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>
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>
A middle-mouse pan used to run the full redraw on every frame. It
collected every object from the project, cleared and redrew every
shape, re-sorted all children and made Pixi re-upload every buffer,
although only the camera had moved. The user saw the frame rate drop
while panning.
- WorldViewport gets moveCamera(). When zoom and view size are
unchanged it only moves the world and redraws the overlays drawn in
screen pixels. collectFrame, the shape redraw and the re-sort drop
out of a pan frame.
- Every full redraw remembers the box each object is culled by. A pan
that moves an object across the edge of the view still takes the
full redraw, so objects appear and vanish as before.
- Grid, selection outlines, rays and the container origin mark move
into a shared drawOnScreen hook. It runs after every full redraw and
after every pan. The parent links stay in afterItems because they
are drawn in world units.
- Wheel zoom keeps the full redraw, because line widths follow the
zoom. A cache for collectFrame was left out: it would save about
1 ms and risk stale data.
- debugInfo() reports redraws and cameraMoves, and __gm gets a hook
that forces a full redraw, so a check can compare against it.
Findings:
- Chrome already coalesces mouse moves to one per frame (500 moves
gave 183 redraws in 189 frames). A throttle was tried and removed
again, because its counter-check did not fail.
- A check in module 03 compared the whole gameInfo() object and broke
on the new counters. It now compares camera, objects and rendering.
- The stall without ?vsync most likely comes from the desynchronized
context in src/main.ts. It cannot be reproduced headless.
Tests:
- Measured on Jump and Run, main-thread time per frame, 3 runs of 240
moves: pan 5.7-7.4 ms before, 3.8-4.8 ms after. Plain mouse moves
stay at 2.1-2.4 ms. 208 of 240 moves took the fast path.
- ./check.sh: 141 files, 2080 tests, exit 0.
- GM_STEPS=1-16,29,42,43: 535 checks, 1 failed (the module 03 test
above). After the fix GM_STEPS=1-5: all passed, 130 checks.
- 3 new e2e checks in 5d: 12 pan steps give 12 camera moves and 0
full redraws, pixel rows after the pan match a fresh redraw, a box
panned out of view and back is drawn again.
- Counter-checks: overlays not redrawn on pan gives "3 of 3 rows
differ". Edge test disabled keeps the box visible with 0 redraws.
- Check total 1285 (1282 confirmed by CI task 229, plus 3).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The suite spent 88% of its step time asleep: 564 s of steps, 496 s of
them in sleep(n) - fixed spans estimated by hand and then copied from
step to step. That is why it was slow, and why it flickered.
The signal is afterFrames(count, timeout) in ui/render.ts, exposed as
__gm.afterFrames(). It wakes the loop itself, because an editor that
draws nothing would never redeem a promise of a frame, and it gives up
after a timeout instead of hanging the run. settle() in the harness
waits two drawn frames (~32 ms) instead of 150-300 ms and falls back to
sleep(150) when the hook is missing (an old build): silently not
waiting would make every later check a coin toss.
Every action goes through it now - click, doubleClick, wheel, drag,
dragAsset, press, typeText, select, mutate, undo, redo - and with that
about 550 sleep() calls behind those actions became redundant, helpers
that are nothing but a mutate in a coat included. What a frame cannot
answer got its own condition instead: waitUntil(expr), play()/stop()
waiting on __gm.state.mode rather than on 300 ms, saved() for the
autosave (the two hand-written polling loops sampled at 300 ms for
something that arrives after a second), and showTab() as a real tool -
47 places called evaluate("__gm.showTab(...)") raw, and 24 of them
waited for nothing at all and read the old panel.
564 s -> 243 s of step time, the waiting share 88% -> 76%. Three kinds
of wait were kept, and each one bit when it was taken away: loading
bytes (textures, fonts), game time that a repaint cannot stand in for
(time scale, shader and particle clocks, the live values a running
graph carries), and the inertia the scroll step measures on purpose.
Two things the new speed uncovered, both real: 25-animation read the
frame menu unfiltered and had frozen an incomplete list (the CI failure
on c990dbc), and 33-render-on-change measured idleness while the
autosave of the step before was still painting - it waits for
saveStatus to leave dirty/saving now, so it measures that nothing
happens any more instead of that it waited long enough.
- `.gitignore` said `index.html` unanchored, which also caught the Vite source page;
a fresh clone could neither `dev` nor `build`. Anchored to `/index.html`, page added.
- Removed GM_REMOTE (tools/remote/gm-browser.ps1 and the ssh/scp branch in browser.mjs):
the Windows test machine is gone and the only flaky check that lived on it is closed (#37).
- Removed `npm run preview`, undocumented and unused.
- Comments: wrong number in collider.test.ts (250 → 200), the "declarations used to…"
history in listItems.ts and friends, the 24 px/28 contradiction, section banners in
nodes/index.ts, node-catalog.test.ts and api/index.php, name paraphrases, and the stale
step numbers in tools/e2e/11-…23- from the old global count.
- README: asset types include `animation`, kind order Number/Text/Boolean, tagged colour
and texture items, 6/5 kinds, the `Texture` node, `./build.sh`, PROJECT_FORMAT_VERSION,
and the file tree (kinds.ts, listItems.ts, propertyPorts.ts, Breadcrumb.ts, beads.ts,
tools/assets/).
- tests/helpers.ts takes the duplicated `findObject` and `sceneWithCamera`.
Proof: ./check.sh 797 tests, full e2e ALL PASSED 633 checks against this bundle.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
buildStructBlock only covered structs, so a placed instance drew numbers,
text, bools and lists through createFieldRow on a 64 px name column while
its struct block sat on the asset's grid below it. variableRows.ts now
builds the row for every variable kind on both sides; the edit option
decides what the owner may change (asset: rename, x, item kind; instance:
revert and push). Label and Button take a fixed width so the mark column
no longer shifts names when a list shows its item-kind picker.
The two structFields calls that became dead with 9f48257 are gone. The
e2e steps locate the Enabled toggle through __gm.inspectorField instead
of clicking a fixed offset from its label.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The game tab held a "Press Play" hint where the picture belongs. It now
previews the scene through the active camera, and says "No active camera"
when none is switched on.
Camera choice and its world position moved into activeCamera.ts so both
are testable without Pixi. Entity.x/.y are parent-relative; the viewport
used them as the camera's spot, which framed a parented camera at the
wrong place.
The game view took whatever camera came first in the scene, ignoring the
switch, so `enabled = false` on a camera did nothing and a second camera
never got its turn. `World.activeCamera()` now decides: of the cameras
switched on – the whole parent chain counted, as for any object – the
first in hierarchy order, and none on renders nothing at all. It is asked
per frame, so a graph switching cameras hands the view over immediately.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Container tab reuses SceneViewport against any object holder, so a
container template is edited exactly like a scene. Right-click no longer
changes the selection, which previously made nesting impossible: opening
the menu on a container loaded it, and "Place in container" then targeted
itself.
Template edits (move, rename, override) now reach already-placed instances
per slot, through a shared templateSync used by both the apply path and the
plain object commands. Copies the user has touched keep their own value.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
measured against the existing style); Markdown excluded because table-cell
padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
"this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
tests in one go.
Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.
Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
events now; the DOM handlers are thin adapters.
Compare fell back to == without a configured operator although the schema
default is <; aligned.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>