Commit Graph
33 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 77f4c2c1a3 Show entities and time per area while playing in the Game View (#275)
game-maker / gate (push) Successful in 2m35s
game-maker / suite (push) Successful in 11m44s
A game that stutters gave no hint where the frame goes. The Game tab
now has a Performance switch. It shows a small overlay in the top left
corner of the Game View while a game runs: fps, the number of entities
and the mean milliseconds per frame for each area, averaged over half
a second like the fps counter.

- src/editor/frameMeter.ts holds the pure rule. FrameMeter sums the
  areas per frame, closes a window every 0.5 s and formats the lines.
- World.timeSystem times every system the world ticks. PlaySession
  maps the systems to Behaviors, Physics and Animation and sets the
  hook again after Load scene.
- Animation has its own line. Counting the AnimationSystem under
  Behaviors would have skewed that number.
- Drawing is the build of the game picture plus app.render(). It is
  main thread time only. The GPU work after it is not in the number,
  and app.render() draws the whole canvas including the panels.
- Editor is the rest of the editor tick after the systems and the game
  picture: mirroring into the model, panels and console.
- The overlay lets clicks through to the game. It shows dashes until
  the first window closes. The switch is off by default and is not
  saved. The released game (#266) runs without a meter.

Tests:
- Unit frame-meter: 9 passed.
- Gate on melektaus-atx: 197 files, 2853 tests, CHECK EXIT 0.
- e2e 59 on melektaus-atx: ALL PASSED, 18 checks (13 before, +5 in
  59e with a real mouse on the switch). Run twice.
- Three mutations were caught: the editor share not subtracting the
  systems (2 unit tests), systems running in pause not reported
  (1 unit test), the overlay getting no times (59e).
- The e2e total of 1601 is computed (1596 + 5), not measured.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 09:44:53 +02:00
adminandClaude Opus 5.5 ded71a92c9 Pick the target of an object variable in the Scene View (#276)
game-maker / gate (push) Successful in 2m32s
game-maker / suite (push) Failing after 10m45s
Choosing the target of an object variable meant finding its name in
a dropdown. With many objects, or several with the same sprite, the
name alone does not say which one it is. The eyedropper lets you
click the object where you see it instead.

- Every object dropdown gets an eyedropper button next to it. This
  covers variables, struct fields and list entries, in the Inspector
  and in the Variables tab.
- The button opens the Scene View or the container tab the object
  lives in. A strip above the view names the field and the current
  candidate and offers Take and Cancel. The cursor is a crosshair.
- A click picks a candidate and writes nothing yet. The candidate
  gets its own cyan frame, the selection stays on the object with
  the variable.
- Clicking follows the selection rule. `pickOn` in
  `src/viewport/pick.ts` uses `pressOn` and only counts objects the
  dropdown offers. A click on empty space keeps the candidate.
- Enter or Take writes through the same handlers as the dropdown.
  That is one undo step, or none if nothing changes.
- Esc, Cancel, a right click in the view or a second click on the
  button cancel without writing. So do a tab switch, another
  selection, undo, redo, play and loading a project.
- After Take or Cancel the editor goes back to the tab the pick came
  from.
- While the eyedropper runs, the view does not drag, marquee, paint,
  show handles or open its context menu. Panning and zooming stay.

Found on the way:

- Started from the Variables tab, the click missed the object. The
  Scene View is hidden while that tab is open, and the layout skips
  hidden children. The strip appeared then, the view moved down by
  32 px but kept its old height. `Editor.display()` now lays the row
  out again after showing it.

Tests (on melektaus-atx):

- unit pick and object-pick: 27 passed, 13 new
- gate: 196 files, 2844 tests, CHECK EXIT 0. Two more come from
  svg-icons, which checks every icon twice.
- e2e 57: ALL PASSED, 12 checks, 5 new (57e to 57g)
- Counter-checks work. Without the layout fix 57g fails. Picking
  objects the dropdown does not offer fails 2 tests. Writing on
  cancel fails 2 more.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 06:31:41 +02:00
adminandClaude Opus 5.5 ffedd81803 Read many pixels from one render in the e2e checks (#283)
On the WSL runner every __gm.pixelAt costs about 7 ms, three times as
much as on stein2. Each call renders the whole stage into a fresh
render texture and stalls until the GPU hands one pixel back. pixelRow
and several checks read hundreds of pixels that way. Module 05 spent
36.8 of its 40 s on these reads, module 04 11.3 of 20 s.

- stagePixels in src/ui/render.ts renders once around all points and
  reads them in one go. Only whole pixels at resolution 1 take that
  path. Anything else stays point by point.
- The hook __gm.pixels(points) exposes it, and pixelRow uses it.
- The loops in e2e 04, 05, 14 and 44 read their grids in one call.
- The old comment in pixelRow said a wider frame comes back resampled.
  That is not true. The colours match exactly, so the comment is gone.

Measured on the RTX (d3d12) and on stein2 (Intel, Vulkan): diff 0 at
10 680 points on each GPU. One screen row takes 4 to 18 ms instead of
2.4 to 9.9 s. The six affected modules need 32 s instead of 139 s
under WSL, faster than on stein2.

The rest of the gap is in Chromium's GPU process. perf puts three
quarters of its time in the drivers (NVIDIA D3D12, Mesa d3d12, dxg).
Four browser and Mesa settings were measured, none helped.

Tests:
- ./check.sh on melektaus-atx: 195 files, 2827 tests, CHECK EXIT 0 (+4)
- e2e 1-16,30,37,44,58 under WSL: ALL PASSED, 587 checks
- counter-check: a wrong index in stagePixels fails the unit test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:07:53 +02:00
adminandClaude Opus 5.5 dded62b9f9 Let the example-game smokes read texts in the game again
game-maker / gate (push) Successful in 4m8s
game-maker / suite (push) Successful in 12m10s
Since 89aa92d (#169) a text in the game is drawn as a picture of its
glyphs on a sprite mesh, not as a Pixi `Text`. The test hook
`__gm.locate` only looked for `Text` nodes, so every game text was
invisible to it. The smokes have been red in CI since then (tasks 385
to 395): 5 checks in jumprun, 1 in tetris. The e2e part stayed green,
because it reads editor labels only.

- `textPicture.ts` remembers, per mesh, the text a `TextPicture`
  shows, and hands it out through `pictureText(node)`.
- `textProbe.eachText` reads both kinds and passes the text as a
  string instead of the Pixi node. `locate`, `locateAll` and
  `overlayTexts` use that string.

Tests:
- ./check.sh: 195 files, 2815 tests, CHECK EXIT 0
- smoke-jumprun: ALL PASSED, 24 checks
- smoke-tetris: ALL PASSED, 19 checks
- full e2e run (local): ALL PASSED, 1580 checks, the sum is unchanged
  although `locate` now also sees texts in the scene
- counter-check: CI task 395 with the old code, same checks, 6 red

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:19:42 +02:00
adminandClaude Opus 5.5 cab1c0177f Show only the game view in fullscreen, in the editor and the link (#267)
game-maker / gate (push) Successful in 4m10s
game-maker / suite (push) Failing after 11m53s
A game is easier to judge and to play without the editor around it.
The Game tab and the game link now both have a button that puts the
game view itself into fullscreen, not just the browser window.

- The Game tab header has a fullscreen button on the right. It hides
  toolbar, panels, tab headers and console and keeps the zoom from the
  picker. A running game keeps running.
- A corner button at the top right, or Esc, leaves fullscreen and puts
  the view back into the tab where it was.
- The game link shows the same corner button. Over a running game it
  hides after 2 s without mouse movement and returns on the next move.
- A click on the corner button never reaches the game.
- Stop ends fullscreen. Stop switches back to the Scene tab, and any
  switch away from the Game tab ends fullscreen, so no empty screen is
  left behind.
- src/viewport/fullscreen.ts wraps the Fullscreen API and holds the
  rule for when the button shows. FullscreenCorner.ts is the button
  used by both pages. Two SVG icons are new.
- Editor.showGameFullscreen moves the GameViewport into the root while
  fullscreen is on.

Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (3 new unit tests).
- e2e 60: 2 new checks for the corner button on the game link.
- e2e 61 (new): 4 checks for fullscreen in the editor.
- Full e2e run (local): ALL PASSED, 1580 checks.
- Counter-checks fail as expected: rule without "no game running",
  no stopPropagation (60h), no end on tab switch (61c), no reparenting
  of the view (61a).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:44:14 +02:00
adminandClaude Opus 5.5 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>
2026-09-29 13:30:38 +02:00
adminandClaude Opus 5.5 94c1055895 Throttle what the editor shows while a game runs (#265)
game-maker / gate (push) Successful in 3m40s
game-maker / suite (push) Failing after 11m9s
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>
2026-09-29 11:53:04 +02:00
adminandClaude Opus 5.5 d2701b3ec5 Scroll the image tile into view before clicking it in e2e 12
game-maker / gate (push) Successful in 3m34s
game-maker / suite (push) Successful in 10m52s
The image picker scrolls once the texture store holds more images than
fit into the dialog. The hook imagePickerTile still reports the tile
position then, so the click in module 12 landed outside the visible
list and picked nothing. Locally spare.png sat at place 27 of 32, and
the full run broke off in module 12 with "Texture not found".

- FilePicker exposes its scroll area as listView.
- The new test hook __gm.imagePickerRect() returns that area.
- Both tile clicks in module 12 wheel the tile into view first with
  the existing inView helper, as modules 41 and 43 do.

The editor behaves the same. Only the hook is new. The texture store
is shared with real projects, so the seed does not clean it up.

Tests:
- ./check.sh: 188 files, 2746 tests, CHECK EXIT 0
- GM_STEPS=10,12: ALL PASSED, 58 checks
- Full local run: ALL PASSED, 1535 checks
- Counter-check: the old module 12 against the same bundle gives
  6 FAILED (selected: null, then "Texture not found")

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 19:27:55 +02:00
adminandClaude Opus 5.5 2aaca01929 Find the first matching item with a Find … Match block (#255)
Searching a list with For each needs the test result wired back into
break on the left of the loop node. The wires then run across the node
and the graph reads badly. Find … Match keeps the whole search flowing
left to right, while the test in between stays a free graph.

- Find takes exec and list and offers item and index. It sets them to
  each element in turn and has no exec output of its own.
- Match reads its bool input match once per element. The first true
  value continues at found with item and index of the hit. No hit or an
  empty list continues at not found with an empty item and index -1.
- The pair is derived from the wiring and stored nowhere. A Match
  belongs to the Find whose item or index its test is built from. Copy,
  paste and undo therefore need no extra code (findBlock.ts).
- An unpaired Find or Match, two Matches on one Find and a Match fed
  by two Finds show a warning on the node. At run time the flow ends at
  an unpaired Find and the console says so.
- Adding Find from the palette places its Match 480 px to the right in
  the same undo step.
- The graph draws a quiet frame behind Find, Match and the nodes of the
  test. Literals feeding the test from outside stay outside the frame.
- The test consists of data nodes only, like the break of For each.

Tests:
- ./check.sh: 184 files, 2694 tests, CHECK EXIT 0
- e2e GM_STEPS=1-6: ALL PASSED, 272 checks
- New find-match.test.ts with 12 tests, 2 catalog cases, e2e 6z-v
  with 3 checks using a real mouse.
- Counter-checks: ignoring the test fails 4 unit tests, no ambiguity
  check fails 2, framing everything fails 1. In the browser, no frame
  and no Match from the palette each fail their check.
- Check total in README: 1517.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:33:25 +02:00
adminandClaude Opus 5.5 b0d0868f55 Give a list one struct type so every item keeps its shape (#254)
game-maker / gate (push) Successful in 3m28s
game-maker / suite (push) Successful in 10m38s
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>
2026-09-28 07:23:00 +02:00
adminandClaude Opus 5.5 4857bb75e6 Show lists in the inspector and variables in their own tab (#252)
game-maker / gate (push) Successful in 3m24s
game-maker / suite (push) Successful in 10m22s
The List tab could show one list at a time and was the only place to
see its items. A list now shows its items right where it lives, and a
new Variables tab shows all variables of an asset or placed object.

- InlineList draws the items of a list under its row in the inspector,
  in struct fields and in the Variables tab. A list inside a list or a
  struct field is drawn the same way, one step indented.
- The index column is the indent. Items sit under their list without an
  own margin, and the index column is 16 px wide instead of 28 px.
- Above 20 items (INLINE_LIMIT) the rest collapses into "... N more -
  open in tab". During a run the rows show the values from the game.
- ListHead puts "N items" and "+ Item" in one row. "N items" opens the
  list in a tab. A separate Open button squeezed the counter to zero
  width in the narrow inspector column.
- VariablesEditor shows every variable of a behavior asset, a variables
  asset or a placed behavior. On an asset it edits the declarations. On
  a placed object an edit only overrides that object, with the usual
  reset and push buttons.
- Opening a list inside a tab adds a new tab and keeps the open one.
  valuesKey gives each list its own document, so a list that is already
  open is shown instead of opened twice.
- Titles read "Pickup · Variables" or "Listy · nums · [3]". The tab
  closes when its asset or object is deleted.
- Lists on node inputs stay inline only, a node owns no variables.
- The List tab, ListEditor and the __gm.list hook are gone.

Tests:
- ./check.sh: 181 files, 2645 tests, CHECK EXIT 0
- GM_STEPS=1,21,22,32: ALL PASSED, 123 checks
- e2e 21 is rewritten for inline lists and the new tab, 22 and 32 are
  adapted. Sum in README: 1486 (+6 in 21, -1 in 22), counted by hand.
- Counter-probes fail as expected: sub-lists not told apart (1 unit
  test), sub-list replacing the open tab, all items drawn inline (60
  rows instead of 20), no live values (0 rows at 24 items in a run).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:56:21 +02:00
adminandClaude Opus 5.5 a5ae21481b Type point values, snap and scrub the preview in the curve tab (#248)
game-maker / gate (push) Successful in 3m23s
game-maker / suite (push) Successful in 10m9s
Building a curve by mouse alone was fiddly: there was no way to put a
point on an exact value, no grid, and the running preview could not be
stopped at a chosen moment. The hand cursor over points also looked
like a link instead of a drawing tool.

- Number fields t and v in the header show the selected point. Typing
  or dragging on them goes through the same rules as a mouse drag, so
  points never overtake and handles stay clamped. One undo step each.
  t is greyed out on the two end points.
- The magnet button from Vector art snaps points and handles to a
  0.05 grid in t and v, when placing on free space and when dragging.
- Points and handles keep the default arrow in the curve tab and in
  Vector art. The pixel art palette dropped pointer as well, which is
  beyond the issue. Collider corners never had it.
- The preview now starts off. A vertical time line with a knob under
  the t axis sets t when dragged sideways. Dragging the dot on the
  rail jumps to the first t where the curve reaches that value, or to
  the closest one if it never does.
- The rules are pure functions in curveView.ts (withCurvePointSet,
  snappedToGrid, shareAtValue, previewSecondsAt), the canvas only
  calls them.

Tests:
- ./check.sh: 180 files, 2616 tests, CHECK EXIT 0
- GM_STEPS=1,47,53: ALL PASSED, 87 checks
- 4 new unit tests in curve-view.test.ts, 4 new e2e checks in 53
  (53h-53k) and 1 in 47, all with real mouse and keyboard
- Counter-probes bite: without "first t" 1 unit test fails, with
  pointer, no snap, no field commit, no scrub or preview on 5 browser
  checks fail, pointer in Vector art fails the new 47 check

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 16:45:53 +02:00
adminandClaude Opus 5.5 393b8ec7f9 Build your own easing curve and use it on keys and Lerp (#247)
game-maker / gate (push) Successful in 3m44s
game-maker / suite (push) Successful in 10m25s
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>
2026-09-27 15:58:05 +02:00
adminandClaude Opus 5.5 30de4d35a8 Give the scene tab a header with Fit and the eye (#245)
game-maker / gate (push) Successful in 3m21s
game-maker / suite (push) Failing after 9m15s
The scene view had no header bar of its own, and its eye sat in the
top bar. Switching between Scene and Game also showed two different
pictures, since nothing tied the free view to the camera.

- Theme.headerPadding (4) replaces Theme.padding in the top bar and
  in TabHeader, for the padding and for minHeight. Both bars shrink
  from 40 to 32 px. Nothing else uses the new value.
- The new ScenePane wraps the scene view in a header bar with Fit
  and the visibility eye. The eye is gone from the top bar, which
  keeps the menu, undo and redo.
- Fit with an active camera shows the world exactly as the Game tab
  does at its chosen step: the same zoom, and the camera centre on
  the same screen pixel. The rule is the pure freeViewOfCamera in
  viewport/view.ts, which also mirrors the letterbox snapping.
- Fit without a camera frames all content on a whole step, as
  before.
- New hook __gm.sceneHeaderAt(name). e2e 46g opens the eye there.
- The doc comment above Theme.treeIndent went away in the working
  tree along with this. It is committed as found.

Not checked: the two views only match while they have the same size.
With the tilemap panel open the scene view is narrower, and Auto may
pick a smaller step there.

Tests:
- ./check.sh: 178 files, 2575 tests, CHECK EXIT 0
- 2 new unit tests in view.test.ts: three cameras times four steps
  land on the same screen point as in the Game tab, Auto stays whole
- e2e 3h (2 checks): a real click on Fit at Auto and at Fit, crate,
  camera frame and view box match in both tabs
- GM_STEPS=1-3,46: ALL PASSED, 94 checks
- Counter-probes: without the centre offset the unit test fails,
  with Fit ignoring the camera both 3h checks fail

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:57:49 +02:00
adminandClaude Opus 5.5 2eeabf7c23 Drag a whole selection and join existing groups in the hierarchy (#241)
game-maker / gate (push) Successful in 3m26s
game-maker / suite (push) Failing after 9m12s
Three follow-ups to the hierarchy groups. Dragging a row that belonged
to a multi-selection moved only that one row. The group dialog could
only create a new group. The group row drew its folder in front of the
label, unlike every other row in the hierarchy.

- Dragging a selected row moves every selected object. This holds for
  reordering, dropping into a group or between its members, dragging
  out of a group and dropping onto an object as new parent.
- The moved objects land side by side in hierarchy order, whichever
  row was grabbed. The whole move is one undo step.
- A selected child of a selected object travels with its parent, not
  on its own. Dropping the selection onto its own rows does nothing.
- Dragging a row that is not selected still moves only that row.
- hierarchyDrop.moveObjects replaces the single-object rule. One object
  is the case with one element, so the old drop tests hold unchanged.
- The group dialog has a "Group" dropdown: New group or an existing
  group. Picking a group greys out the name and turns the button into
  "Add". A group that holds all chosen objects already is not offered.
- Rename keeps using the dialog without the dropdown.
- ListRow draws an end icon at the very right and the hint left of it.
  Only the hierarchy uses iconAtEnd, so other lists do not change.
- New test hook __gm.hierarchyHint() gives the centre of a row's hint.

Not clicked in the browser: dragging a selection in the container tab
and onto an object as parent. Only the unit tests cover these.

Tests:
- ./check.sh: 178 files, 2564 tests, CHECK EXIT 0
- e2e 1 + 52: ALL PASSED, 27 checks
- 7 new unit tests in hierarchy-drop.test.ts, 4 new e2e checks in
  52i and 52j with real clicks and a real drag
- 4 counter-probes bite: drop rule ignores the selection (5 unit tests
  fail), icon column not kept free, dialog ignores the picked group,
  panel ignores the selection (only o2 lands in the group)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 11:19:12 +02:00
adminandClaude Opus 5.5 53fa63441b Group scene objects in the hierarchy, for the editor only (#241)
game-maker / gate (push) Successful in 3m58s
game-maker / suite (push) Failing after 9m58s
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>
2026-09-27 01:17:46 +02:00
adminandClaude Opus 5.5 7e829f737e Load every picture of a project ahead so animated tiles don't flicker
game-maker / gate (push) Successful in 3m26s
game-maker / suite (push) Failing after 9m6s
A texture was fetched only when it was drawn for the first time. Until
the file arrived, the tilemap skipped the cell for that frame. An
animated tile whose next step sat in another picture therefore blinked
away once on its first cycle, and sprite animations did the same.

- FileLibrary gets preload(files). It requests every file that is not
  held, loading or known to have failed. Each library reports what it
  holds through holds().
- src/core/model/projectFiles.ts lists the files a project names per
  library: uploaded textures, fonts and pixel art cels.
- App.ts runs the preload on every project event. That covers opening
  a project, new assets and edits from a collaborator.
- A new test hook __gm.heldPictures() reports which textures of the
  project are in memory.

Not done on purpose:
- The tilemap keeps no fallback frame while a step is still loading.
- Sounds still load on first play.

Not checked: the flicker itself was not reproduced in the browser, the
e2e check measures "held in memory". Modules 42, 44 and 47 read
textures from the project and were not run locally.

Tests:
- ./check.sh: 174 files, 2518 tests, CHECK EXIT 0
- e2e 39 + 40: ALL PASSED, 96 checks
- 3 new unit tests for preload and the project file list
- New e2e check 40k-ii: an unplaced picture is held after a reload
- Counter-probe: without the preload 40k-ii fails with
  "Autotiles: held false, unworn: held false"

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:50:49 +02:00
adminandClaude Opus 5.5 6015869297 Let the scene view hide symbols, names and shapes per asset kind
game-maker / gate (push) Successful in 3m15s
game-maker / suite (push) Failing after 9m33s
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>
2026-09-26 23:32:58 +02:00
adminandClaude Opus 5.5 66868de10a Show destructive menu entries in red text, not on a red fill
game-maker / gate (push) Successful in 3m13s
game-maker / suite (push) Successful in 9m44s
A red filled row in a context menu shouted louder than the action
deserves. The entry now looks like every other entry and only its
text is red, so the menu stays calm and the warning is still there.

- Menu: danger entries are ghost buttons with the new text style
  danger. On hover they get the same grey fill as all other entries.
- Theme: new text style danger in the normal font size. The existing
  warning style is small and did not fit a menu row.
- Button: two getters expose the drawn text colour and fill, so a
  test can measure the look instead of reading the danger flag.
- Test hook __gm.menuLooks() lists both per menu entry.
- Confirm dialogs keep their filled red Delete button. That is a
  separate widget and was not part of the request.

Tests:
- ./check.sh: 172 files, 2498 tests, CHECK EXIT 0
- e2e 25: ALL PASSED, 31 checks. New check in 25g opens the menu
  with a real right click: Delete row has text #e0553f and no fill,
  Insert frames keeps the normal text colour.
- Counter-check: with the old styling the check fails with text
  #ffffff on fill #e0553f. Original restored per cmp and rebuilt.
- Not checked: other menus (graph, assets) have no own check. They
  run through the same Menu code.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:53:00 +02:00
adminandClaude Opus 5.5 085e6c8cce Keep edited list values when an item is deleted (#235)
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Failing after 8m55s
The list tab read the list once when it built its rows. Editing a
value does not rebuild the rows, so the delete button later filtered
that old copy and wrote it back. Every edit since the last rebuild was
lost. Adding an item only triggered it, because adding rebuilds the
rows and that state became the old copy.

- ListAccess.value in src/editor/list/slot.ts is now read on every
  access instead of once when the access is built.
- The kind switch of a row and the struct field buttons (field type,
  rename, remove field, + Field) read the item when clicked, not
  when the row was built. They had the same stale copy.
- New test hook __gm.list.removeAt(i) clicks the delete button of one
  row, because the tab shows many buttons with the same label.

Not covered by a test of their own: the struct field buttons and the
kind switch after an edit. The cause is the same, the fix is in code.

Tests:
- ./check.sh: 2435 tests, CHECK EXIT 0.
- Unit test in tests/editor/list-slot.test.ts keeps one access, edits
  a value, adds and edits an item, deletes another. All edits stay.
  It fails without the fix.
- e2e 21b-ii with real clicks: set row 2 to 66, delete row 0, expect
  ["11","66"], two undos take both back. e2e 21: 52 checks passed.
- Counter probe: with the old snapshot the check fails with
  ["11","44"], the reported bug.
- Check total in README is now 1400 (+2), counted, not measured.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 14:45:23 +02:00
adminandClaude Opus 5.5 94749b4f3e Let a project keep named snapshots and restore them (#231)
game-maker / gate (push) Successful in 3m6s
game-maker / suite (push) Successful in 9m38s
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>
2026-09-25 18:21:52 +02:00
adminandClaude Opus 5.5 50bddf68d4 Keep scene view names readable on plates and in rows of their own
game-maker / gate (push) Successful in 2m57s
game-maker / suite (push) Failing after 8m37s
Symbol names in the scene view were plain grey text. On a background
of a similar colour they could not be read, and names of symbols close
together were drawn over each other.

- Each name stands on a rounded, nearly black plate at 70 % opacity,
  3 px padding left and right, 1 px top and bottom.
- The text is light (viewportLabel) instead of muted grey.
- The plate of a selected object gets an accent border.
- New rule stackLabels in src/viewport/labelRows.ts. A name that
  overlaps another name or an icon moves one row down, then one up,
  then two down and so on, until a row is free.
- Names are placed top to bottom, so the upper one keeps its row.
  A name only moves vertically and stays on the side of its icon.
- Names outside the view still claim their row. Otherwise the visible
  names would jump while panning.
- New hook __gm.sceneLabels() for the e2e check.

The frame names in the texture editor already had a plate, so they
are unchanged.

Not covered by tests: the accent border on selection. Readability on a
light background was only judged from a screenshot on a dark one.

Tests:
- 5 unit tests in tests/viewport/label-rows.test.ts: free names stay,
  the lower of two colliding names moves, the stacking order, names
  avoid icons, 30 crowded names never overlap.
- e2e 5c-ii: 8 symbols on one spot give 8 plates, no overlap with each
  other or with icons, each name on the side of its icon.
- Counter-checks: without the overlap test in the rule 4 of 5 unit
  tests fail. With the scene view ignoring the rows exactly 5c-ii
  fails.
- ./check.sh: 161 files, 2369 tests, CHECK EXIT 0.
- e2e 1-5: ALL PASSED, 140 checks. The e2e sum is now 1382 (computed).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 08:05:39 +02:00
adminandClaude Opus 5.5 af6ac12ab5 Show sharp tile preview labels and paths with tunnels and crossings
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 9m20s
The mask labels under the tile preview sat inside the zoomed board.
Pixi rendered them at 10 px and stretched them with the zoom, and
each label was shrunk to the width of its tile on its own. They came
out blurry and in different sizes. The example map also only showed
a ring, so narrow paths and crossings were never previewed.

- The labels live in their own layer in screen space and are
  re-rendered at the fitting font size on every zoom.
- All labels share one size, at most the 10 px of the theme. Below
  6 px they are hidden.
- A label has two lines: the sides on top, the corners dimmed below.
- The example map keeps the ring cell for cell and adds a network of
  1 tile wide paths below it. It has straight 1xN and Nx1 pieces,
  curves, two T junctions, a crossing and a dead end.
- The map stands next to the grid in a wide panel and below it in a
  tall one. Fit picks the layout with the larger tiles, and only Fit
  changes it, so zooming does not make the board jump.
- The new hook __gm.tile.captions() reports size, scale and lines.

Found on the way: the taller map made Fit zoom out further, and 3
pixel checks on the 16 px terrain tiles failed. The side by side
layout fixed that.

Tests:
- ./check.sh: 160 files, 2364 tests, CHECK EXIT 0 (was 2363).
- e2e 39: ALL PASSED, 29 checks (was 28).
- New unit test: the example map has straights, a curve, a crossing
  with four notched corners, a T junction and a dead end.
- Counter check: with the labels back in the zoomed board the new
  caption check fails (scales [0.648, 1]).
- The e2e sum in the README is now 1381. It is calculated only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 06:18:41 +02:00
adminandClaude Opus 5.5 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>
2026-09-24 19:32:37 +02:00
adminandClaude Opus 5.5 5afb70a92e Let the project set the size of scene view symbols
game-maker / gate (push) Successful in 3m0s
game-maker / suite (push) Failing after 9m27s
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>
2026-09-24 10:55:42 +02:00
adminandClaude Opus 5.5 9ef360ba1b Let the game view show the picture at a chosen scale (#225)
game-maker / gate (push) Successful in 2m57s
game-maker / suite (push) Failing after 9m28s
The game view always stretched the camera picture to fit the pane.
Pixel art came out blurred at odd factors, and there was no way to
see the game at its real size. The view now has a header with a
scale drop-down, and 100 % is the default.

- The header of the new GamePane offers Auto, Fit, 25 %, 50 %,
  100 %, 200 % and 400 %. Auto and Fit show the factor they land
  on, e.g. "Auto · 100%", and follow the pane when it resizes.
- 100 % means one screen pixel per pixel of the camera resolution
  (width x height). The camera zoom scales the world on top of
  that, so a zoomed camera still fills the same frame.
- Auto takes the largest fixed step that fits the whole picture
  and falls back to 25 % when nothing fits. Fit keeps the old
  behaviour.
- A picture larger than the pane is cropped around the camera
  centre. Fixed steps start on a whole pixel so pixel art stays
  sharp at 100 %.
- The choice is kept in the browser like "Play starts". Nothing
  is written into the project.

Found on the way: the first draft applied the step to the world
instead of the camera resolution. The camera zoom then had no
effect at 100 %, which the existing check 12c caught (zoom 1.37
measured as scale 1).

The CI smokes were not run locally, because that would reseed
projects the user works in. All three smoke cameras are 640x360
and fit the 670x383 harness view at 100 %.

Tests:
- ./check.sh: 156 files, 2298 tests, CHECK EXIT 0 (before 2290).
- 8 unit tests in tests/viewport/view.test.ts for whole-pixel
  steps, cropping, Auto and Fit with fallback, and zoomed cameras.
- 7 e2e checks in 03g. e2e 1-17,28,30,38-40: ALL PASSED, 727
  checks.
- Counter-checks: no cropping, no rounding, no factor reported to
  the header, and no zoom share each fail their own tests.
- Check total: 1367 (CI at c1a702b) + 7 = 1374, computed only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 07:02:48 +02:00
adminandClaude Opus 5.5 32cb5b4ba5 Size, turn and scale a selected sprite or collider in the scene (#223)
game-maker / gate (push) Successful in 2m54s
game-maker / suite (push) Successful in 9m14s
A sprite or collider could only be sized, turned and scaled through
the inspector. The scene view now draws a size gizmo on the selection,
so the common edits happen where the object is.

- Edges and corners set Width and Height. The opposite side stays
  where it was, so the position moves by half the change. Sizes land
  on whole units, at least 1.
- A circle collider has edge handles only and stays round. A polygon
  or frame collider keeps its own corner editing and gets no size
  handles.
- One knob on a stem above the top edge turns or scales. The first
  5 px of the drag decide which: out from the centre scales, sideways
  turns. The choice holds until the release, so one drag never does
  both. Turning and scaling share one handle by the user's choice.
- Shift snaps a turn to 15 degrees. The turn adds up the swept angle,
  so it goes on past a half circle instead of jumping back.
- The values are overrides of this placement, like "Fit to sprite".
  A value equal to the asset's own clears the override. One drag is
  one undo step.
- A handle reaches 7 px outwards but only half that into the object.
  Otherwise a press near the edge of a small sprite sizes it instead
  of moving it.
- The rules live in src/editor/sizeGizmo.ts without Pixi. The handles
  are drawn and driven by src/editor/viewport/sizeGizmoEditor.ts. The
  test hook __gm.sizeGizmo() reports them in screen pixels.

Found on the way:
- The first e2e run failed the play-mode drag check in 41b. It grabs
  the 40 px crate 6 px inside its bottom edge, and the full grip zone
  took that as a resize. The half zone inside fixes it.
- A first gizmo check failed because the sprite's right edge lay
  outside the scene view (x 940, view ends at 925). The test was
  wrong, the sprite now sits further left.

Tests:
- ./check.sh: 156 files, 2283 tests, CHECK EXIT 0 (before 2273).
- 10 unit tests in tests/editor/size-gizmo.test.ts.
- 6 new e2e checks in 29j: handles present, edge resize with the
  opposite edge fixed, undo, knob turn, knob scale that ignores a
  later sideways pull, circle radius.
- e2e 1-16,29,39-43 on the final state: ALL PASSED, 663 checks.
- Counter-checks: deciding the knob mode on every move fails the
  "does not turn it" check. Not moving the centre on an edge drag
  fails both edge checks. A full grip zone inside fails the new unit
  test. Originals restored.
- Check total 1357 + 6 = 1363, computed. CI measured 1357 at d257298.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 22:37:17 +02:00
adminandClaude Opus 5.5 cb32b4bc23 Draw scene symbols as white panel icons that make room for each other
game-maker / gate (push) Successful in 2m54s
game-maker / suite (push) Successful in 9m5s
The scene view drew its symbols from its own SVGs, each in a type
colour and some on a plate. They looked heavier than the panel icons
and were hard to read on busy ground. Symbols of different objects
also sat on top of each other whenever their positions met.

- Every symbol is now the panel icon of its kind, one file for both
  places. The scene-only SVGs in src/viewport/icons are gone.
- Symbols are white in a thin dark outline with no plate behind them.
  haloSvg widens each shape of the file by its own stroke and draws
  that silhouette dark under the icon, so no second file is needed.
- A butt stroke end would leave its end without outline. The halo caps
  such strokes square, and the rigidbody arrow shaft is now a filled
  rect so its top edge is outlined exactly.
- Symbols are 18 world units across, stay upright and are clickable.
  A click selects the object, a drag moves it.
- symbolLayout places every symbol on its object's position. Symbols
  that overlap stand on a ring round the middle of their positions,
  evenly spaced one icon apart. A ring that reaches into another
  symbol takes it in until nothing overlaps. Ownership plays no part.
- Names sit beside their symbol, on the outside of a ring. Selection
  frames and parent links follow the symbol.
- A collider icon no longer shows trigger or invalid state. The
  outline colour of the shape still does.
- A lone collider sits on its sprite's middle again. A press there on
  an unselected sprite drags the collider, so e2e 02 and 16 now grab
  the sprite beside its middle. Hook __gm.container.objectRect helps
  16 find that spot.

Tests:
- check.sh: 2245 tests, CHECK EXIT 0 (+8 for layout and halo)
- e2e 1-16,31,39-43: 670 PASS, 2 FAIL. Both were sampling too
  strictly for the thinner, smaller icons. 5c looked for the exact
  outline colour, which the thin outline only reaches blended at this
  zoom. 31n started the ring scan one pixel past the smaller ring.
  Both are fixed, and e2e 5,31 then passed with 48 checks.
- 5c checks white with an outline and none of the old colours, 41b
  checks the ring positions and that a click on a symbol selects its
  object, 31n checks the now white particle ring.
- Counter-checks: without the halo only 5c fails, also with the looser
  outline match. Without the layout the ring and click checks in 41b
  fail. Originals restored by cmp.
- The e2e check total stays 1351.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 20:07:47 +02:00
adminandClaude Opus 5.5 2cf72022eb Ping an asset from its inspector link instead of selecting it (#221)
game-maker / gate (push) Successful in 2m52s
game-maker / suite (push) Successful in 9m2s
A single click on an asset link used to select the asset. That swapped
the inspector over to the asset, so the object being edited was gone
and the second click of a double-click landed on a different row. A
click now pings the asset in the asset panel, like Unity does in its
Project window, and a double-click opens it.

- state.pingAsset(id) emits a new `ping` event. It runs no command and
  leaves the selection alone, like openAsset.
- ListView.ping(id) draws an accent overlay on the row. It stays full
  for 200 ms and is gone after 1 s, driven by onFrame. destroy cancels
  the animation.
- The asset panel expands the group, scrolls to the row and pings it.
- The capture listener and followedLink in the inspector are gone.
  The inspector is no longer rebuilt, so pressCount on the label is
  enough. followsPress and pressOf are no longer exported from ui/.
- The "Asset" and "Part of" rows of a scene object were a ghost button
  that selected the asset. They are now a link label with the same
  ping and open behaviour, next to a read-only field with the name.
- The link logic lives in linkLabel() in fieldFactory.ts. createFieldRow
  and the asset row share it.
- TextField gets a readOnly option: no focus, no caret, no hover.
- New hook __gm.assetPing(). inspectorLink also reports the field
  next to the label (value, readOnly).

Findings:
- Renaming an asset while its object was selected left the old name
  in the inspector. This was already the case with the old button.
  The refresh now updates the name.

Tests:
- ./check.sh: 151 files, 2228 tests, CHECK EXIT 0 (before 150 / 2226).
  New: tests/ui/list-ping.test.ts for pingAlpha and pingAsset.
- e2e 1-16,28 on the final build: ALL PASSED, 575 checks.
  28l-ii has 9 checks instead of 5.
- Counter-checks, each failing exactly at its check: ping also selects,
  no follow-up frame (alpha stays 0.55), inspector never opens, field
  takes focus, name not refreshed, label not a link.
- Check total 1345, calculated. CI last counted 1336 at fd6af84.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 17:55:31 +02:00
adminandClaude Opus 5.5 1aae97b335 Open a sprite's texture or shader from the menus and inspector (#221)
game-maker / gate (push) Successful in 2m52s
game-maker / suite (push) Successful in 8m58s
A sprite's texture and shader were only reachable by hunting for them
in the asset panel. Every place that shows such a reference now leads
straight to it.

- Object menu (hierarchy and scene view): "Open texture" and "Open
  shader" sit right below "Open asset" when the sprite has one. The
  object's own values count, so an overridden shader opens the
  override.
- Asset context menu: the same entries at the top.
- Inspector: every asset field with a value shows its label as a blue,
  underlined link. One click selects the asset, a double click opens
  it. An override stays gold and gets the underline too.
- The first click rebuilds the inspector, so the second one lands on a
  different row. The inspector catches that second click before any
  row sees it.
- New pure rule `references.ts`: the asset behind a reference field. A
  frame leads to its sheet. Kinds without a tab (palette, font, sound)
  get no menu entry.
- `followsPress` in `clicks.ts` keeps the double-click window and
  tolerance in one place.
- `activateAsset` in `actions.ts`: opening means the same everywhere
  as a double click in the asset panel, so a scene also becomes the
  active one. The asset panel uses it too.

Tests:
- ./check.sh: 150 files, 2226 tests, CHECK EXIT 0 (before 148/2214).
- 12 new unit tests: 6 for the reference rule, 4 for the link in
  createFieldRow, 2 for followsPress.
- 5 new e2e checks in 28l-ii: both menus, the link's look, click
  selects, double click opens.
- e2e 1-16,26,28,35,39,40 on the final build: ALL PASSED, 732 checks.
- Counter-probes: no "Open ..." entries, no underline and a second
  click never recognised each fail exactly at their checks.
- Check total 1341 (CI counted 1336 at fd6af84), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 16:44:19 +02:00
adminandClaude Opus 5.5 fd6af84474 Keep the texture tab smooth with many collision outlines (#220)
game-maker / gate (push) Successful in 3m0s
game-maker / suite (push) Failing after 8m37s
With a large sheet the texture tab stalled on every mouse move. A
profile over a pan with 1728 frames showed two causes. Half of the time
went into convexPieces, which split every outline into convex pieces
only to pick its colour. And every pointer move during a pan rebuilt
and re-tessellated the whole overlay geometry.

- TextureCanvas draws on two layers. `sheet` holds every frame except
  the selected one and is rebuilt only when the zoom, the selection or
  one of those frames changes. `overlay` holds the selected frame, its
  handles and the rubber band of a new frame.
- Both layers are drawn without the pan. A pan only moves the
  container and places the name labels again.
- SheetCanvas has a new hook `panned()`. By default it calls `redraw()`
  as before, so Pixel Art and Vector Art are unchanged.
- The validity of an outline is remembered per outline and comes from
  polygonProblem, with the same result. This works because the model
  replaces an outline list on every change and never edits it in
  place, the same as frameOutline.ts already relies on.
- The name plates stay below the outlines and the texts on top. Checked
  on a screenshot: the corner handle next to a label sits on top.
- New debug hook `__gm.texture.drawInfo()` with the rebuild count, the
  outline count and the screen positions of outlines and names.

Measured with a throwaway probe, 1728 frames, 120 moves, main thread
time per move, before and after in the same browser:

- Middle-click pan: 76.9 ms -> 4.7 ms (4.4 ms without frames)
- Dragging a frame: 51.7 ms -> 10.1 ms
- Wheel zoom: 52.2 ms -> 30.9 ms
- Selecting another frame: 67.6 ms -> 41.0 ms

Findings:

- Wheel zoom and selection still rebuild `sheet` once on purpose. That
  stays a single hitch per notch or click on very large sheets.

Tests:

- ./check.sh: 148 files, 2214 tests, CHECK EXIT 0.
- e2e 1-16,37,39-43 on the final build: ALL PASSED, 641 checks.
- Three new checks in 42c-ii. A corner drag does not rebuild the other
  frames. An undo on an unselected frame reaches the picture (1 -> 2
  outlines). A pan moves outlines and names by exactly 40/25 px without
  a rebuild.
- Counter-checks: a missing outline in the cache key and a pan that
  does not move each fail at their check. The selected frame in the
  key fails alone with 9 rebuilds during an 8-step drag.
- Check total 1333 -> 1336 (confirmed by CI at ceaa44e, task 259).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 15:57:13 +02:00
adminandClaude Opus 5.5 ceaa44e5b8 Add roles and a user management tab for admins (#180, #179)
game-maker / gate (push) Successful in 2m50s
game-maker / suite (push) Successful in 8m57s
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>
2026-09-23 13:59:04 +02:00
adminandClaude Opus 5.5 ed29b2f3dc Split the debug hook into one file per topic (#215)
debugHook.ts had grown to 1097 lines of unrelated test hooks. They
now live in seven files under src/editor/debug/, grouped by topic.
debugHook.ts only assembles them and is down to 86 lines.

- The shape of window.__gm is unchanged for tools/. Measured in the
  browser before and after: 120 top-level keys and 313 leaves with
  their arity, byte-identical JSON.
- The Text import is explicit in the helpers. Without it the name
  fell back to the DOM type and instanceof would never have matched.

Findings:
- The comment for vectorArt sat above pixelArt. It is back in place.
- An orphaned duplicate comment on assetRow is gone.

Tests:
- ./check.sh: 145 files, 2192 tests, CHECK EXIT 0 (unchanged)
- e2e 1-16,37,39-43,47,48: ALL PASSED, 734 checks
- The shape probe turns red against a deliberately misnested hook.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 10:20:06 +02:00