- `.gitignore` said `index.html` unanchored, which also caught the Vite source page;
a fresh clone could neither `dev` nor `build`. Anchored to `/index.html`, page added.
- Removed GM_REMOTE (tools/remote/gm-browser.ps1 and the ssh/scp branch in browser.mjs):
the Windows test machine is gone and the only flaky check that lived on it is closed (#37).
- Removed `npm run preview`, undocumented and unused.
- Comments: wrong number in collider.test.ts (250 → 200), the "declarations used to…"
history in listItems.ts and friends, the 24 px/28 contradiction, section banners in
nodes/index.ts, node-catalog.test.ts and api/index.php, name paraphrases, and the stale
step numbers in tools/e2e/11-…23- from the old global count.
- README: asset types include `animation`, kind order Number/Text/Boolean, tagged colour
and texture items, 6/5 kinds, the `Texture` node, `./build.sh`, PROJECT_FORMAT_VERSION,
and the file tree (kinds.ts, listItems.ts, propertyPorts.ts, Breadcrumb.ts, beads.ts,
tools/assets/).
- tests/helpers.ts takes the duplicated `findObject` and `sceneWithCamera`.
Proof: ./check.sh 797 tests, full e2e ALL PASSED 633 checks against this bundle.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
A list no longer says what its items are. ListDef.items, ListDef.fields,
ListFieldDef.items and SetListItemsCommand are gone; the single seam is
src/core/properties/listItems.ts. JSON already tells number, text, boolean
and struct apart, so only two kinds need a tag: {"$color": n} and the new
{"$texture": id}. Field names cannot start with "$", so a tag never
collides with a struct field. On a data link a texture item arrives as
its bare id; the graph has no images.
List tab: the mark in front of each row is the kind picker, "+ Item"
asks for the kind, both are ordinary value edits (one undo step). A list
inside a struct field only offers the flat kinds because the depth rule
forbids a struct item there (ListAccess.kinds); the menu used to offer
it and silently do nothing.
Legacy lists that declared items: 'color' are tagged on load.
Actor demo: the four walk animations and four standing frames live in
two list variables of texture items indexed by facing (Item at), so the
graph can be rebuilt in the editor. The stand frames get their grid ids
back; 44 nodes instead of 46.
Also: the user's edits to on-start-during-play.md and the new note
reseed-because-of-list.md.
Verified: check.sh 794 tests, full e2e 631 checks, smokes 24/19/20.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Split GraphCanvas (1076 -> 831 lines) into EdgeLayer and graphMenus;
the port and marker menus were the same list and are now one function.
Value specs of the inspector and the list tab share valueSpecs.ts, and
the remaining copies (compound commands, type glyphs, typed asset
lookup, name rule, play/editor world setup, marquee) are merged.
Four copies had already drifted apart; merging them fixes:
- "Disconnect N links" in the port menu is one undo step, not N
- "+ Add collider" is hidden on a placed container instance, as in
the hierarchy menu, instead of always failing
- a bool property coerced from the text "false" becomes false
- a port command on an unknown node type reports instead of crashing
Comment-only edits leave the bundle byte-identical. README corrected in
35 places (step limit, jump-run clock, suite duration, 409 body, ...).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
buildStructBlock only covered structs, so a placed instance drew numbers,
text, bools and lists through createFieldRow on a 64 px name column while
its struct block sat on the asset's grid below it. variableRows.ts now
builds the row for every variable kind on both sides; the edit option
decides what the owner may change (asset: rename, x, item kind; instance:
revert and push). Label and Button take a fixed width so the mark column
no longer shifts names when a list shows its item-kind picker.
The two structFields calls that became dead with 9f48257 are gone. The
e2e steps locate the Enabled toggle through __gm.inspectorField instead
of clicking a fixed offset from its label.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The instance inspector drew its own, flatter version of a struct: one row per
field, no bundle head. It now draws the same block as the asset side, because
there is only one implementation left - both call buildStructBlock. What the
instance does not get is everything that touches the shape: renaming a field,
'+ Field', and the per-field '×'. The shape belongs to the asset; a placed
object overrides values. The revert and override marks sit on the head rather
than on a field, since an override covers the whole bundle at once.
Underneath this, editing a single field of an unoverridden struct used to blank
its siblings: structFieldsOf filled the untouched fields from spec.read, which
is object.overrides[key] and therefore undefined until something is overridden.
structOf then handed back the empty shape. PreviewedValue carries 'current' now
- the resolved value the row actually shows - and the fields come from that.
Without it the old path stays, which is right for the asset side, whose prop
bag is dense.
An unconnected list input is a button into the List tab instead of a number
field; a struct field can hold a list, so ListSlot carries an optional field
name and the three owner cases only say what sits at a key; and a list
variable picks its item kind in the inspector (marker doubles as the chooser),
so a list of structs no longer has to be born from a project file.
The declaration keeps the storable shapes finite: a struct field may be a list,
but that list holds primitives only, so list->struct->primitive and
struct->list->primitive are the two deepest forms.
check 674, e2e 483, jump-run 24, Tetris 19.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The value type was already there: StructValue, textOf, sameValue,
writeTyped/mergeStruct and the struct port type came with the first
part, and Get/Set variable carry any-ports, so a bundle already flowed
through the graph unchanged. What was missing was the declaration.
PropertyDef gains kind 'struct' with a list of fields, VARIABLE_KINDS a
fifth kind, variableDef a fifth parameter. A declared field is a
primitive - a list field would need a nested editor and therefore the
path in the slot address, the same step "a list of structs" is waiting
for. coerceValue now returns PropertyValue rather than FieldValue, the
first value type that is not a field; none of its five callers break.
In the inspector a struct variable is a block, not a tab. The list tab
exists because hundreds of rows fit in no inspector row; a struct is the
opposite case - few fields that fit under each other. It is the port
editor Pack already has, one level down and with a value column: type,
key and default value in one place. A placed object sees the same fields
as plain value rows: overriding yes, declaring no.
Adding or removing a field touches the declaration, the default, the
behavior's value and every instance override in one command, so a stored
value can never keep a shape its declaration no longer promises. The row
handlers read the bundle at the moment of the change rather than closing
over a snapshot - a field writes the whole bundle, so with a snapshot
the second edited row revives the first one's old value. defSignature
carries the fields, otherwise a new row appears only at the next
rebuild.
Fixes a fixture fault this uncovered: step 10 pushed its text object
into the scene without instanceEdits, which overrideSites walks with
Object.entries. AddStructFieldCommand is the first caller to reach it
from that state; the step was green alone and failed three checks in the
full suite.
Moves the dynamic-ports note to done - all three of its parts are built.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>