To play a clip at its real speed the user had to know its length,
work out the last whole frame by hand and then scroll far to the
right to set the end key. The timeline now does the sum, and it
zooms out far enough to see a long clip in one piece.
- The context menu of a Video time row gets "Video at 1x to its end
from frame N". It keys the playhead with the row's value there and
the last whole frame before the clip ends with the matching time.
- The start key turns linear and keys in between are removed. The
whole run is one undo step (KeyStraightRunCommand).
- The clip is the one the sprite wears at the playhead, also when
the texture is keyed in the same animation (rowVideoAt).
- The entry is greyed out for relative rows, without a video, while
the length is unknown, or when the playhead is already at the end.
- The status line names the result, e.g. "frame 572 shows 57.2 s of
57.27 s".
- The timeline zooms out to 0.02 px per frame instead of 4 px. The
ruler labels follow a 1-2-5 step without an upper limit.
Tests:
- Unit video-clock + timeline-view: 27 tests green, 8 new
- e2e 66 (atx, alone): ALL PASSED, 23 checks, 66l new
- Gate (atx): CHECK EXIT 0, 297 files, 4553 tests
- Counter-check: the command keeping the keys in between turns
exactly the command test red
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Recurring cleanup round over the code since round 7 (bc688f3). The
issue now also asks to fix bugs and small inconsistencies found on the
way, so unlike the rounds before, this one changes behaviour in a few
places. Duplicated code in api went from 23 clones with 228 lines to
none (jscpd, at least 50 tokens). In src it stays at 22 clones with
271 lines, the same before and after.
Bugs:
- nginx served project and snapshot files as they were, so anyone who
knew a project id could read it without signing in. Every file the
API writes now goes through AtomicFile (temp file, mode, rename).
Projects, snapshots, releases, accounts and sessions are 0640, and
nginx answers 403 for them.
- Any signed-in account could delete a shared image, font or sound,
which projects of other accounts may wear. Deleting one is now for
administrators only. The editor never deleted a file, so the
client's delete is gone.
- Two saves of one project could run at once. The lock file was
removed after each save, so a waiting save and the next one locked
different files. The lock file now stays, and deleting a project
takes the lock as well.
- Bytes that are no picture got a 500 instead of a 422, because the
error handler also threw for warnings silenced with @.
- A session file was rewritten in place. A request reading it at that
moment found it empty and was signed out. It is replaced atomically.
- Delete did nothing for a shape picked in the vector art list. Delete
now goes through removeSelection, one case per kind of selection,
and a kind without a case fails the type check.
Inconsistencies:
- Escape on a question does what its Cancel does. Cancel on "Delete
project?" and "Restore snapshot?" leads back to the picker or the
list like the other questions did, and so does deleting a project.
- Editor texts use American spelling throughout, like the port names:
48 British spellings in 45 lines (colour, centre, initialised).
- objectName and groupName replace eleven copies of "own name, else
the asset's" and three of "Group". One copy fell back to the object
id instead of "?".
Duplicates, dead code, comments:
- routeFiles serves images, fonts and sounds instead of three copies.
HashedFileStore holds what the three stores shared: keeping a file
under its hash with its name, listing and deleting. The stores keep
only which bytes they take and what a record says.
- AtomicFile replaces nine copies of temp file plus rename.
- removeShapes is the one way the canvas, the inspector button and
Delete take shapes out.
- GraphInterpreter.fire was called by tests only. The 54 calls use a
helper in tests/helpers.ts now.
- FileStore.delete, HttpFileStore.delete and the PluginApi type were
unused. A doc comment in actions.ts sat above the wrong function.
Checked and left as is:
- solidCells is used by tests only. It is the per-cell view before the
merge into rectangles, the one place the largest-scale rule shows.
- An undo checker ran all 124 commands of the unit tests and compared
the project before and after undo. The only differences are empty
ports, groups and notes lists where there were none, which the file
format drops anyway.
Docs:
- README: the check sum.
- Wiki, own commit: API (admin-only deletes, 422, file modes, lock
file), Home (the "Not yet" list named three things that exist),
Concepts, Keyboard, Vector art, Architecture and Development, and
the 38 characters Gitea flagged as ambiguous on eight pages.
- .gitignore: the lock files, and pasted-*.png in any folder, which
keeps the screenshot archive out.
Tests:
- ./check.sh: 195 files, 2817 tests, exit 0 (+2 for the name helpers).
- PHP: accounts 52 in the web container and 53 in the CI image with
the race test (+2), snapshots 15 (+1), releases 20.
- Full e2e run: ALL PASSED, 1586 checks (+6 in 12, 47, 49 and 50).
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks. The example
project files were restored byte for byte afterwards.
- The file stores of HEAD and of this commit give byte-identical
output for the live folders and for store, list and delete in a
throwaway folder.
- Counter-checks, all fail as expected: a 500 for bad bytes fails 12,
no admin check fails 49, removing the lock file again loses saves
in 3 of 3 runs (151 to 170 of 321), Delete ignoring shapes fails 47,
Escape that only closes fails 50, and dropping the shape case fails
the type check (TS2366).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
Part (a) of the animation rework: model, commands, saving, runtime and nodes.
- AnimationAsset holds a root (sprite, text, container or scene) and rows; a row keys one
property of the root or of an object inside it, keys sit on whole frames.
- The last key decides the length (its frame counts as a frame of its own). The playhead runs
between frames, so numbers and colors blend every tick even at 10 fps; everything else holds.
- Playback gains `once-reset`, which puts back what was there before the start. A row can be
relative, adding to where its target stood.
- Play / Pause / Stop animation act on an object; each instance plays on its own, the later
start wins on a shared property, and a behavior writing the same property still writes last.
- A sprite no longer wears an animation through `texture`. "Create animation from texture"
builds a sprite plus a texture row keyed frame by frame instead.
- The Animation tab shows a placeholder until the timeline editor (part b) lands.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
An animation asset is a list of pictures (whole textures or frames) with
frames per second and Loop/Once/Ping-pong playback. A sprite wears it
through its texture property, so the picker, instance overrides and the
Properties node work unchanged; there is no dedicated play node.
A different animation starts from its first frame, the same one set again
runs on, so a graph may choose Run or Idle every frame. The clock lives on
the entity, not in props, which the world writes back as overrides. The
AnimationSystem ticks before behaviors, and On animation finished fires
once when a Once animation reaches its end.
The Animation tab plays a preview above a frame strip: reorder by dragging,
Delete, duplicate, + Frames, pause/resume, and wheel zoom about the pointer
with pan and Fit. Scene and Container tabs show the first frame; edit mode
has no clock. Right-clicking a texture creates an animation from its frames.
Button now measures its label with the bold font it draws in, which cut
the Animation tab and red dialog buttons short.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>