77ac9d1aafd21272e4b43b44f7b1da4af30c5aff
118
Commits
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043c224cc3 |
Rename Game Maker to Feuerwerk and serve it at /feuerwerk/ (#422)
The editor gets a name of its own that fits beside Brandmauer, Glutspeicher and Feuerwehr. This is stage 1, 2 and 4 of #422: the name, the URL and the stored state in the browser. Repository, CI runners, containers and the GAME_MAKER_* variables follow in stage 3. - All paths come from SITE_PATH in src/core/site.ts: the API endpoint, the data folders, the play page and the base in vite.config.ts. A later move is one line instead of fifteen. - The window title, the sign-in screen, the playground and the README say Feuerwerk. The package, __feuerwerkPlay, the take worklet and the writing app in Ogg and Matroska follow. - The session cookie is now feuerwerk_session, so everyone signs in once more. - localStorage keys are now feuerwerk.*. moveOldStoredKeys copies the old game-maker.* keys over on the first start, so settings, panel sizes and save games survive. - tools/ci/serve.sh serves the build under /feuerwerk/. The variable GAME_MAKER_BASE_URL keeps its name until stage 3. Outside the repository, nockal.com/feuerwerk/ is a second symlink to the same tree. nginx sends the bare /game-maker/ folder there with a 301. Everything else under /game-maker/ is still served directly, so shared play links and the API keep working. Finding: when nginx redirects a path without a trailing slash or with a query, the Brandmauer answers with its own 307 to the same URL plus a slash, placed after the query. A play link would lose its token that way, which is why only the bare folder is redirected. Tests: - Gate on melektaus-atx: CHECK EXIT 0, 307 files, 4756 tests (4 new in site.test.ts). - Counter-check: when the migration misses the old prefix, 3 of the 4 new tests fail. - e2e 60 under /feuerwerk/: ALL PASSED, 20 checks. - From outside: /feuerwerk/ 200, /game-maker/ 301, an old play link 200. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b16fe8c718 |
Drop a picture or video onto a composition track (#419)
A track item has always carried an object, and an object needs an asset. Instead of objects without one, a dropped picture or video gets a sprite the composition owns, the way a song owns its sounds (#355). To the rest of the code it is a sprite like any other. - The asset list starts a drag for textures, vector art, pixel art and videos. Dropped on a track, they make the sprite and the item in one undo step. A video item is as long as the video and follows it. - One sprite per picture and composition. A second drop of the same video shares it. Once no item wears it, it goes in the same step. - Deleting a composition takes its sprites along. A duplicate gets sprites of its own. - Pasting into a scene or container turns the sprite into a project asset. Pasting into another composition gives that one a copy. The clipboard carries the sprite, so cut and paste loses nothing. - Owned sprites stay out of the asset list and the pickers. The inspector shows them with a dot in front. - "Make project asset" in the item's menu, on the timeline and in the hierarchy, turns the sprite into an ordinary one. - The first track of the Composition tab gets its top line, as the Song tab's has. Found on the way: loading kept an owner only for the asset types a song can hold. A composition's sprite would have lost its owner and turned up in the list after a reload. Tests: - Unit composition-sprites: 11 new. Without the rule 5 of them are red, without the loading fix the loading test is. - e2e 69 on melektaus-atx: ALL PASSED, 15 checks, 69k new - Gate on melektaus-atx: 305 files, 4714 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ba01d146e9 |
Choose size, rate and what follows when recording the editor
The editor recording had fixed settings: the canvas size at 60 fps,
always converted and imported. Recording in 4K needs a choice, and the
server shrank every video to 1080p anyway. Start recording... now opens
a dialog, and a recording always goes to the server as it is.
- The dialog holds name, resolution (Screen, 1080p, 1440p, 4K), fps
(60 or 30), mouse pointer, sound, Convert and Import after
conversion. Import is greyed out while Convert is off. The browser
keeps the last choice, not the name.
- A larger resolution makes the editor draw finer while it records,
so 4K is sharp, not stretched. It is never below the screen's own
resolution and goes back after Stop.
- Stop always uploads. Without Convert the file only stays on the
server. Without Import it is converted but no asset is added. Both
are found in the video picker.
- The server keeps the original next to each MP4 for every upload, so
Download in the video tab and the picker gives the original. Videos
from before have none, they still download their MP4.
- A file left unconverted shows in the picker as not converted, with
a Convert button. POST videos/{file}/convert queues it, and upload
takes convert=0.
- The worker now caps a video at 3840x2160 instead of 1920x1080. Videos
converted before stay as they are.
Tests:
- PHP videos.test.php: 81 checks green, with the original, convert=0,
a later Convert and the 4K cap.
- Unit recording: 5 new, green. Red without the rule that a recording
is never below the screen's resolution.
- e2e 67e-ii: the video tab downloads the .source.mkv, a Matroska
file. 67f: 1440p from a 1280x800 window gives 2304x1440 at 30 fps
without sound, kept and not imported, then converted in the picker.
Both red with the MP4 download and without the finer drawing.
- The README names 2045 e2e checks.
- Gate on melektaus-atx: 304 files, 4699 tests green.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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73e675835e |
Add the composition asset with its tracks, items and clips (#417)
A composition is a timeline of scene objects for cuts and cutscenes. This first step brings the model and the pure evaluation behind it. The tab and placing it in a scene follow in the next steps. - CompositionAsset holds objects, tracks, items and clips. Each item owns exactly one object with overrides and container edits. - The composition is a third object holder next to scene and container. Delete cascade, undo, usages and references work with it. - Duplicating gives the copy new object ids and moves the item ids along with them. - compositionAt() tells which items live at a frame. The top track is drawn in front. - A clip acts on the item of its own track that it overlaps. After its end it holds the last value until the item ends. The animation's play mode is ignored, a clip is one pass. - Clip targets are found by template path, else by name path, like the runtime's animation system. - The root sprite of an item plays its video driven at offset plus time. Children follow unless they are already driven by hand. - fittedLength() gives the video or clip length minus the offset, or 3 s without media. - fps (60) and loop live in their own properties file. Keeping them in PropertySchema would close an import cycle. - The type is listed under Visuals with its own icon. It is not placeable yet. Tests: the gate passed with 300 files and 4625 tests. That is 25 new tests in tests/core/composition.test.ts and 2 icon checks that run for every icon. Four counter-checks (track order, overlap rule, child videos, ids on duplicate) each turned exactly their test red. e2e 04 passed with 67 checks and now counts 33 asset types. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d48f174caf |
Play videos on sprites, converted on the server with clips (#402)
A video becomes an asset like a sound: uploaded once, converted to one format by a worker of its own, cut into clips in its tab, and worn by a sprite through its Texture row. Only Chrome is a target, without alpha. - Server: POST ?r=videos queues the upload under the hash of its bytes, so the MP4's name is known at once. The worker (VideoWorker over VideoFormat) writes H.264/AAC, yuv420p, constant frame rate, a keyframe every 15 frames, at most 1920x1080, with a poster and the details beside it. A failed job says why and is tried again on the next upload. - An upload may be up to 2 GB. It is streamed from the request to disk and hashed there, so php-fpm holds none of it in memory. The other routes keep their 256 MB. - The worker runs in the container game-maker-video on stein2, a compose project of its own (tools/video/), and in CI beside the PHP server. The CI image has ffmpeg for it. - Model: asset type video with size, length, frame rate and sound, and clips like a sound's. The clip helpers and commands serve both. - A sprite's Texture row offers videos and clips after the pictures. resolvePicture names a playing video by a key, and the texture library hands it to a VideoLibrary with one player per key. - The editor shows a placed video as a quiet preview. Play starts it over at its clip's start and lets it be heard through the master bus, a pause holds it, Esc makes it quiet again. - Video tab: the picture, a ruler, the clip strip and a track on the Sound tab's time axis. A drag spans a clip, a handle moves an edge, Play plays the picked clip. - The picker shows a video on its way with its progress and adopts an upload from it once it is ready. Dropping a video file does the same. Decided on my own: - Two sprites wearing the same clip share one player and show the same picture. Control per instance belongs to the follow-up with nodes. - A video plays in real time, the game's time scale does not slow it. - The container may use 3 of the 4 cores of stein2. Findings: - The first real upload (279 MB) got 413: the API's own ceiling of 256 MB for every request, not nginx or the Brandmauer. - Chrome has no picture of a video that never played, and a Pixi VideoSource drawn before the first frame stays empty for good. The texture is made in the first frame callback (openVideo). - A player nobody asks for in 2 s is let go. The inspector's PREVIEW asked only on an edit, so with the sprite not on screen its texture was destroyed under it and the batcher threw on every frame. The preview now redraws every frame while it shows a video, like a Time shader. A let-go texture keeps an empty source instead of none. - VideoSource.load() reloads the element and cuts off an earlier play(). Playing starts after loadeddata. Tests: - PHP videos.test.php: 68 checks, with the real ffmpeg - 300 MB upload through Brandmauer and nginx: 201 in 21 s, php-fpm at 13.7 MB RSS at most - Unit videos.test.ts: 20 tests - e2e 66 (stein2, atx was off): ALL PASSED, 18 checks; e2e 04 with the new asset count green - Gate (atx): 294 files, 4520 tests. serialize.test.ts used video as its example of an unknown type and now uses a made-up one. - Counter-checks: a keyframe gap of 30 fails the PHP check, a key that keeps the video's end fails 2 unit tests, a clip without its end fails "plays only its stretch" in e2e 66 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c087993000 |
Edit a Filter in its node and resize EQ and Filter nodes (#385)
A Filter sounds like one band of the Parametric EQ, but it keeps what the EQ cannot: linked numbers, the all-pass and +-40 dB. So it stays a node of its own and gets the EQ's editor with itself as the one band. The editors also stop running out of their room: what does not fit is left out instead of being cut. - The curve of the EQ is now BandCurve with a host the EQ and the Filter both fill. CurvePanel holds what their panels share. - FilterPanel shows the Filter as one band. A drag of its handle sets frequency and gain as one undo step. A number fed by a link is greyed out and the drag leaves it alone. - A double-click on the Filter's title opens the same in a tab of its own. Delete there does nothing, the node stays. - The Filter is tapped like the EQ, so its node and its tab draw the spectrum of what passes it. A tap is two gain nodes per voice, the analysers are made only while someone listens. - EqFace and FilterFace are one CurveFace now, given the panel. - EQ and Filter nodes have a corner to resize them, drawn like the floating window's. The size is saved on the node as `size`, each drag is one undo step, the least is 240 x 120. - In the node the help line is gone. The row of numbers comes in only once the curve keeps 120 px of height. A group of the row that does not fit is not drawn, the one on the right first. - A frequency or dB label that would run into the one before it is left out. - The all-pass is drawn flat. The curve's maths takes every shape a Filter has. Found on the way: - The instrument presets set nodes 240 apart. A Filter with its editor is about 700 wide and covered the Bitcrusher, so a Filter now takes four columns. Tests: - Unit: 8 new (filter band, resize command and save, fitting rules), stage lists with a Filter now hold its taps - e2e 34 (atx): ALL PASSED, 130 checks (4 new) - Gate (atx): CHECK EXIT 0, 284 files, 4367 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2764919bb8 |
Stream long sounds from an Opus copy instead of decoding them (#349)
A sound was decoded whole as soon as the project opened, in the editor and in a released game: five minutes of stereo held some 115 MB for as long as the page was open. A sound with Stream on now plays from a copy as Opus in Ogg, fetched a piece at a time and decoded a few seconds ahead by WebCodecs, so a game holds a few megabytes for it. - The Stream switch is a row of the sound, off by default. The Sound tab suggests it from a minute on and says how far the copy has got. - StreamKeeper makes the copies in the browser, a moment after the last change, one at a time: the sound's own and one per clip of its cut, fades and Reverse baked in. A copy that is no longer wanted is taken off and deleted once the project is saved without it. - streamTable says which played names stream from which copy. A clip without a fitting copy, a Sample and a Reverb impulse stay decoded. A sound with Stream on is never decoded ahead. - The page fetches by Range and takes the whole file from a server that ignores it, as the CI's PHP server does. It keeps the bytes and the first two seconds decoded, the rest goes four seconds ahead. - A jump decodes 32 packets before the place first. Measured in Chrome, what follows is then the same to the bit as decoding from the start. With 4 packets it was 0.06 off. - The stream-player on the FX worklet reads the samples at the rate of the context along a Catmull-Rom curve. What comes late is silent and skipped once it is there, so a clip keeps its beat. - The opening stretch goes with the player as it is made. Sent by message it came a few milliseconds late, and 557 samples of the attack were lost. - Pitch on a streamed sound is a shifter after the player, as on a bus: the length stays and it is heard 42.7 ms late. - Bakes of patterns and songs (#340) always stream now. - The song timeline draws a streamed sound from its copy decoded at 8 kHz, keeping only the peaks. Tests: - Gate: CHECK EXIT 0, 280 files, 4312 tests (31 new: ogg +3, stream-queue 6, streams 11, streaming 6, sound-library +5). - e2e 34: ALL PASSED, 106 checks (7 new). Five minutes of mono, 4.8 MB as WAV, 3.6 MB as its copy: streamed the renderer grows by 5.8 MB, decoded by 69.6 MB. Offline at 48 kHz, start, loop seam and a reversed clip are the copy decoded whole to the sample (0). - Counter-checks red as they should be: no pre-roll, no catch-up of late samples at the end, no opening stretch, a streamed sound decoded ahead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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84cd36f902 |
Bake a pattern or song to Opus, played in its place by a game (#340)
A pattern or song played by a game runs every note through the scheduler, the instruments and their FX, live. Bake works that out once, keeps it as a file on the asset, and Play pattern and Play song play the file instead, as one voice, for as long as nothing it is made of has changed. The tabs always play live. - Bake is an icon in the header of the Pattern and the Song tab, lit while the bake holds. A click bakes, cancels a bake that runs, or offers Bake again and Remove bake. The toolbar shows the progress. The info of the tab says "baked" or "bake outdated". - The bake holds everything up to the output of the pattern or song. The sound FX of the node, fx params, volume, fade in, bus, Master routing and stopping with a fade stay live. - A print of the worked-out plan decides whether it holds: notes and clips, tempo, length, loop, tracks, the build of each instrument for each note, sound FX, files, cuts and levels. A rename keeps it, an undo back to the baked state makes it hold again. - The file holds the straight run and then one more round of the loop as heard the second time, tails included. Looped, it plays to the loop end and then round that round, to the sample. Once, it fades out over its last 10 ms. Let ring fades it out over 0.3 s. - It is worked out by a second SoundLibrary on an OfflineAudioContext, its scheduler woken by suspends of the offline clock, and what reaches the master is taken. A worklet probe tells whether that was mono, so a mono bake goes on exactly as the notes did. - Opus in Ogg, 160 kbit/s stereo or 96 kbit/s mono, encoded with WebCodecs, the Ogg pages written by hand. Normalized to full scale, the peak kept and played back. - The file goes up into the sounds of the account as "[bake] name", which the sound picker leaves out. An old bake file is deleted once the project is saved without it. Only a bake that holds is loaded. - Ogg files are decoded at 48 kHz: resampled to 44.1 kHz, the loop of a bake lost a sample a round. - Baking and removing a bake are no undo steps, like the EQ's zoom. Findings: - Chrome's AudioEncoder refuses opus.format 'ogg' (NotSupportedError) but hands out the OpusHead with a pre-skip of 312 for 'opus'. - The Song tab's header is full at 1280 px: a captioned Bake pushed Fit off the tab. Hence the icon. Tests: - Unit: tests/core/ogg.test.ts (6), tests/core/bake.test.ts (16), four new in sound-library.test.ts, one in song-play.test.ts. One test cuts, reverses and fades a clip on a song's track: each change outdates the bake, each undo makes it hold again. - e2e 64 (melektaus-atx): ALL PASSED, 36 checks (6 new). Live and baked rendered offline differ by at most 0.06 dB over 114 windows of 20 ms, two loop ends among them. e2e 65 had no red check with the icon in its header. - Gate (melektaus-atx): CHECK EXIT 0, 277 files, 4281 tests. - Counter-checks: print without instrument builds, print taking the sound's file instead of the clip's cut, round taken from the first pass, bake voice without its looping source, Play pattern or Play song ignoring the bake: one unit test red each. Pre-skip set to 0: the e2e comparison 4.8 dB off, only that check red. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0e73fd85b9 |
Route sounds, songs and buses in one Master routing graph (#351)
A project bus could only go into one other bus, and a sound, an
instrument, a pattern or a song into exactly one bus. A shared reverb
needs a sound to go there in part and on dry at the same time. Instead
of a list of sends on every asset, the project gets one routing graph
like the routing of a song (#350), one level up.
- Menu -> Master routing opens a tab with one graph per project. It has
a node per sound, instrument, pattern, song and bus, named after its
asset, and one Master. Embedded assets have none, their song routes
them.
- The nodes follow the assets. Every edit settles the routing in the
same undo step (KeepRoutingCommand), so an undone delete brings the
links of its asset back. A new asset gets a node and a link to the
master. What went only into a deleted bus goes to the master.
- New nodes start in three columns: what plays, the buses, and the
master a row above, so no link into it runs behind a bus.
- Links are sends: -60 to +12 dB, and a Mode on links out of a bus or a
song. Out of a sound, an instrument or a pattern a link always takes
the sound after its volume and FX. Loops are refused.
- A node without a link is silent and says "Goes nowhere".
- The rows Bus and Into are gone. Play nodes with a picked bus still
overrule the routing.
- A click on a node shows its asset in the inspector, the Master shows
the master volume and sound FX. A double click opens the asset's tab.
- The graph lives in project.routing and is held to the assets when a
project is read, but nothing is added there. The editor adds the
nodes when it opens a project. An asset without a node plays on the
master, so old projects sound as before without a migration.
- In the mix an asset with one link at 0 dB goes straight into that bus.
A sound or instrument with more gets a bus of its own with the sends.
A pattern or song sends from the master of its playing, which is
where its Mode taps. Buses of the mix can have sends now too.
Found:
- The check "the scheduler plans a looped bar" in e2e 34 wobbles. It
failed in 2 of 5 runs here and in CI task 580 at
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42a3759d9d |
Cut a sound into named clips, as a texture into frames (#357)
A sound could only be cut to one stretch, set on the asset itself. To
play two parts of one file, the file had to be imported twice. Now a
sound is always the whole file, and its clips are the stretches of it,
each with a name and a cut of its own.
- A clip is { id, name, props } on SoundAsset.clips. Its id shares the
generator with asset ids, so a sound field holds a sound or a clip,
as a texture field holds a texture or a frame.
- props are the cut: start, end, the fades and their curves, reverse.
Volume, loop, sound FX and bus stay on the sound for all its clips.
The cut rows left the sound's schema for CLIP_ROWS.
- findSound resolves either id. Play sound, the Sample of an
instrument, a Reverb impulse, song items, the scheduler and the test
sound of the Sound FX tab all go through it.
- Every sound field offers each sound followed by its clips, "Kick",
"Kick / Clip 1". A clip that is gone reads as "<id>?".
- The Sound tab has a strip under the ruler with the clips as bands.
A drag there makes a clip, a click picks one, beside the bands the
sound. Only the picked clip has handles. Reverse, fades and curves
in the header work on it and are greyed out without one.
- Whole file is gone from the header, as the user asked.
- Picking a clip is a selection of its own, like a frame. The
inspector shows its name, its cut rows and Delete clip. Delete
takes it away without asking, as with a frame. Ctrl+Z brings it
back.
- Copies get fresh clip ids: Duplicate, Embed a copy, a song
duplicated with its takes, and the copy a split or paste makes of
an embedded take. An item on a clip plays the same clip of its copy.
- A double-click on a song item playing a clip opens its sound with
the clip picked. The Sound row of an item on an embedded take
offers the take and its clips, which no list shows.
- A new take stays the whole sound. Clips are made by hand, as the
user decided.
- No migration in the code, as the user decided. The one project
with cut sounds was changed over by hand.
Deviation from the issue: deleting a used clip does not warn. A frame
does not warn either, and the issue had promised "like a frame".
Tests:
- Unit sound-clips (new): 11 green, 7 counter-checks each red
- Unit sounds, embedded: adjusted to clips, green
- e2e 34 (melektaus-atx): ALL PASSED, 90 checks (3 new, 12 rewritten)
- Counter-check in the browser: clips left out of the sound fields,
the picker check fails
- Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4194 tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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23cb34f781 |
Keep a recorded take inside its song (#355)
A take used to land in the Assets panel as "Song – Take N", next to every other sound of the project. Now a song can keep a sound, a pattern or a sound FX to itself: an ordinary asset whose new field `owner` names the song. Everything that finds an asset by its id finds it, so playing, the tabs and the game need no change. Only the places that list assets leave it out. - `core/music/embedded.ts` holds the rules: which types can be embedded, `listedAssets`, the title "Song › Take 1", and the rows an embedded sound hides (Loop, Bus). - One user per embedded asset. `SetSongCommand` settles the song after every edit: a place naming an asset an earlier place claimed, or one of another song, gets a copy, and what nothing names any more goes in the same undo step. The outcome is worked out once, so a redo brings back the same copies. - A split, Ctrl+D and a paste get that for free. The clipboard keeps the embedded assets of the copied items, so a paste after a delete brings the take back. - Deleting a song deletes what it keeps. Duplicating it copies that and points the copy at the copies. A duplicate of an embedded asset is a project asset. - The item menu has Open, Make project asset and Embed a copy. - An embedded item carries a bullet in front of its name. The first pick was a diamond, which the gate's font test refused: the UI font has no glyph for it. - A take is "Take 1", 2, … numbered per song. With the song gone while it uploads, it becomes a project sound under a free name. - Left out of: the Assets panel, every asset picker, the sound FX menu of a track, the test sound of the Sound FX tab and the naming of new assets. Delete on an embedded asset only says where it lives. A ping lights up its song. - Loading drops an `owner` whose song is gone, the asset stays as a project asset. No migration: older projects have no owner. Tests: - Unit embedded (new): 13 green, 6 counter-checks each red - Unit take, song, song-edit, asset-fx, asset-ref, serialize and neighbours: 116 green - e2e 65 (melektaus-atx): ALL PASSED, 47 checks (1 new) - Counter-check e2e 65 (asset panel unfiltered): exactly that check red - Gate (melektaus-atx): CHECK EXIT 0, 269 files, 4167 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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daeffe0f9d |
Route the tracks of a song through a graph (#350)
Every track of a song went straight into its output. Now the Song tab has a second view, Routing: a graph with a node per track and one Output, the links between them sends. A track can go into other tracks, into several at once, and a link has its own volume and the point of the track it taps. - The song asset has a graph like an instrument (SongTrack, SongOutput). heldSongGraph keeps it in step with the tracks on load and in SetSongCommand: a node per track named after it, one output, a new track and every track of an old song linked to the output. Links of gone tracks, doubled links and links closing a loop are dropped. - A link carries an optional send (volume in dB, tap). The inspector shows Volume and Mode for a picked link of a song: Post volume (Post pan), Pre volume (Post FX), Pre volume (Pre FX). SetSendCommand. - NodeDef has two new flags. `fixed` nodes are never added or deleted by hand. Links between `acyclic` nodes may not close a loop, checked in canConnect, dropTargetPort and ConnectCommand. - songBuses gives each track its sends instead of one `into`, and a bus `song:<song>:<track>:#items` for its own items. That bus is what solo closes on a track that only passes a soloed one on. - Mute and solo now act on the sends (trackGates). A muted track passes nothing on, on any tap. A soloed track is heard with what goes into it, through the tracks it goes through, their own items silent. Only sends on a way through a soloed track stay open, so a track going into it and into the output is heard through it only. - SoundLibrary: a bus has either `into` or sends. Each send is tap, delay, level, target. busLatency takes the latest way (arrivalOf), and each send is held back so all ways of a track arrive together (sendDelays). Taps are wired again whenever a chain comes or goes. - The Song tab has Timeline and Routing in its header. The routing uses GraphCanvas with an empty palette. A track linked nowhere shows "Goes nowhere". Delete takes links, never a track node. - Game playings route the same way, the output being the master of the playing. Decided without asking: a send ranges -60 to +12 dB like a track, default 0 dB Post. Mute closes the sends, the track's own level stays. Found on the way: the inspector built the Mode row with the send as it was when the rows were made. Setting Volume and then Mode wrote the old volume back. Both rows now read the current send when they change. Tests: - Unit song-routing (new): 13 green. Sound library: 4 new, 94 green. 11 counter-probes (loop on load, canConnect, solo, solo past the soloed track, mute, preFx latency, graph sync, delete guard, delays, taps, glide), each red. - Existing tests adjusted to the new bus names and send shape: song, bus-fx, song-play, graph registry, edge description. - e2e 65 on melektaus-atx: ALL PASSED, 43 checks (5 new). The first run caught the inspector bug. Counter-probe with the old closure: 2 FAILED. - Gate on melektaus-atx: typecheck, lint, format clean, 2 tests red (registry rule, edge shape), fixed and rerun locally: 56 green. - Not rerun after the per-send solo fix: e2e 65 and the gate. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3a52f2290f |
Mix sounds through buses and a master (#325)
Until now every sound went straight to the speakers. There was no point where all of them came together, so nothing could turn the music down against the effects, and a compressor or a shared echo over everything had nowhere to sit. The bus technique of #346 was there already, only the end of the chain was missing. - Bus asset (Audio): Volume, Sound FX and Into. Into is empty for the master and never offers the bus itself nor a bus that already goes into it. The list is worked out when the menu opens, so a change made meanwhile counts. A loop that is in a project anyway sends the buses on it into the master. - The master is no asset. Its volume and sound FX are two new rows under Master in Project settings, one undo step each. A project written before has 1 and none, which is how it sounded. - Sound, instrument, pattern and song have a row Bus, empty for the master. Play sound, Play note, Play pattern and Play song have an input bus: From the asset, Master or a bus. Inside a song or a pattern only the bus of the song or pattern counts. - Set bus volume (bus, volume, time, easing) and Bus volume. An empty bus is the master. The volume set holds for the whole run, across scenes, over that of the asset. GameRun resets it at start and end. Set sound FX parameters without a voice now reaches the sound FX of the bus picked in its new bus input. - SoundLibrary: the master is the bus "mix", each bus "mix:<id>". Every bus, the playing masters of #346 included, ends there, and only the master is heard. setMix sets them up once a context exists, so an editor nobody listened to opens no audio device. The same mix again changes nothing, which lets the editor hand it over on every change of the project. - The tabs play as the game does: Sound, Sound FX, Instrument, Pattern and Song tab through the bus of their asset and the master. - Pause game does nothing to the buses (the user's answer 4b). A game that wants quiet in its pause menu sets a bus volume itself. - Streaming long music files is #349, split off as asked. Finding on the way: the Into menu first worked from a list made when the inspector row was built. After another bus was sent into the open one, e2e 34 saw it still offered. It is now asked on open. The SoundLibrary tests expected voices to end at the destination. They now end in the master, which adds its input, level and pan to every wiring and two gains to every list. Those expectations are updated, nothing else in them changed. Tests: - Unit buses (new): 15 green. Ten counter-checks, each red on its own: loop check, bus picked, reset at run start, bus of Set sound FX parameters, master volume in the settings, and in SoundLibrary default into the master, voices into the master, run volume over the mix, no context before a play, a playing on its bus. - Unit sound-library: 90 green (5 new). Node catalog: 416 green (9 new cases). - e2e 34 (melektaus-atx): ALL PASSED, 75 checks (3 new). The voice of the Sound tab was heard on mix:<bus>, that bus into the other, that one at 0.5 into the master. Master volume 0.6 via the dialog, undo back to 1. - Gate (melektaus-atx): CHECK EXIT 0, 262 files, 4072 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6b49a0bea7 |
Give each account its own folder of uploaded files to delete (#344)
Uploaded images, fonts and sounds belonged to nobody. Every account saw every file in the pickers, and only an administrator could delete one, through the API alone. Now every account uploads into a folder of its own, sees its own files and nobody's, and can delete a file of its own that no project uses. - Files are stored as data/<kind>/<folder>/<sha256>.<ext>, and the folder is part of asset.file. A name without a folder belongs to nobody. - The folder is a random 12-character name kept in users.json and given with the first upload. Renaming an account moves no file, and a released game's URLs carry no account name. - The list shows the caller's own files and nobody's. An administrator sees all, each with owner and deletable. - DELETE takes the name with its folder. It answers 403 unless the file is the caller's or the caller is an administrator, and 409 while a project, snapshot or release of any account names it (FileUsage). The 409 names the caller's own projects only. - The pickers have a Delete button. The first press asks, the second deletes, and a refusal shows the server's reason. - A deleted account's folder stays and only administrators see it. - tools/migrate-file-owners.php moved every used file into the folder of the account using it (a copy each for two accounts) and rewrote projects, snapshots and releases. A project's revision goes up, so an open editor gets a conflict instead of saving old names back. - Font families are named after the hash alone, so a folder never ends up in a CSS family name. Run on stein2 on 2026-10-07, backup in /root/config-backup-20261007/data-before-344: 25 files used, 27 copies, 8 projects, 53 snapshots and 1 release rewritten, 30 unused files stay nobody's. Afterwards all 600 references resolve to a file in their owner's folder. Found while building: the Delete button cut its new label to "Del…" because a button does not measure itself again on a new text. The picker now lays its button row out again. Tests: - PHP files.test.php (new): 46 checks, counter-check 3 red - Unit core + editor: 220 files, 3403 tests - e2e 34 (melektaus-atx): ALL PASSED - 67 checks (2 new) - Gate (melektaus-atx): CHECK EXIT 0, 256 files, 3977 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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8f9c250eb6 |
Lay patterns and sounds out on tracks and play them as a song #334
Patterns could only be heard one at a time, in their own tab or from a behavior. A song lays patterns and sounds out on tracks along one time axis and plays them through the scheduler of #332, the third piece of the music tools of #330. - New asset type song under the heading Songs, with four empty tracks, 120 BPM in 4/4 and a grid of a bar. Tempo, meter and grid are rows in the inspector. Tracks, items and the loop are the asset's data, held to their rules on load and in every command. - A track has a name, volume, pan, mute and solo. Each is heard on a bus of its own, so a change reaches what is sounding at once. - A pattern item repeats its pattern for as long as it is, with a transpose and another instrument if wanted. A sound item plays its sound as a clip at its own speed, round and round, through a sound FX if wanted. Both have a volume on top of their track's. - Cut back at the left end or split, an item starts as far into what it plays as the cut is: ticks into a pattern, seconds into a sound. - The tab shows the heads with M, S, volume and pan, the ruler of the Pattern tab and the items, a pattern with its notes, a sound with its waveform, a missing asset red. Patterns and sounds are dragged in from the Assets panel. Body, right and left end move, lengthen and cut back, Alt leaves the grid. Ctrl+C/V/D/A, Ctrl+E splits where playing starts, Delete, arrows. A double-click opens a pattern item in its tab. - What is picked is a new selection of its own, so the inspector shows the item or the track, with a button to delete it. - The scheduler plans clips beside notes. Where the playhead starts or jumps back inside a clip, it is taken up that far into its sound. A clip fades out at the end of its item or of the loop. - The editor plays one piece at a time: a pattern started stops the song and the other way round. - The rules are pure functions in core/music/song, editor/song/ songView and songEdit. Findings: - The suites of |
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4ea752feef |
Draw notes for an instrument in a piano roll and loop them #333
Notes could only be played one at a time, by a key or a behavior. A pattern is a stretch of notes for one instrument, drawn in a piano roll and played in time through the scheduler of #332. Songs (#334) will lay patterns out on tracks. - New asset type pattern under the heading Patterns. Instruments are listed under Instruments now, since a heading is one per type. - Notes are a start and a length in ticks, a note number and a velocity, kept to their rules on load and in every command. The instrument, the length in bars, the grid, the meter and the tempo are rows in the inspector. The loop is the asset's own data, the whole pattern while none is set. - Grids from 1/1 to 1/32 and the triplets 1/4T to 1/32T, all whole ticks. The meter only moves the bar lines, the notes stay put. - The tab shows the keys down the left, a ruler with bars, beats, loop and start along the top, the notes between them and a velocity lane below. Keys the instrument plays nothing for are grey, the names of a drum kit stand on its keys. - A click draws a note on the grid line before the pointer, as long as the last one drawn or lengthened and as hard as the last velocity set. The body moves a note, the right end lengthens it, Alt leaves the grid. A drag on empty grid picks with a band, Shift adds, a right-click deletes. - Keys: Space plays, Delete, Ctrl+C/V/D/A, the arrows by a semitone or a grid step and with Shift by an octave or a bar. A paste lands where playing starts. Every gesture is one undo step. - A click on the ruler sets where playing starts, a drag the loop or one of its ends, its menu loops a bar or the whole pattern. - The wheel scrolls, Shift across, on the ruler or with Alt it zooms. Ctrl+wheel stays with the browser, Pixi listens passively. - Play runs the loop through the scheduler. An edit goes to it on the next window without a restart, a new loop or tempo counts from what is planned. Another pattern shown or a project opened stops it. - The time axis and the ruler are their own pieces in editor/music for the song tab. The rules of the roll are pure functions in rollView and rollEdit. Findings: - Music.play could start after a stop that came while it was still loading its files. A run counter makes the late start give up. Music.edit now loads what a new note needs as well. - A click on an end of the loop would have set the loop again. A press there only moves the end once it is dragged. Tests: - pattern.test.ts (new, 9) and piano-roll.test.ts (new, 16): model, grids, meter, held notes, sequence, commands, loop, round trip, drum names, time lines, rows, hits, bands, lane, edit rules. - e2e 64 (new) on melektaus-atx: ALL PASSED, 20 checks. e2e 4 with 29 asset types: ALL PASSED, 62 checks. - Gate on melektaus-atx: CHECK EXIT 0, 247 test files, 3839 tests. - Counter-checks: the move without its clamp, the sequence without the end of the pattern, the duplicate offset without whole grid steps each fail 1 test. Without passing edits to the scheduler the e2e check for a note drawn while playing fails, the rest passes. - Probe on stein2: the tab with a drum kit, before and while playing, looked at in two screenshots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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144dee0a97 |
Let a looped sample play out past its loop when the note ends #331
With "Mode" and "Loop" as two fields, One-shot plus Loop ran until Stop was pressed: letting go of the key did nothing. The two fields are now one, "Play", with four entries that each say what happens while the note is held and when it is let go. - Gate and One-shot play the sound once, as before. Loop repeats it and fades out with the note. - "Loop, then release" is new: the sampler's sustain loop. Let go, it finishes the round it is in and plays what comes after "Loop end" to the end of the sound. - A buffer source stops looping and plays on by itself. The pitch worklet gets a "leave" message. The phase vocoder then lets the round finish that its newest frame has read into, so nothing read already changes under the frames still sounding. - Samples saved with "Mode" and "Loop" are turned into "Play" on load. Gate and One-shot stay, either with Loop becomes Loop, since playing until stopped is gone. - The keys of the Instrument tab stay half lit while a note let go is still heard. Esc on the keys stops everything, like Stop. - Striking a ringing key again plays a new note beside it rather than stopping the old one, so a drum can be hit quickly. This differs from what was proposed in the issue discussion. Tests: - instrument + pitch-player + sound-library + node-catalog: 477 tests, green (12 new). - e2e 34 (melektaus-atx): ALL PASSED, 45 checks (+1). Let go after a loop of 0.05 s, the note played out for 0.31 s on the audio clock, the key half lit meanwhile. - Counter-check: a release that does not leave the loop fails the 2 new player tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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8a4e4a6762 |
Play sounds as notes of an instrument asset #331
A sound could only be played as it was, one at a time. An instrument
is a node graph that makes a note a sound: Notes nodes bring the note
in, Samples play sound assets for it, the effects of a sound FX shape
it and the Output sums the layers. Its tab plays it from a keyboard,
a behavior with Play note. It is what patterns and songs (#330) will
play.
- New asset type instrument, under the heading Music, not placeable.
A new one starts as Notes into a Sample into the Output.
- Notes are counted as MIDI does: 60 is C4, names like C#4, sharps
only, the lowest C-1. Notes has From and To, outputs any, note,
frequency and velocity, and with Single notes a trigger per note,
each with an optional name for a drum kit.
- New port type trigger, only into the trigger of a source. Inputs
can take any number of edges now (PortDef.many): a trigger, and
the Output, which plays everything into it side by side.
- Sample plays a sound asset. Follow note shifts it by note - root
through the pitch worklet of #317, so it keeps its length. Gate
fades it out at the end of the note, One-shot plays through. Loop
runs between Loop start and Loop end, also in the worklet.
- Parameters declares the instrument's own parameters with a
default. Sound FX sends the sound through a sound FX asset, its
parameters as inputs, the sound set in where its Input was.
- compileInstrument walks the graph once per note. A trigger is on
only for the notes it stands for, a silent source silences what it
alone feeds, a Mix with a silent side is the other side. velocity
and the parameters stay open for the voice. Builds are cached per
note until the graph or a sound or FX it names changes.
- The player takes a note as one voice of several layers, each way
with its own file and volume. release fades the gated ways out,
one-shots play on. playNote can release after a duration.
- Play note plays one note with velocity, volume, duration and
detached, and hands out voice for Set sound FX parameters and
Stop sound. Velocity is always loudness. Instrument parameters
picks values for the instrument's parameters like Sound FX
parameters does for an FX, renames follow.
- The tab has the graph, a header field per parameter, Stop, and
128 keys below. Keys without sound are grey. A key plays while it
is held. Focused, the computer keyboard plays as in a tracker by
KeyboardEvent.code, the arrows move the octave.
Findings:
- A label of the keys set fill on the shared small text style and
darkened every small label of the editor. Caught in a screenshot
before the commit, the keys have a style of their own now.
- Suite task 523 on
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183f356c99 |
Let a game hand values to the parameters of a sound FX #311
A sound FX played the same every time: its numbers were settings of the nodes. Now the Input declares parameters with a default, every number of Gain, Pitch and EQ is an input they can feed, and a Play sound hands in values for them. - Input declares number parameters in the inspector, each with a Default (DeclaredPort.default, SetPortDefaultCommand). They are outputs of the Input. Input and Output count as terminals now, one of each per graph. - Gain, Pitch and EQ take their numbers at inputs under the keys the settings had, so saved graphs sound as before without a migration. Each value is held to its range however it arrives. - The compiler gives an FxPlan with the parameters still open. fxChainOf fills them in when a voice starts. The player still only sees an FxChain. - New behavior node Sound FX parameters: names an FX and picks its parameters like a Variables node picks variables. Each picked one is a number input that starts at the FX's default. Its output has the new port type fxparams, which only fits Play sound's fx params. - Play sound warns when the parameters name another FX than the one it plays. Names the FX does not know are left out. - Renaming a parameter at the Input renames it in every Sound FX parameters node naming that FX, edges and values included. - The Sound FX tab has a number field per parameter in its header. Play uses those values, they are never written into the asset. - A value counts from the start of a voice. Changing a playing voice is #315, a Mix node is #316. Tests: - soundfx.test.ts 22 (+11): parameters in the plan, held values, a 0-by-default stage, EQ band, save with defaults, wrong port types, default command with undo, Sound FX parameters into Play sound, defaults of picked ones, node problems, mismatch, rename with undo - node-catalog 368 (+3): Play sound fx params, Sound FX parameters - e2e 34: ALL PASSED - 28 checks (+2: header field plays depth 5, a Sound FX parameters node gives the game's voice depth 7) - Gate on melektaus-atx: typecheck, lint, prettier clean, 240 test files, 3636 tests green - Counter-check: with fxChainOf ignoring the values and the rename not followed, 5 of the new tests fail. - Browser probe: header fields, inspector Default and the picked parameter looked at in two screenshots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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de14f0f9e2 |
Play a sound through a graph of gain, pitch and EQ effects #311
A sound could only be played as it was uploaded. A Sound FX asset is
a node graph like a shader: Input, effects, Output. Play sound has a
new input fx that sends the voice through it.
- New asset type soundfx ("Sound FX"), not placeable, with a graph
and its own tab. The heading in the asset panel is "Sound effects",
so it does not take the click meant for the + menu entry.
- Nodes in core/soundfx/nodes.ts, category sound, port type audio
that only fits audio: Input, Output, Gain (dB), Pitch (semitones),
EQ (80 Hz and 12 kHz shelves, peaks at 250 Hz, 1 kHz and 4 kHz).
- compileSoundFx walks back from the Output with the shared graph
emitter. An input takes one edge, so the result is one line: a
pitch and a list of gain and filter stages. A node without input
or a graph without Output reports a problem on the node.
- Pitch is the playback rate of the source. It applies to the whole
sound and also changes its length, the node description says so.
- The BehaviorSystem resolves fx and hands the line to the AudioSink.
An fx that is missing or does not compile plays the sound dry.
- SoundLibrary wires source, stages, volume, destination in that
order. stats().last now also names pitch and stage count.
- The tab header picks one of the project's sounds and plays it
through the graph as it stands. Stop there ends only its own voice.
Tests:
- soundfx.test.ts (new, 11), sound-library (9, +2 for the wiring),
node-catalog (+1 for fx), graph and asset-groups adjusted
- e2e 34: ALL PASSED - 26 checks (+5: + menu opens the tab, palette,
2 effects, tab Play and game Play through the FX at -12 st)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 239 of 240
test files green. The red one was sound-library (its fake
AudioContext had no playbackRate), fixed afterwards, gate not
re-run in full.
- Counter-check: without the audio rule in portsCompatible the port
test fails.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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d80d5cce26 |
Let a Start input or a variable name the state machine it carries
A sub-behavior that gets its machine through a Start input had no state ports on Is in state, Set state and the other state nodes. Their ports came only from an inline pick or a State machine literal, so a machine handed in from outside left them empty. - A statemachine port of a Start node can now name a machine (DeclaredPort.machine). The inspector shows the pick next to the port name. SetPortMachineCommand sets it with undo. - machineIdOf follows an edge from such a port to that machine, so the state nodes it feeds offer its states. - A Run behavior node has the machine picked in advance on that input. - A different pick there is allowed, but the node warns, because the called graph asks for the states of its own machine. - A statemachine variable of a Variables node can name a machine the same way, picked next to the variable's row. - The inspector signature of a node now includes the picked machine. Before, the pick changed the ports but the dropdown kept its text until the node was selected again. - A local machine handed in still starts in no state every call. That rule from #229 is unchanged. Tests: - tests/core/start-machine.test.ts (7): ports with and without a machine and undo, save and load, the preset value moving a shared machine through the call, the warning, a port of another kind, the inspector signature, a Variables node. - Counter checks: without the new branch in machineIdOf 2 tests fail, without the machine in the signature 1 test fails. - Gate on melektaus-atx: 239 files, 3599 tests, CHECK EXIT 0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3e05cbbed5 |
Let pixel art and vector art be nine-sliced and sorted (#308)
Nine-slice and the sort line hung on the texture frame alone. Drawing and sorting already read both off the TextureRef every picture hands out, but the generated pictures always said "no slice, no line". So the feature moves from the frame to the picture, without a second copy of any rule. - PictureCut (border, fill, sortLine) is one type. TextureFrame extends it, PixelArtAsset and VectorArtAsset carry it as a whole. The texture file format does not change, and no migration is needed. - The rules in texture.ts take a cut and a size: cutSortLine, setCutSlice, rawCutSlice and the rest replace the frame* versions. serialize.ts reads all three through one readCut. - cutTarget.ts resolves a target to cut and size: a texture frame, a pixel frame's size or the vector canvas. It lives apart from texture.ts because vectorart.ts reaches texture.ts itself. - SetSliceCommand and SetSortLineCommand take that target instead of (assetId, frameId). They refuse an asset that draws no picture. - generatedRef fills slice and sortLine from the drawing. The whole strip of a pixel art asset with several frames gets none, it is no picture of that size. With one frame asset and frame are the same. - Nine-slice scale is one shared schema row, now also on pixel art and vector art. - cutSection.ts holds the NINE-SLICE and SORTING rows once. The frame inspector and the drawing inspector both build them. - SheetCanvas draws a drawing's lines that are set, dashed as in the Texture tab. They are not dragged there, the painting tools own the canvas (as proposed in the issue). - drawOrder falls back to the picture's height when a ref has no rect, or a sort line on vector art would have been ignored. Tests: - Gate: 232 files, 3542 tests (+8: drawing-cut.test.ts, and vector art in sort-by-y.test.ts). Three counter-proofs bite: no cut on a drawing, a cut on the whole strip, no height fallback. - e2e 48: 44 checks (+1, sum 1732). 48l-ii reads red and blue where 12-pixel borders at scale 2 put them. Without borders both spots read green. - Looked at: the Pixel art tab with the lines, and the sliced sprite. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a526e1b40f |
Use a shader graph as a node in other shaders (#303)
A calculation needed in several shaders (a greyscale, a noise, an outline) had to be built again in every one of them. A shader function keeps it as an asset of its own, called like a behavior is since #16. - New asset type `shaderfunction` ("Shader function"), edited in the Shader tab. The panel beside the graph shows no picture, the readout counts its inputs and outputs. - Two new nodes: `Function input` and `Function output`. Their declared ports, numbers or colours only, are the ports of every call. One of each per function, like Start and End. - The call is node `ShaderCall`, named after the function. The palette lists every function, it can be dragged in from the Assets panel, and a double-click opens it. - The compiler sets the function in where it is called (`inlineFunctions`). It renames the copied nodes `<call>/<node>` and turns an unconnected port into a constant. Passes, Time, the Edge cut and the corner walk then see a plain graph. - A problem inside a function is reported at the call, in the function's words. The function's own tab checks it on its own (`checkShaderFunction`). - `ShaderLibrary` keys a shader on its graph and on every function it calls, however deep, so a change reaches every caller. - The port commands mirror a new, renamed or removed port into every call, as for a behavior's Start and End. `NodeDef.portKinds` holds the two ends to Number and Color. - As agreed in the issue: no `Property`, `Color property`, Output or Vertex output in a function, and `Time` is the caller's clock. - Own decision: a `Pass` may stand in a function. It becomes a pass of the calling shader, so a wide blur can be a function. - A function calling itself, also through another, says so at the node and is not set in. The palette does not offer such a call. - The Shader tab showed only the compiler's problems. A call nothing reaches was never compiled and looked healthy, so a call now also shows its own problem there, as in a behavior. Tests: - Gate: 228 files, 3510 tests, CHECK EXIT 0 (+13: 11 in tests/core/shader-functions.test.ts, 2 for the new icon) - e2e 28: 100 checks, all passed (+3 in 28l-viii). Called and in place both #606060/#a2a2a2, halved in the function #303030/#515151. - Counter-check: a fingerprint without the called functions fails 1 unit test, and in the browser the change check (#606060 stays). - The first e2e runs found two faults, both fixed: a double-click only selected the function, and an unreached call of itself showed no problem. - e2e total 1728 is computed (1725 + 3). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2e55071fa5 |
Lay a shader over a camera's whole picture (#299)
A shader so far worked only on its own wearer. Effects over the whole game picture, such as a vignette, grey, scanlines or a red flash on a hit, had no place to live. A camera now wears one, drawn the way a field shader of a particle source is (#170). - The camera gets a Shader row and, while one is picked, a Shader resolution row. The shader's properties follow as camera rows. They load, animate and appear in a Properties node under Type Camera. - Every view keeps masks and objects in one container. CameraShade renders it into the camera's picture, cleared to the background, and draws the shader over the frame. Game tab and play.html take the container off the stage while the picture stands in for it. - Screen pixels gives the picture as many pixels as it covers on screen. Camera pixels uses View width x View height and scales up without smoothing. - A pixel counts as a camera pixel in both (the user's choice). The uniform uPixelScale makes Texture size read View width x View height, so a Blur keeps its reach at any game scale. - Each camera wears its own shader, overlay cameras included. A red flash on the game camera leaves the HUD of an overlay camera alone. - The scene view's eye has a Shader switch on the Camera row, off by default. With it on, the main camera's shader lies over its frame, below symbols and gizmos, and the world around it stays drawn. - New tool tools/perf-camera-shader.mjs measures the cost. Measured on stein2 (HD 630, Game tab at Fit 1310x679): a camera shader that hands the picture through stays inside the scene's own spread of 3 to 5 fps between runs. A Blur of 4 cost 4 to 8 fps. Tests: - Gate on melektaus-atx: 227 files, 3497 tests (3487 + 10). - e2e 63 alone: 11 checks (6 + 5), e2e sum 1725 counted. - 63e-63i: pass-through is byte-equal and upright at 100%, flat red reaches the corners while the overlay keeps its green, Texture size reads 640 x 360 in both resolutions at Fit, no shader draws as before, and the scene view shows it only with the switch on. - Counter-checks: a camera left out of the shader wearers fails 1 unit test. Counting screen pixels fails 63g with #ab6000. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b2326085ed |
Show each camera only its layers and lay overlay cameras on top (#302)
A camera could only show the whole scene, so a HUD drawn in the world would run through a camera shader (#299) with everything else. Render layers say which cameras see an object, and overlay cameras draw their own picture over the main one. - The project has a list of up to 16 render layers, edited in Project settings next to the collision layers. It is a list of its own, read by the same rules (`layerNamesOf`). - Sprites, texts, tilemaps, particle sources and containers carry a row `Render layer` under their switches. Its default `Inherit` takes the parent's layer, at the top the first one. - A camera has `Sees` (all layers by default) and `Overlay`. The main camera is the first one switched on without Overlay, so two plain cameras still draw through the first one only. - Every view through a camera keeps only what that camera sees and lays one see-through view per overlay camera over itself. That view is a `WorldViewport` of its own, handed its view and frame from below. - An overlay is fitted into the main camera's whole picture without distortion. One of the same size and zoom covers it exactly. - `z` sorts within one camera only. The pictures lie on top of each other as a whole, which is what a shader per camera (#299) needs. - The Game tab's preview now collects the scene once per redraw. Before it collected it twice, with the cameras it would have been five times. - `SetCollisionLayersCommand` became `SetLayerNamesCommand`, which takes the list it sets. Follow-ups: #304 (the mouse through a chosen camera) and #305 (change the render layer at run time). Tests: - Gate: 226 files, 3487 tests (3480 + 7) - e2e 63 (new): 4 checks. A green overlay sprite at z -10 covers a red main sprite at z 1000, in the preview and in the running game. A `UI` sprite in front of the main camera and a `Default` one in front of the overlay stay away. Without Overlay the second camera draws nothing. The settings dialog adds a render layer at the end. - Counter-checks: inheriting from parents switched off fails 1 unit test. Overlays never drawn fails the two overlay checks in e2e 63. - e2e total 1720 (1716 + 4), computed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d6d38a6422 |
Lay a shader over a particle source's whole field (#170)
A shader on a source runs per particle and stops at each quad, so a glow or blur across the whole cloud was not possible. A source now has a second shader row that is laid over everything it draws at once. - New rows Field shader, Field width and Field height (256) on a particle source. The size rows show only while a field shader is picked (new `shownWhenSet` on a row definition). - The particles are drawn into a RenderTexture of the frame, and a sprite mesh wearing the field shader draws that picture. The frame is centred on the source and turns and grows with it. - UV run 0 to 1 across the frame. Texture color, Texture alpha and Sample texture read the picture of the particles. - The picture has as many device pixels as the frame covers on screen, at most 2048 per side. A frame off screen draws no pass. - The field shader's Padding and Vertex output do nothing: the frame is the edge, and its corners stay put as on a nine-sliced sprite. - A name both shaders declare is one row, and both uniforms read it. - The scene view draws the frame dashed round a selected source. The Particles tab preview wears the field shader too. - `tools/perf-field-shaders.mjs` measures 1, 10 and 50 sources. On the HD 630 they ran at 60.0, 60.0 and 57.6 fps against 60.1, 60.0 and 59.2 without, one run per row. Tests: - Gate: 223 files, 3460 tests (3452 + 8), CHECK EXIT 0. - e2e 31: 43 checks, 3 of them new. Sum 1707 is computed (1704 + 3). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c88f57cf0a |
Let a project choose how its game link is zoomed (#279)
The page of a released game always drew the camera at Auto, the
largest whole step that fits. A camera of 300x180 in a window of
1280x800 stands at step 4 and leaves a border left and right. The
issue asks for Fit next to it. Answered there: a setting of its own
rather than the scale of the Game tab, and no switch for the player.
- The project has a field gameLinkZoom, 'auto' or 'fit'. A document
without it reads as 'auto', so nothing changes for a project that
is there already. No format bump.
- Project settings has a row "Link zoom" with a menu of Auto and
Fit. It is an undo step of its own, SetGameLinkZoomCommand.
- GameScreen hands the field to cameraView where it passed a fixed
'auto'.
- gameScale, the scale of the Game tab, is not touched and does not
reach the link.
- The released copy is frozen, so the change reaches the link only
with "Update release".
Decided here:
- The row is called "Link zoom", not "Game link zoom" as proposed.
The longer label is wider than the label column of the dialog and
pushed its button 12 px out of line with the others.
- The undo step keeps the name "Game link zoom", which is what the
tooltip of the undo button shows.
- A note under the row says "The released game at the largest whole
step that fits, or filling the window."
Tests:
- Gate on melektaus-atx: 211 files, 3227 tests (3219 + 8), exit 0
- e2e 60 on melektaus-atx: 19 checks, all pass
- e2e 35,46,59,60: 74 checks, all pass
- No full run and no smokes. The sum of 1671 (1668 + 3) is reckoned,
1668 is what CI counted for
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2ff3a78607 |
Put the shapes of a vector drawing on layers and in groups (#190)
A vector drawing was one flat list of shapes. With many shapes the list got hard to read, and several shapes could not be kept or moved together. Now the shapes stand on layers, as in pixel art, and can be put into groups that nest. - A drawing has layers, each with a name and an eye. A hidden layer is neither in the tab nor in the picture a sprite wears, and its shapes cannot be pressed. One layer is the one worked on: the pen and Add shape draw onto it, and SHAPES lists what is on it. - The inspector has a list LAYERS over the shapes. Its plus adds a layer, the cross on a row removes it with all on it, the last one stays. A double-click renames, a drag sorts. - Group (Ctrl+G) puts the selected shapes into a group, Ungroup (Ctrl+Shift+G) takes it away. A group stands over its rows in the list, the rows one step in, and a row is dragged into a group or out of it. - In the tab a press on a shape takes its outermost group, and a drag moves the group as one undo step. - The model has layers with a tree of shapes and groups instead of a flat shapes array. The rules are pure functions in core/model/vectorTree.ts. A drawing saved before opens with all its shapes on one layer. - SortableList takes rows with a depth and drops into a tree. The flat lists of tilemap and pixel art run as before. Decided here: - A group has no transformation of its own and cannot be hidden or locked. Rotating and scaling is the follow-up #291. - A group is never empty: the one that loses its last shape goes with it. - Several selected shapes are dragged together, grouped or not, and a click on a shape of the selection keeps the selection. This is what #217 asked for. - Shift+click selects like Ctrl+click. With Select, Shift pans only beside the shapes, as in the scene view. The middle button pans anywhere, and with the pen and Paint Shift pans as before. - A row of the list picks one shape of a group alone. - Shapes change their layer through a row Layer in the inspector, which is there from two layers on. Rows are not dragged between layers. - A group cannot span two layers, the button is off then. - The pen does not draw onto a hidden layer, the hint says so. - Groups are always shown unfolded. - The four order buttons work inside the own group or layer. Tests: - Gate: 204 files, 3067 tests (3008 + 59), exit 0 - e2e 47,48: 108 checks. e2e 39,40,47,48 before the Shift change: 209 checks. No full run, the sum of 1645 (1639 + 6) is reckoned and CI measures it. - 59 unit tests: 36 in tests/core/vector-tree.test.ts, 23 in tests/editor/vector-layers.test.ts - Six e2e checks with a real mouse in block 47j - 47 unit counter-probes for layers and groups and three for the Shift click all fail tests, run on stein2 - Three browser counter-probes fail their checks - Two screenshots looked at (group in the list, hidden layer) - Only unit tested: the row Layer, sorting and removing layers, copying a group, the Shift pan beside the shapes Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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14972d057f |
Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
Recurring cleanup round over the code since round 7 (
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bc688f3efc |
Refactoring round 7: split BehaviorSystem, fewer copies (#85)
Recurring cleanup round over the code since round 6 (
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4194f3e150 |
Share a link that plays the game without the editor (#266)
A project could only be played inside the editor, behind the login.
To show a game to someone else there was no way short of an account.
A release freezes the saved project under a random token and serves
it on a page that holds nothing but the game view.
- Menu -> Release... opens a dialog with the state of the release,
the link with Copy link and Open, Publish or Update release, and
Take down behind a confirmation.
- Publish saves first and refuses while anything is unsaved, like
snapshots. Updating keeps the link. Take down kills it, and a new
Publish hands out a new token.
- The link is play.html?game=<32 hex>. The page needs no session,
paints Theme.colors.background, zooms with Auto and waits for
"Click to play" so that sound and keyboard focus are allowed.
- The game always starts in the start scene. Persistent variables
are stored per link in the browser. Plugins are not loaded, and the
dialog warns about them and about a project without a scene.
- GET ?r=releases/{token} is the only route besides auth/* that works
without a login. The public answer carries the token as project.id,
so the project id stays hidden. Release files are written with 0640
and nginx does not serve them directly (measured 403).
- Starting, the frame and Load scene moved into runtime/GameRun.ts.
Play in the editor and the play page run through the same code.
- WorldViewport moved to src/viewport/ and no longer needs the
EditorState. Pointer forwarding (gamePointer.ts) and setting up
textures, fonts and sounds (projectFiles.ts) exist only once.
- Vite builds two pages. The play page loads 4 kB of its own code
plus the shared chunk (Pixi, runtime, drawing, 653 kB) and Rapier,
without the editor.
Found on the way, not fixed here: data/projects/<id>.json answers 200
without a login because the files are 0644.
Tests:
- ./check.sh: 194 files, 2808 tests, exit 0.
- tests/php/releases.test.php: 20 checks, also added to CI.
- New e2e module 60 with 10 checks, played in a browser without a
session. Module 46 counts the menu entries and was updated.
- Full e2e run: 1572 checks passed.
- Counter-checks: 3 unit, 2 PHP and 3 browser mutations all fail.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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94c1055895 |
Throttle what the editor shows while a game runs (#265)
With the behaviors fixed, the scene Performance test still ran at about 23 fps with 500 entities. The rest of the frame went to the editor: every spawn or destroy rebuilt the hierarchy with all its rows, redrew the scene view behind the game tab and refreshed every panel. The game itself is cheap. What the panels show of it now follows a preset in the project settings. - New section While playing in the project settings with three presets: Live, Balanced and Minimal. Every project reads as Balanced, including those saved before the setting existed. - Live keeps today's behavior. Balanced brings hierarchy and panel values up to date 4 times a second and stops redrawing the hidden scene view. Minimal updates hierarchy and values only on pause and throttles the graph tabs as well. - The graph and state machine tabs stay live under Balanced. At 4 updates a second the beads on exec edges stutter, and the tabs draw only while on screen. This differs from the issue proposal. - The game itself is never throttled. Pause, step and stop bring every panel up to date at once, and a change of structure that falls between two updates is kept for the next one. - The rule lives in editor/playThrottle.ts as panelPolicy and PanelClock. PlaySession asks it after every frame. - Objects spawned at the top level go into a hierarchy group named after their asset, so hundreds of gold pieces fold into one row. Groups start folded. Measured on a throwaway copy of Performance test, 3 s each, fps: - About 500 entities: Live 38.6, Balanced 56, Minimal 60.6. - About 315 entities: Live 56.9, Balanced 60.5, Minimal 60.6. - p95 frame time at 500 entities: 60 ms, 41 ms and 23 ms. Tests: - ./check.sh: 193 files, 2799 tests, CHECK EXIT 0. - GM_STEPS=1,18,59: ALL PASSED, 54 checks. - Full e2e run (local): ALL PASSED, 1562 checks. - tests/editor/play-throttle.test.ts: presets, update rates, kept structure changes, flush, spawn group and loading old projects. - New e2e module 59: preset chosen with the mouse, measured update rates, scene view behind the game tab, Minimal with pause. - Module 03 now expects spawned objects in their group row after the next update. - Counter-checks: 4 in unit tests and 2 in the browser, each failing as expected. 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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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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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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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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74b9c60661 |
Stop marking older sprites as changed after loading (#232)
Loading filled every missing asset property with its `default`. For
Sort with parent that is `false`, while the gold mark and Reset compare
against `initial`, which is `true`. So every sprite, text and particle
source saved before #232 counted as changed once loaded, and each save
wrote the `false` into the project file.
- normalizeBag leaves a missing key missing when it has its own
`initial`. It still reads as `false`, so older projects draw as
before, but they no longer count as changed.
- e2e module 4 failed in CI on three checks since
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94749b4f3e |
Let a project keep named snapshots and restore them (#231)
Autosave only keeps the latest revision. Before a risky change there
was no way to put a known good state aside and go back to it later.
The main menu now has "Snapshots..." to create, restore and delete
named copies of the open project.
- Server: SnapshotStore.php keeps each snapshot as a copy of the
project JSON under data/snapshots/<project>/ (git-ignored). Four
routes under projects/{id}/snapshots use the same owner check as the
project, so an admin also sees foreign snapshots.
- Create writes the autosave first. With unsaved edits (play with open
edits, failed save, conflict) no snapshot is made and a message says
why. The rule is the pure function in src/editor/snapshots.ts.
- An empty name falls back to the local date and time.
- Restore asks first, then keeps the current state as "Before
restoring <name>". It writes the snapshot back as a new revision and
reloads the project, so the undo list is empty. A restore can itself
be undone by restoring that snapshot.
- Deleting a project deletes its snapshots too. Images, sounds, fonts
and pixel art are content-addressed and never deleted, so a snapshot
can always reach them.
- Client: SnapshotStore and HttpSnapshotStore in src/core/store, the
SnapshotsDialog, and the flows in ProjectSession. A stale revision
(409) becomes StaleRevisionError.
- CI runs the new PHP test in the gate job next to accounts.
Not covered by e2e: the lock during play and the conflict case. Both
are unit tests only.
Tests:
- check.sh: 164 files, 2401 tests, CHECK EXIT 0.
- tests/php/snapshots.test.php: 14 checks, all passed.
- tests/editor/snapshots.test.ts: 5 tests for the time format, the
blocker rule, the routes and 409.
- New e2e module 50 on a throwaway project: create, rename, restore,
undo the restore, delete, then delete the project and get 404 on
its snapshots. 46b expects the new menu entry. e2e 46,50: 20 checks
passed. The check sum goes from 1385 to 1393 (computed).
- Counter-checks, originals restored and compared with cmp: blocker
always allowed fails 1 unit test. No sorting fails 2 PHP checks.
Restore without keeping the old state fails 50c and aborts 50d.
- The first sort test with 2 snapshots passed by chance half the time
because of random ids. It now uses 8.
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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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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ceaa44e5b8 |
Add roles and a user management tab for admins (#180, #179)
Until now every account could do the same, and managing accounts meant running make-user.php on the server. Accounts now carry a role, and admins get a tab in the editor to create, rename, re-role, reset and delete accounts. Both issues share the same server files, so they land in one commit. #180 Roles: - Every account is admin or user. A missing or unknown role counts as user, on the server and in the client. - auth/session and auth/login return {user, role}. - Auth::requireAdmin() answers everyone else with 403. - make-user.php takes the role as a third argument. Without it an existing account keeps its role, so a password reset from the CLI never demotes an admin. - Admins see and save other users' projects like their own. Saving keeps the original owner. #179 User management: - The account menu gets "User management" (admins only) and "Plugins" (everyone). Both open the same closable tab, accounts on top and plugins below. The fixed Plugins tab is gone. - Per account: Rename, Role, Password (no old password needed) and Delete with a confirmation. "New user..." creates one. - Each account lists its projects with an Open button. - Delete is refused while the account still owns projects. - Renaming moves the projects along and ends every session of the account. transfer takes the same lock as save. - On their own row an admin can only set the password. The last admin cannot be demoted or deleted. The server enforces both. - The account rules live in AccountRules.php and accountRules.ts as pure functions, so they are testable without a server. Findings: - At 1280 px the Delete button reached past the column edge and was not clickable. The name column is flexible now, and module 49 checks the layout. - The server lets an admin delete other users' projects, but the editor has no button for it yet. Left open in the issue. Tests: - ./check.sh: 148 files, 2214 tests, exit 0 (was 147 / 2204). - New tests/php/accounts.test.php, 51 checks, plain PHP. CI runs it as its own step in the gate job, the host has no PHP. - New e2e module 49 with 18 checks. CI creates the e2e-admin account in serve.sh. Modules 14, 38, 46 and the scaffold follow the new tab. - e2e 1-16,37,38,45,46,49: all passed, 581 checks. - Counter-checks: owner on save, admin view, default role and self delete in PHP fail 7, 5, 5 and 1 checks. Unchecked requireAdmin, a wider column and the caller as owner each fail exactly their e2e check. - Check sum 1314 -> 1333 (+1 in 38, +18 in 49), computed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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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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