f6e4 |
Each tilemap layer has its own Z: an offset added to the Z of the placed tilemap, like a child's Z to its parent, default 0 keeps the previous order (layers right after their map, in list order), a negative Z sorts a layer below the map, on a tie layers keep their list order and follow the hierarchy against other objects; editor scene and game use the same order through the new pure function drawSlots, a tilemap draws into one container per layer, and the tilemap panel gains a Z field for the selected layer with one undo step per change (#174)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5385d9e152 |
The one-way tolerance angle is a field: a one-way collider and a one-way tile gain One-way angle (0 to 90 degrees, default 45), a contact blocks when its normal is within that angle of the blocking side, without a value the limit is bit-identical to before, and the rule holds for Move, Raycast and dynamic bodies in Rapier; tiles with different angles never merge into one rectangle, the scene view draws the angle as a cone in the middle of the thick side, and the inspector shows Blocks from and One-way angle only while One-way is on, through the new schema option shownWith (#159)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |