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>
Four new rows on sprite, text, collider and container (block TRANSFORM):
scale, rotation in degrees clockwise, mirrorX, mirrorY. As properties they
get override/reset/apply, loading of old projects, write-back after play and
the Properties node for free; camera and behavior have none.
The hierarchy composes T*R*S per level (composeAlongChain replaces
sumAlongChain), so children rotate and scale with their parent. Reparenting
and grouping keep the look (carriedTransform). Drawing goes through
placeNode, the gizmo is a polygon, cull and objectRect use the AABB, drags
are computed in the parent's system.
Colliders are oriented boxes: SAT for box/box, box-circle in the box frame;
exitDistance replaces axisSeparation/axisCorrection, moveAndSlide moves along
the object's own axes.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The aspect button now carries two offers, so it becomes a menu: fit one
side to the texture ratio, or set both sides to the exact pixel size as a
single undo step.
Dropping a row on the outer quarter of another row inserts it into that
gap instead of parenting into it, reordering among the siblings there.
Order is the stored order, so ReorderObjectCommand is a splice; equal z
falls back to tree order, which makes this the way to draw one object in
front of another. Rejected on container content like the other structural
edits.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Remove comments that only restate the code, keeping the section banners
and the notes that carry a reason, a measured fact or an external
contract.
ButtonOptions.width claimed to be a fixed width but only set minWidth,
so the Graph and Texture pickers grew with the name they showed. It is
now what it promises, with a separate minWidth for the buttons that have
two forms. Narrow buttons shrink their padding, otherwise a 24px icon
button had 8px left for its glyph and truncate dropped it entirely.
__gm.labelsDropped() guards that class: the overflow guard only saw text
that was too wide, never a label truncated to nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
measured against the existing style); Markdown excluded because table-cell
padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
"this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
tests in one go.
Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.
Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
events now; the DOM handlers are thin adapters.
Compare fell back to == without a configured operator although the schema
default is <; aligned.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- SceneObject.editorOffset (x/y): shifts only where an object is drawn in
the Scene tab, cascades to children, undo-able with a reset action.
Never written into container templates.
- On click without an owner now fires for any click inside the camera
frame instead of hit-testing the (editor-only) behavior symbol.
- seed-jumprun: coins are a "Coin" container (sprite + trigger), nested
containers are expanded recursively, Destroy targets the coin's parent,
and the clock uses a Ceil node instead of ToText.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Inspector rows compute their reset/apply entries through providers, so an
entry that would not change anything is dropped; a single remaining entry
renders as a direct button instead of a menu, none removes it entirely.
- Bold and buttons now follow the same rule (deviatesFromAsset /
deviatesFromTemplate in core/properties/resolve.ts).
- Hierarchy panel is a collapsible tree: chevrons, arrow keys, double click,
expand/collapse all. Everything starts collapsed; selecting an object
expands its ancestors and scrolls it into view.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>