Commit Graph
115 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 808e1eefc2 Clean up duplicates and dead code, and fix the + menu check (#85)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 15m29s
Refactoring round 9 covers everything since round 8 (14972d0): 62
commits with about 29 000 new lines in src, api, tools and tests.
Behaviour is unchanged. The one fix is in a check: e2e 04 counted 25
asset types, and the shader function from #303 makes 26, so the run
of a526e1b failed there.

Duplicate code (jscpd over src, 50 tokens, without the two licence
texts: 35 clones / 289 lines before, 29 / 232 after):

- ShaderPicture (new, viewport/shaderPicture.ts) is the picture a
  camera's shader and a particle field's shader are laid over. It
  keeps the render texture while its size holds and frees the
  replaced one once the shader holds the new one. CameraShade and
  ParticleField.shadeField drew it the same way, line for line.
- CameraShade builds its mesh on the first draw. Before, every redraw
  of a view without a camera shader built a mesh and threw it away.
- emptyHost in inspector/host.ts builds the empty host the Inspector,
  the Variables tab and the Tilemap panel start from.
- paddedQuad(null) is the plain unit quad. symbols.ts and
  shaderPasses.ts each wrote it out by hand.
- In graph/nested.ts, calls of shader functions and On behavior
  nodes are followed by one walk, `reaches`, over ids `namedBy` a
  node type.

Dead code:

- ShaderEditor.colorFieldOf and the getter CurveCanvas.snapping had
  no reader.
- 22 values used only in their own file lose their `export`. Types
  and the node catalogues of shaders and particles stay exported.
- Kept on purpose: PhysicsSystem.holdsJoint is read by tests only,
  but it is their one view of whether a joint holds.
- A pass with stricter lint rules over every file changed since
  round 8 found no bug. PixelArtEditor.started is now readonly.

Comments and docs:

- Ten comments told history ("since #190", "used to", "any more").
  They now describe what is. The bundle is md5-identical before and
  after, and the four e2e files minify to the same bytes.
- README: joint and shader function in the asset list, joints on the
  Physics row, what the Shaders page covers, two CI runners.
- e2e 04 keeps the number of asset types once, as ASSET_TYPE_COUNT.
- screenshot.png in the README is a new picture of the editor
  (3840x2160 instead of 1825x1140), taken by the user.

Tests:
- Gate on melektaus-atx: 229 files, 3514 tests, CHECK EXIT 0
  (+3 for emptyHost, +1 for the unit quad).
- e2e 1-4, 31, 63 on melektaus-atx: ALL PASSED, 195 checks. That is
  the + menu of 04, the field shader of 31 and the camera shader of
  63, both through ShaderPicture.
- No new e2e check, so the sum stays 1728.
- Counter-checks, each put back and compared with cmp: reaches that
  never goes on fails 1 test, listensTo reading the wrong parameter
  fails 1, emptyHost dropping what a panel hands in fails 1, folding
  without a relayout fails 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:38:39 +02:00
adminandClaude Opus 5.5 a526e1b40f Use a shader graph as a node in other shaders (#303)
game-maker / gate (push) Successful in 3m16s
game-maker / suite (push) Failing after 14m37s
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>
2026-10-03 17:09:53 +02:00
adminandClaude Opus 5.5 2e55071fa5 Lay a shader over a camera's whole picture (#299)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m59s
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>
2026-10-03 16:03:09 +02:00
adminandClaude Opus 5.5 b2326085ed Show each camera only its layers and lay overlay cameras on top (#302)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m26s
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>
2026-10-03 15:32:52 +02:00
adminandClaude Opus 5.5 d6d38a6422 Lay a shader over a particle source's whole field (#170)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m6s
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>
2026-10-03 12:24:51 +02:00
adminandClaude Opus 5.5 bf27e42e8a Let a shader declare a color the sprite sets (#298)
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Successful in 14m11s
A shader could only ask its sprites for numbers. A tint, an outline
colour or a glow colour had to be built from three Property nodes.

- New node Color property next to Property: Name and Default (a
  colour, white unless picked), output `color`. It becomes a colour
  row below the Shader dropdown and a vec3 uniform in the program.
- Number and colour properties share one set of names. A clash is
  the existing "Another property is named" problem.
- Like Color it cannot feed the Vertex output.
- Placed from the palette it is called tint, then tint2.
- The preview in the Shader tab shows a colour field for it. Like
  the sliders it starts at the sprite's value and never writes into
  the project.
- `declaredRows` takes the row builder, so the particle graph keeps
  its number rows unchanged.

Tests:
- Gate: 222 files, 3452 tests (3445 + 7)
- e2e 28: 89 checks (28l-v: default colour drawn, then the colour
  the sprite sets)
- e2e total 1704, counted (1703 + 1)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 11:43:54 +02:00
adminandClaude Opus 5.5 f1e3bd8378 Let a joint glide on a rail and drive it with a motor (#154)
game-maker / gate (push) Successful in 3m4s
game-maker / suite (push) Successful in 14m2s
Step 2 of the joints: a door that opens by itself, a lift and a
piston need a joint that slides along one line and a motor that turns
or pushes. A graph also needs to read how far such a joint stands.

- Slider: a fifth joint type on Rapier's prismatic joint. Its rail is
  the joint's own x axis, so turning the joint turns the rail. Joints
  now carry Scale, Rotation and Mirror like a sprite.
- Limit distance with Min and Max, in world units from where the
  object was placed.
- Motor on hinge and slider: Off, Speed or Target, with Motor speed,
  Motor target and Max force (0 = no limit). Target goes there at no
  more than the speed and slows down for the last stretch.
- Changing speed, target or force keeps the engine joint. Switching
  the motor on or off builds it again.
- New node Joint position: value and speed of a hinge (degrees,
  counting past a full round) or a slider (world units).
- Scene view draws a slider's rail dashed, with a tick at each limit.
- shownFor in the schema takes a list of choices that must all hold.

Findings, measured with a probe against Rapier 0.20:
- A prismatic joint holds both bodies at one angle. Held to the scene
  or to an object without a rigidbody, the joint's own anchor body is
  turned by the placed difference, so nothing jumps. Between two
  rigidbodies the held one is turned to match, and the console says
  so once.
- Rapier reads no joint angle back. The position is worked out from
  the two bodies.
- A hinge motor is weak on a small body at the end of a long arm
  (box 20 on an arm of 100 does not lift itself). More solver
  iterations would help but cost every scene. A door of 100 x 20
  reaches -90 and holds it. This is written in the wiki.

Tests:
- Unit: 16 new in joints.test.ts, 1 in joint-links, 3 catalog cases.
- e2e 41: 27 checks (25 + 2), block 41f with a real mouse in the
  inspector and the motor in play (59.1 of 60 units in 1 s).
- 9 of 9 unit counter-probes fail as they should.
- Gate: 220 files, 3436 tests (3416 + 20), CHECK EXIT 0.
- e2e total 1701 is counted (1699 + 2), the full suite did not run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:09:45 +02:00
adminandClaude Opus 5.5 963f8a152a Open a scene framed, and thin out two inspector sections (#295)
Three small things asked for in one issue. A scene came up wherever
the view happened to stand, and the inspector carried a button and a
list that are better reached somewhere else.

- A scene comes up framed as if Fit had been clicked: after a
  project is loaded and when another scene is opened. From then on
  the view belongs to the user.
- An empty scene has nothing to frame and stands at the origin, one
  pixel per unit. A scene the running game loads is not framed anew.
- The Container tab is left out. It keeps the view of each container
  as before (#171).
- The Unpack button and the two lines under it are gone from the
  inspector of a placed container. Unpack container stays in the
  right-click menu of the hierarchy and of the scene view.
- The corners of a polygon collider are no row in the inspector any
  more. They are edited on the outline in the scene view. The new
  schema option noRow keeps a property out of the inspector while it
  stays a property.

Tests:
- Gate on melektaus-atx: 219 files, 3401 tests, CHECK EXIT 0.
- One new unit test in tests/core/polygon.test.ts: the corners are
  a property of the collider and no row.
- Three new e2e checks: a loaded project is framed like Fit (module
  03), an opened scene is (04), and after a real reload a click on
  Fit moves nothing (09).
- Module 09 unpacks through the right-click menu now and checks that
  the inspector offers no button.
- Full suite on melektaus-atx: 1695 checks, all pass. Smokes 24, 19
  and 21, all pass.
- No counter-probe evaluated, and nothing looked at after the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 23:52:49 +02:00
adminandClaude Opus 5.5 7dd3ae1131 Tie two objects with a hinge, a spring, a rope or for good (#154)
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Failing after 11m41s
Two bodies could not be connected: no door on a hinge, no lamp on
a rope, no wheel on an axle. This is the first step of the issue,
the four joints without a motor. The slider and the motors follow
in a second step under the same issue.

- Joint is a new asset type, placed as a child of the object it
  holds, like a collider or a rigidbody. "Add joint…" in the
  object menu makes one or places one the project has. An object
  takes as many as it needs.
- Where the joint sits is the point it holds its object at. A
  hinge and a fixed joint have that one point only. A spring and a
  rope end at a connected anchor on the other object, counted in
  that object's own units, or in the scene's without one.
- The rows follow the type: length, stiffness and damping for a
  spring, length for a rope, an angle limit for a hinge. Length 0
  takes the distance the two ends were placed at. The limit counts
  from how the two were placed.
- The connected object is an object reference in the schema of the
  type. Pasting, containers and removing treat it as they treat
  every reference since #258.
- shownFor is a new schema option: a row is shown while an enum of
  the same bag holds one of the named values.
- The object needs a rigidbody, its own or one further up. Without
  one the joint holds nothing and the console says so once.
- A connected object without a rigidbody is a moving anchor: the
  joint has a kinematic body of its own that follows it.
- A connected object destroyed while playing makes the joint let go
  with a hint. Removed in the editor the reference empties, so the
  joint holds on to the scene. The issue asked for "inactive" there.
- "Add joint" ties two objects while the game runs, from a joint
  asset as the template. Destroy on the joint lets go, there is no
  Break joint node. Destroy with keep children takes the joints
  along with the object.
- The scene view draws a line from each joint to what it holds on
  to and rings the held point. A selected spring or rope has a
  round handle on its far end, and dragging it is one undo step.
- Joints hold in Play only. The editor run simulates nothing
  (#148), and the inspector of a placed joint says so.
- Rapier counts a revolute joint's limits absolutely, not from the
  start, so the placed angle is added. Measured with a probe.
- The + menu has 25 types now and no longer fits under its button
  on a canvas 800 high. It scrolls there, and e2e 04 scrolls to
  the last entry instead of expecting it in view.

Tests:
- Gate on melektaus-atx for this state: 218 files, 3390 tests
  (3336 + 54), exit 0.
- e2e 1-16,24,39-46,51,52,57,58 on melektaus-atx: 831 checks, all
  pass. Module 41 alone: 25 checks (21 + 4).
- 54 new unit tests: 40 in joints.test.ts (rope, spring, pendulum,
  limit, fixed, the other end, the node, containers, paste), 6 for
  the line the scene view draws, 4 catalog cases of the node. The
  remaining 4 come from tests that make a case per asset type.
- Four new e2e checks in module 41: Add joint from the menu, the
  rope to the hook with its line and handle, dragging the handle
  with one undo, the bob hanging in Play next to one that falls.
- e2e 04, 40 and 46 count the new type in their lists.
- 21 of 22 unit counter-probes fail their tests. The other one is
  equivalent: Rapier ignores removing a joint that left with its
  body, the guard stays.
- Three browser counter-probes fail their checks (2, 1 and 2).
- One screenshot looked at: icon, line, handle and the rope rows.
- The e2e sum of 1691 is counted (1687 + 4, 1687 measured by CI
  on e066613). The full suite and the smokes did not run.
- Not seen in the browser: spring, hinge with limit and fixed
  joint, the node Add joint, a connected object that moves, joints
  inside a container, the released game. Unit tests cover them
  but the last. Limits under a mirrored parent are not handled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:43:12 +02:00
adminandClaude Opus 5.5 46c620ae3b Give a behavior more ways in and out, and hear it as an event (#294)
game-maker / gate (push) Successful in 2m48s
game-maker / suite (push) Failing after 13m34s
A behavior run by another one had a single flow port at its Start
and at its End, so it could not branch for its caller. And it could
not be used as an event: a call needs a pulse at its flow input,
and the events of a called graph never fire. An input like
"Confirm" (Space or Enter) had to be built again in every graph.

- A declared port of a Start or an End node can be of the kind
  Flow. It sits above the values and shares their names, exec stays
  reserved. Only these two nodes declare one, a struct does not.
- Run behavior shows a flow port of the Start as a further flow
  input. A call arriving through it leaves the Start through the
  output of that name and not through exec.
- Run behavior shows a flow port of the End as a further flow
  output. The call goes on through the one the End was reached by
  last, and then through exec. exec fires always, as before.
- On behavior is a new event node without a flow input. The
  behavior it names runs at the node for as long as the behavior
  around it runs, with all of its own events and one set of
  variables per node.
- Its outputs are those of the End. It fires once the inner pulse
  is through, by the output the End was reached by last, exec only
  for End.exec. A pulse that never reaches the End is not seen.
- The value ports of the Start are its inputs, read anew for each
  inner pulse. The Start itself never fires there.
- It nests to any depth. Under a Run behavior it stays silent. A
  behavior hearing itself, however far round, is not started and
  the node says "A behavior cannot listen to itself".
- The palette offers every other behavior with an End once more as
  "On <name>". A node naming one without End says so.
- An On node removed while the game runs ends its behavior with On
  disable and On destroy. The sounds of the entity end only with
  the behavior placed on it.
- Renaming and deleting a declared port follows the edges at On
  behavior nodes as it does at Run behavior nodes.
- The flow outputs of the Start of a behavior placed on an object
  never fire, like its exec.
- The engine prompt of the benchmark names flow ports and On
  behavior.

Tests:
- Gate on melektaus-atx right before this commit: 215 files, 3319
  tests (3278 + 41), exit 0.
- e2e 19 on melektaus-atx: 39 checks (+4), all pass. e2e
  1-6,17-24,26,36,51: 628 checks, all pass.
- 19 unit tests in flow-ports.test.ts, 19 in on-behavior.test.ts
  on a real world, the rest in the node catalog.
- Four new e2e checks in module 19: a flow port declared by mouse
  at the End, On Confirm in the graph, the call leaving through the
  further output while playing, Enter and Space on a real keyboard.
- 19 unit counter-probes all fail their tests. One did not at first
  (a removed node kept its instance), a test was added. Two browser
  counter-probes fail their checks.
- One screenshot looked at: On Confirm with exec and pressed, the
  second flow pin at the calling node.
- The e2e sum of 1680 is counted (1676 + 4), the full suite and
  the smokes did not run.
- Not seen in the browser: flow inputs at the Start, nesting, the
  ring, values through On behavior, the palette entry. No test
  holds that the sounds of the entity go on when a heard behavior
  ends.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:33:34 +02:00
adminandClaude Opus 5.5 275e50af01 Let a tile report a touch instead of blocking it (#160)
A tile could be solid, one-way and scaled, but not report without
blocking. Water, lava, spikes or a goal zone needed a trigger object
of their own laid over the map. Now a tile has a switch Trigger, and
the collision events name the tile and the cell they met.

- A tile has the switch "Trigger (reports, never blocks)" under
  Solid. Its cells hold nothing up: no Move, no falling body, no
  ray. They raise On collision enter, stay and exit with the tilemap
  as other.
- The three events have the outputs tile, cell x and cell y. Without
  a tile, tile is empty and the cell is -1, -1.
- The three events have the input per cell. Off, the default, gives
  one event per area: cells of the same tile that touch side by
  side. On gives one event per cell.
- The scene view outlines trigger cells in yellow like a trigger
  collider, merged to rectangles but never with solid cells.
- Is touching with the map counts trigger tiles, and Set tile works
  while the game runs.
- Both systems find the touches with the same overlap check in
  runtime/systems/tileTriggers.ts, not through the physics engine.

Decided here:

- Trigger wins over Solid. A tile with both does not block, as with
  a collider.
- Water beside lava is two areas, and so are two ponds that touch
  only at a corner.
- An area names the cell nearest to the centre of the collider, and
  on exit the cell it named last.
- The solid cells of a map still do not name their tile.
- Normal, impulse and point are 0, as with a trigger collider.
- Collision scale and outlines shape a trigger cell like a solid
  one. One-way, friction and bounciness have no effect.

Tests:
- Gate on stein2: 205 files, 3104 tests (3067 + 37), exit 0
- e2e 39,40: 106 checks. e2e 1-8,39-43: 490 checks. Both on
  melektaus-atx. No full run, the sum of 1648 (1645 + 3) is
  reckoned and CI measures it.
- 37 unit tests in tests/core/tile-triggers.test.ts, nearly all
  against both systems
- Three e2e checks with a real mouse in block 40l-iv
- 24 unit counter-probes fail tests. Two did not at first, tests
  were added for them.
- Two browser counter-probes fail their checks
- Two screenshots looked at (yellow outline, the node with per cell)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 07:28:39 +02:00
adminandClaude Opus 5.5 1aa824ecb4 Keep objects through a Load scene with a switch (#165)
game-maker / gate (push) Successful in 2m37s
game-maker / suite (push) Successful in 13m2s
A Load scene destroyed every object of the old scene. A player, a HUD
or a music object had to be built again in each scene, with its state
pushed through shared variables. A top-level object with the new switch
Keep on scene load now travels into the next scene as the same entity,
with everything below it.

- The switch is a common property right under Enabled, off by default,
  on the asset and on a placed object. The inspector shows the row on
  top-level objects of a scene only, as answered in the issue.
- runtime/keptObjects.ts holds the rules as pure functions.
  keptEntities picks what travels, objectsToBring copies the stored
  objects as the run parents them, and bringObjects puts them into the
  next scene.
- World.instantiate takes a handed entity as it is instead of making
  one. The next syncToModel then writes the run's values into the
  scene.
- BehaviorSystem.release takes the running instances out before the
  old world is destroyed, and the next system adopts them. They hear
  no On destroy and no second On start, and their sounds play on.
- PhysicsSystem.resume gives a dynamic body the velocity and spin it
  had.
- Duplicates: the object brought along wins. The next scene does not
  build its own object with the same id, which is the way back into
  the scene the object came from.
- Decided here: the next scene does not build a top-level object of
  the same asset that is kept itself either. The issue only names the
  id. With the id alone a level that places its own player would hold
  two after a swap.
- Decided here: kept objects land behind the scene's own, the switch
  is no animation row, and collisions are found anew.

A finding, fixed along with it: Load scene did not build a scene as it
is stored, but as the run had left it. A moved object stayed moved and
a destroyed one stayed gone. The way back into a scene needs a clean
build.

- GameRun copies a scene's objects and groups before it first builds
  it and puts them back before it builds it again.
- GameRun.end puts every such scene back. The player calls it on stop,
  so spawned objects no longer stay for "Click to play again".
- The consequence: an edit made in a scene during Play is gone the
  next time that scene is loaded.

Tests:
- Gate: 199 files, 2944 tests (2929 + 15), exit 0
- e2e, full run: 1625 checks passed (1619 + 6), exit 0
- Smokes: 24 / 19 / 21, exit 0
- 15 unit tests in tests/core/keep-on-scene-load.test.ts
- Six e2e checks in module 35: the switch is set with a real mouse,
  the child has no row, the object is in the new scene, its counter
  still reads 1, its sound plays on, and the stored scenes are
  unchanged after Stop
- Eleven tests with fixed row lists only count the new schema row
- 16 unit counter-probes all fail tests, run on stein2. One did not
  fail at first (same id not left out), it has its own test now.
- The browser counter-probe fails 4 of the 6 new checks
- Not looked at in the browser: the switch as a port of the Properties
  node, and a released game with a kept object

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 17:30:16 +02:00
adminandClaude Opus 5.5 6d4247ebf8 Paste where the view shows it, editor offsets included (#263)
Paste mixed two frames. The pointer comes from the Scene View, which
draws every object moved by the editor offsets of it and its parents.
Paste turned that point into a local position through the parents'
plain world transform, so the copy landed beside the pointer by the
offset of the parent it went into. Without a pointer, an original with
an offset of its own had its copy placed beside its game position,
which the view does not show.

- A copied root now remembers where the view showed it
  (`ClipRoot.shown`, from `editorTransform`) instead of its world
  position.
- New `editorLocalPositionFor` in `properties/transform.ts` turns a
  shown point into a local position through the parent chain with the
  editor offsets, as the view draws it. Paste uses it.
- The copy itself still gets no editor offset of its own, as since
  #240. In the game it stands where it was drawn, minus the offsets of
  its parents.
- Re-parenting under a parent with an offset still keeps the game
  position, so the object jumps in the view by that offset. That is a
  different rule from paste and is left as it is.

Tests:
- Unit (clipboard, groups, references, transform): 50 passed, 2 new.
- e2e 51 on melektaus-atx: ALL PASSED, 12 checks, 1 new (51f).
- Gate on melektaus-atx: 195 files, 2829 tests, CHECK EXIT 0.
- Counter-checks: without the paste fix both new unit tests fail
  (copy at 540/470 instead of 500/500) and 51f fails by exactly the
  60/-40 offset. With the root remembering its world position again,
  the own-offset unit test fails.
- No full run. The e2e total of 1591 is 1590 plus 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:36:30 +02:00
adminandClaude Opus 5.5 bc688f3efc Refactoring round 7: split BehaviorSystem, fewer copies (#85)
game-maker / gate (push) Successful in 3m50s
game-maker / suite (push) Successful in 12m3s
Recurring cleanup round over the code since round 6 (056a622), 105
commits. Behaviour is unchanged. Duplicated code in src went from 29
clones with 229 lines (0.32 %) to 14 clones with 109 lines (0.15 %),
measured with jscpd and the same settings as round 6.

- BehaviorSystem.ts shrinks from 941 to 589 lines. Collecting the
  pulses (keys, timers, collisions, animations) moved to
  behaviorPulses.ts. The NodeContext the nodes receive moved to
  behaviorContext.ts. Imports from outside stay the same, TimeScaled
  is still exported from BehaviorSystem.ts.
- PointKindButton and drawPointGrip replace the "Point:" button with
  its menu and the point and handle drawing that the curve and the
  vector art tab each had on their own.
- lerpVec, cubicAt and splitCubic in src/core/util/vec.ts replace four
  copies of the cubic curve and two de Casteljau splits.
- mapNested in Properties.ts is the one walk over lists and structs
  that liveObjects and objectRefs did separately. withFieldRenamed
  and withoutField replace three copies of renaming a struct field
  and two of removing one.
- jsonBody and staleRevision build the JSON body and turn a 409 into
  StaleRevisionError for all stores. The auth store turns a 401 into
  its error in one place.
- Smaller helpers: structAssetFrom for the two "Make struct type"
  commands, shownObject in the inspector, selectedItem for the size
  gizmo and the polygon corners, solidTiles in the tilemap collision,
  requireVariablesAsset and requireBehaviorVariable.
- Left as is on purpose: the plain forwarding from the collision and
  physics systems to Solids, the pointer wiring of the canvases and
  the identical last lines of the two make commands.
- Removed unused code: tilemapTileIds and tilemapsUsing were never
  called since #128 and #131. EditorState.runtimeProject became unused
  with GameRun in #266. The assetId getter of the make commands was
  read only by a test.
- 60 values used only in their own file lost their export. The shader
  and particle node catalogues stay exported as in round 6.
- Five comments that told history now describe the current state. The
  doc comment of BehaviorSystem sits on the class again.
- README lists the struct, clip area and curve assets and mentions the
  game link from #266.

Findings:
- Deleting a tile that is painted on a tilemap leaves its cells in
  place, and they draw nothing. The delete dialog does not mention the
  tilemaps. That was probably the job of the unused tilemapsUsing.
  Left as is, because fixing it changes behaviour.
- The solid filter for tile surfaces was untested. A bent filter
  stayed green. A new test in tests/core/surface.test.ts now fails
  against it.

Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (one test removed with
  tilemapsUsing, one added for tile surfaces).
- Full e2e run: ALL PASSED, 1580 checks.
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks, all passed.
  The example project files were restored byte for byte afterwards.
- Counter-checks, 12, all fail as expected: 10 in unit tests (among
  them mapNested, splitCubic, cubicAt, staleRevision, the stay pulse,
  the late timer and the time scale), 2 in the browser (Point button
  always enabled fails 47, selectedItem without a hit fails 29).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:16:37 +02:00
adminandClaude Opus 5.5 0c41cb97b1 Clip the children of an object to a clip area (#260)
game-maker / gate (push) Successful in 3m43s
game-maker / suite (push) Failing after 11m7s
An inventory grid could not scroll, because nothing could cut a child
off at an edge. A game also had no way to hear the mouse wheel. Both
are needed for a scrolling list, a dialog text or a window with more
content than room.

- A new object type Clip area has width and height and turns, scales
  and mirrors with its parent. The size gizmo drags width and height.
- Everything below a clip area, on every level, is drawn only inside
  its rectangle, in the Scene view as in the game. Nested areas cut to
  their intersection. The rule works on a convex polygon, so a turned
  area cuts right as well.
- On click, Is hovered and On mouse wheel do not hit a cut-off part.
  The Scene view does not pick it either.
- In the Scene view the area is a dashed frame that is grabbed only at
  its edge, so a click inside lands on the content. The eye under
  Shape hides the frame. In the game the area is invisible.
- While an object below an area or one of its parents is selected, the
  Scene view shows the cut-off part at 30 % opacity and it can be
  grabbed there. The rule lives in core/properties/clip.ts.
- The Properties node knows the type Clip area.
- The new event node On mouse wheel fires by the rule of On click. Its
  delta counts in notches, positive is down, and a frame's turns
  arrive as one value. It also gives x and y.

Limits:

- Only sprites and texts show the faded rest. Tilemaps and particles
  are cut and can be grabbed when open, but are not shown faded.
- Masks by texture shape are out, as noted in the issue.

Tests:

- ./check.sh: 2773 tests, CHECK EXIT 0.
- Full e2e run (local): ALL PASSED, 1549 checks, measured.
- tests/core/clip-areas.test.ts: 12 tests for the cut rule, scene and
  game, save and load, hits, the wheel with and without owner, the
  notch conversion and the open rule.
- e2e 58, 5 checks with real mouse and wheel: the scene cuts (74 of 74
  red inside, 0 outside), a click on the cut part picks nothing, the
  selected rest is faded and grabbable, the game cuts, one notch
  logs 1.
- e2e 04 and 46 count the object types and the eye rows. They now
  include Clip area.
- Counter-checks: 6 in unit tests and 3 in the browser, all fail as
  expected. The originals were restored and checked with cmp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 07:08:00 +02:00
adminandClaude Opus 5.5 89aa92d2e3 Put a shader on a text and draw pixel fonts sharp (#169)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Failing after 11m40s
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>
2026-09-29 06:01:28 +02:00
adminandClaude Opus 5.5 f84defb9b6 Pick an object of the same scene for an Object variable (#258)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 10m2s
An Object variable could only be set by a graph while the game runs.
A placed object always showed "(null)", although the other objects of
its scene are there to choose from and the runtime can already find
any object by its id. Now the placed object stores a reference to one
of them, and the running game turns it into the real object.

- Stored as {"$object": "<id>"}. The empty placeholder stays as it
  was, so old projects load unchanged and empty still means "(null)".
- The row of an Object variable on a placed object is a dropdown with
  None and every object of the scene, indented like the Hierarchy.
  The same goes for Object fields in structs and Object items in
  lists, also in the Variables and List tabs.
- The behavior asset keeps "(null)". An asset has no scene, so "Apply
  to asset" is gone from Object rows.
- The runtime resolves the reference when the Variables or Properties
  node reads it. A destroyed target reads as null, a missing one shows
  "(missing)" in the row.
- Inside a container only objects of the same container are offered.
  The reference keeps the template id, so every placement finds its
  own copy.
- Deleting the target clears the reference in the same undo step.
  Paste points references inside the pasted group at the copies and
  leaves outside references alone. Create container and Unpack carry
  references along with the new ids.
- A value a graph writes while running stays in the run. The scene
  keeps the picked object, also in "Run in editor".

Found on the way:

- Setting an override coerced every object slot to empty, in plain
  values, struct fields and list items. The shared objectPlace() now
  keeps the reference.

Not done:

- No eyedropper to pick in the scene, the dropdown is enough for now.
- Deleting a template object in the container editor does not clean up
  references in other scenes. They read as null there.

Tests:

- ./check.sh: 187 files, 2724 tests, CHECK EXIT 0
- e2e 1-9, 51, 57: ALL PASSED, 389 checks
- e2e 1, 57 on the final bundle: ALL PASSED, 17 checks
- 13 unit tests in object-references.test.ts, 5 checks in e2e 57
- Counter-checks: 8 unit breaks fail their tests, the browser break
  without a pick list fails 57b-57d

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:35:17 +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 61bbb96a96 Define a struct once as an asset and reuse its shape (#253)
game-maker / gate (push) Successful in 3m30s
game-maker / suite (push) Successful in 10m33s
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>
2026-09-28 06:04:40 +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 3abb6894a7 Let a container sort its content with its parent (#243)
A container is not drawn, so it had no place in the draw order. The
chain from its content to the parent of the container broke there, and
a container under a character could not be drawn together with it.

- A container gets the switch Sort with parent under Z. It defaults to
  off, also for new containers, so projects draw as they did.
- With the switch on, the whole content is drawn in the slot of the
  container's parent. The content's own switch does not count there.
- Containers in a row pass the content on as long as each has the
  switch on. On the top level or under a tilemap it has no effect.
- drawSlots follows the new sortsWith field of a draw item. Scene view,
  game and picking all use drawSlots, so all three agree.

Found on the way: a scene object hung directly under a container
spells the container out, and its template content is dropped. That is
the existing spelledOut rule, the tests now keep both cases apart.

Tests:
- ./check.sh: 178 files, 2573 tests, CHECK EXIT 0
- 7 new unit tests in sort-with-parent.test.ts: the switch, template
  content, override per container, a chain, top level and tilemap,
  game and picking
- e2e 5b-iii: a real click on the switch in the inspector, with undo
- 4 counter-probes over #242 and #243 bite (2 unit, 2 browser)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:12:40 +02:00
adminandClaude Opus 5.5 0c5ac32b59 Let structs and lists nest to any depth (#239)
game-maker / gate (push) Successful in 3m52s
game-maker / suite (push) Successful in 10m24s
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>
2026-09-26 22:33:20 +02:00
adminandClaude Opus 5.5 7979b8ff19 Let structs and lists hold objects across behavior runs (#238)
game-maker / gate (push) Successful in 3m28s
game-maker / suite (push) Successful in 10m14s
An object could only live in a dedicated object variable, kept in slots
beside the variable bag. Struct fields and list items could not hold
one, so a spawned object packed into a struct or list was lost. This
replaces the slots with one mechanism for all three places.

- "No object" has one resting form everywhere: {"$object": ""}. A
  running game can tell an object slot from an empty text that way.
- During play the object handle lives directly in the value, also
  nested in structs and lists. objectSlots.ts and the special paths for
  Keep and Properties are gone.
- liveObjects.ts strips objects to (null) at every exit: overrides the
  editor run writes back to the scene, saved values of persistent
  Variables assets, live values in the inspector, and the world
  snapshot of the test hooks (objects as names there).
- A destroyed object reads as (null) through isAlive, alone, in a
  struct field or as a list item.
- "+ Field" and "+ Item" offer Object. The inspector and the list tab
  show a fixed (null) row without input.
- Lists from Raycast all stay objects when written to a variable.
  Before they turned into names.
- A struct that only changes by an object writes no override. A list
  that grows by an object writes [(null)], its length really changed.

Found on the way: CI at 98211a8 failed only in e2e 21d. #237 added
asset to the field kinds without updating that fixed expectation. 21d
now expects ...,animation,asset,object,struct.

No project on the server has object variables, so no old data is
affected.

Tests:
- ./check.sh: 169 files, 2475 tests, CHECK EXIT 0.
- e2e 6, 21, 23, 32: ALL PASSED, 213 checks.
- object-variable.test.ts rewritten: variable, struct field and list
  item over several frames, destroyed objects, nothing in scene, file
  or save, editor run reload, Keep.
- New e2e 21d-ii adds an Object item by click. 21d and 23k updated.
- 7 counter-probes, each fails 1 to 9 tests. Originals back via cmp.
- Not tested on its own: stripping of inspector live values and the
  names in the test snapshot, the "+ Field -> Object" menu by click.
- e2e check total 1407, only calculated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 21:12:44 +02:00
adminandClaude Opus 5.5 98211a8d54 Let a variable hold an object across behavior runs
game-maker / gate (push) Successful in 3m15s
game-maker / suite (push) Failing after 9m2s
A spawned object was only reachable in the run that spawned it. The
Spawn output could not go into a variable because "object" was a
port-only kind, so the next run had no way back to the instance.

- "Object" is now a variable kind. The reference lives for the run
  only. The file stores the declaration and an empty value.
- The live reference sits in slots beside the variable bag
  (graph/objectSlots.ts), not in it. The bag is the behavior's props,
  and syncToModel would have written an object into the scene.
- A destroyed object, or one from a restarted or left scene, reads as
  nothing. A dead reference is dropped from its slot.
- Keep (#229) hands the slots of kept variables on to the next call
  of a sub-behavior.
- Properties of kind Behavior reads and writes another behavior's
  object variable through the same slots.
- The inspector shows "(null)" for it and offers no input.
- A persistent Variables asset with an object variable shows a
  warning under "Persistent". Saved values never keep the object,
  every run starts it at (null).

Objects inside lists and struct fields are left out on purpose.
Emptiness is checked with Equals against an empty b. A node "Is
valid" does not exist yet.

The test helper graphEditor().variables() now also reads the kinds
of a Variables asset a node points to.

Tests:
- ./check.sh: 169 files, 2463 tests, CHECK EXIT 0
- e2e 6 + 23: ALL PASSED, 146 checks (new 23k, 2 checks)
- e2e 32: ALL PASSED, 18 checks (new 32f-ii)
- 10 unit tests in tests/core/object-variable.test.ts, one of them
  runs a persistent asset over two runs
- 5 counter-probes (value in bag, isAlive always true, no Keep
  hand-over, Properties without slots, object in saved values) each
  fail their test
- e2e check total 1406, computed only

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 20:15:16 +02:00
adminandClaude Opus 5.5 923baf2557 Let Spawn take an asset over an edge and find a child by name (#237)
An asset could only be picked as a setting on the Spawn node. It could
not be wired in, held in a variable or put into a list. Finding an
object below the own one needed a scene-wide search by name.

- "Asset" is now a kind like Animation or Sound: port, variable, list
  item and a new "Asset" literal node, with its own cube icon.
- Spawn and Is asset have an `asset` input. It uses the key of the old
  setting, so a saved asset reads as the value of the input and older
  projects keep spawning without a migration.
- New node "Child by name" searches below an object level by level.
  A child wins over a grandchild of the same name. Nothing found or no
  object gives null.

Tests:
- ./check.sh: 168 files, 2453 tests, CHECK EXIT 0.
- 9 new unit tests in tests/core/asset-kind.test.ts, catalog cases for
  Spawn, Is asset, Child by name and the literal.
- e2e 6z-ii (2 checks): node rows and a real drag of the literal onto
  `asset`. e2e 6: 119 checks passed. Spawn checks in 3 and 9 passed.
- Counter-checks: depth-first search fails 1, Spawn reading only the
  old setting fails 3, runtime ignoring the parent fails 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 19:36:49 +02:00
adminandClaude Opus 5.5 8b44f97c35 Let a child sort with its parent so its Z stays local (#232)
game-maker / gate (push) Successful in 3m7s
game-maker / suite (push) Failing after 8m51s
An animated or set Z of -1 on a weapon put it behind everything on Z 0,
not just behind the player holding it. A child can now opt in to being
drawn at its parent's place, so its own Z only orders it against the
parent and its siblings.

- New property "Sort with parent" on sprites, texts and particle
  emitters, shown in the inspector right under Z. It is a normal
  property, set on the asset and overridable per object.
- With it on, the rest of the scene sees only the parent's Z and, where
  the layer sorts by Y, the parent's feet. Below 0 the child is drawn
  behind the parent, from 0 on in front.
- It works across levels: a grandchild with the switch hangs on the top
  object of the chain.
- It has no effect under a parent that is not drawn itself (container,
  behavior, camera, collider) or under a tilemap.
- New assets start with it on, saved ones read as off, so old projects
  draw unchanged. For that a schema row now has "initial" next to
  "default". The gold "changed" mark and reset follow "initial", so a
  fresh sprite is not marked as changed. No load migration is needed.
- parentGroups() in drawOrder.ts gives a slot only to the top of a
  chain and inserts the children there. Editor, play mode and picking
  all use it, so they agree.

Tests:
- 10 new unit tests in tests/viewport/sort-with-parent.test.ts.
- 8 existing tests list the sprite rows or defaults and got the row.
- New e2e check 5b-ii clicks the switch and checks order and undo.
- Counter-checks, all originals restored by cmp: switch ignored fails
  7, children not sorted by Z fails 6, no chain fails 1, "initial"
  ignored fails 9, row missing in the inspector fails e2e 5.
- ./check.sh: 166 files, 2426 tests, CHECK EXIT 0.
- e2e 5: ALL PASSED, 13 checks. Check total 1398, computed only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:08:09 +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 c1a702bc39 Add a terrain autotile kind for 6x4 sheets like TD Plains
game-maker / gate (push) Successful in 3m7s
game-maker / suite (push) Successful in 9m54s
Sheets such as "TD - Tileset - Plains" draw an autotile as a 6 x 4
block: a 3 x 3 nine-slice, a vertical and a horizontal strip and a
single tile on the left, the inner corners on the right. The floor
kind only knew the RPG Maker 2 x 3 layout, so these sheets could not
be used as autotiles at all.

- New TileKind "terrain" with 16 px tiles in a 6 x 4 block. All 47
  neighbour combinations are resolved per quarter, so the renderer,
  the collision and the palette stay untouched.
- Whole tiles are used where the sheet draws them: the 16 side cases,
  the four single notches and the two diagonal pairs. Hand-drawn
  strips and single blocks therefore look as drawn.
- Only the missing cases are composed, for example an edge with a
  notch or two notches side by side. They take the side tile and put
  the notch quarters in.
- A notch also takes the quarter above or below from its notch tile
  when fill would stand there. Tall cliff notches keep their wall.
  On ground and stones fill meets fill, so nothing changes there.
- The label rule for floor and terrain now runs through one notch
  function. Floor still passes the MZ table test.

Not touched: the tile board only refits on open and on Fit. Switching
an open tile to a kind with another tile size leaves it small until
Fit is pressed. That was the case before.

Tests:
- ./check.sh: 156 files, 2290 tests, CHECK EXIT 0 (before 2283).
- e2e 39,40: ALL PASSED, 90 checks (before 86). 39j checks 47 tiles,
  pixels of single, notch, pair and composed tiles, and undo to floor.
- Counter-checks: without whole notch and pair tiles one unit test
  and one e2e check fail. Without the taken quarter one of each
  fails. Originals restored by cmp and rebuilt.
- Check sum: 1363 measured by CI plus 4 is 1367, computed only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 06:14:51 +02:00
adminandClaude Opus 5.5 d444b27fae Let behaviors read and set tilemap cells while the game runs (#135)
game-maker / gate (push) Successful in 2m59s
game-maker / suite (push) Successful in 9m22s
A behavior could move sprites around but had no way to look at or
change the tilemap it was standing on. Doors, breakable blocks and
"is there ground ahead?" checks all need that.

- New nodes Tile at, Set tile, World to cell and Cell to world. The
  conversion honours position, rotation, scale and mirroring of the
  placed map. A small Tile literal node lets a graph compare what it
  read against a fixed tile.
- The layer is picked by name from all tilemap layers in the project
  through a new field kind. "First layer" takes the map's first one.
  Because layer is an input, a text can also be wired in.
- Each placement keeps only its edited cells in liveTilemap.ts,
  layered over the asset's cells. A second placement of the same map
  stays untouched, and the asset itself is never written.
- A read sees a Set tile from earlier in the same flow. Drawing picks
  up the edit at once and neighbouring autotile edges adapt.
- Solids see the edits straight away, so a Move in the same frame
  already hits the new cell. Rapier rebuilds its shapes on the next
  step.
- After Stop the map is back to what was painted. The editor run shows
  the edit in the scene view while it lasts and does not touch the
  project.
- An unwired tilemap input means no map, like Get position. Cells
  outside the grid are refused and done reports false.

Tests:
- ./check.sh: 155 files, 2271 tests, CHECK EXIT 0 (before 2245).
- tests/core/tile-access.test.ts (14), one physics test for a floor
  set at runtime, catalog entries for the five nodes.
- e2e 39,40: all passed, 86 checks (before 81), five new in 40s.
- Counter-checks: collision ignoring edits fails 3 unit tests, the
  solids cache missing same-tick edits fails only the "at once" test,
  drawing ignoring edits fails the 2 drawing checks, the editor run
  not reporting a new tile fails only its check.
- 40s uses a still tile. The animated fixture tile redraws every frame
  and hid the last counter-check at first.
- Check total 1351 + 5 = 1356, computed. CI confirmed 1351 at cb32b4b.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 20:45:29 +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 0e8585665a Load the 500 weight and draw missing glyphs as SVG icons (#214)
game-maker / gate (push) Successful in 2m47s
game-maker / suite (push) Successful in 8m41s
The theme asks for Source Sans 3 at weight 500, but fonts.ts only
loaded 400, 600 and 700. The browser synthesised the 500 text. The
issue comment also asked for the symbols the font lacks to become SVG
icons. A scan of src/ against the font's cmap found 20 such characters
in 30 places.

- fonts.ts loads source-sans-3-latin-500-normal.woff2 as well.
- Menus draw their ticks and the "current" dot as icons. The dot is a
  new MenuItem.current field and no longer part of the label text.
- Inspector action buttons (reset, apply, fit width/height) are
  icons. The menu arrow behind them is the drawn Dropdown chevron.
- Kind marks come from a table in markIcons.ts. Picture kinds use an
  icon, # and Aa stay text because the font has them.
- Scene marks in the asset panel, sound play/stop and the transition
  arrows are icons too.
- Apply is an icon although the font has the arrow. It sits next to
  the reset icon and would look different as a glyph.
- A new Icon widget draws on redraw like Button, so Node tests need no
  DOMParser.
- Tests find icons through the SVG id. The new hook
  __gm.locateIcons(id) and the harness helpers findIcon/clickIcon
  replace locate() on the old characters.

Findings:
- Weight 700 is loaded but the theme never uses it. Left as is.
- The old scene-mark check in module 35 accepted any play glyph on
  screen. It now checks the mark on the start scene's row.
- Module 44 needs the textures from module 37 and fails without it.

Tests:
- ./check.sh: 145 files, 2187 tests, exit 0 (before 144 / 2143).
- New tests/ui/fonts.test.ts: every theme weight is loaded, and every
  character in src/ exists in every shipped face. The cmap reader
  matches fontTools (231 characters).
- Icon tests cover the 19 new files. Each kind mark is either an
  icon or text, never both.
- e2e 1-16,22,30,34,35,43,44: 586 green, 0 FAIL, then 44 stopped
  for lack of module 37. e2e 1-16,37,44,47,48: 618 green.
  e2e 1-14 on the final build: 454 green.
- Two new e2e checks: loaded weights in 14, a reset icon pixel in 04.
- Counter-probes all fail as expected: 500 removed, a play glyph put
  back, the struct icon removed (one unit test each). In the browser,
  500 removed and reset icon hidden fail exactly the two new checks.
- Editor-suite check sum 1312 (1310 measured by CI at 056a622, +2).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 08:13:22 +02:00
adminandClaude Opus 5.5 056a622524 Refactoring round 6: shared sheet canvas, fewer copies (#85)
game-maker / gate (push) Successful in 2m57s
game-maker / suite (push) Successful in 8m55s
Recurring cleanup round. Behaviour is unchanged. Duplicated code in
src went from 27 clones with 299 lines to 6 clones with 56 lines
(jscpd, the two identical OFL licence texts not counted).

- SheetCanvas is the new base of the texture, pixel art and vector art
  canvases. It holds background, mask, hint, panning, wheel zoom, fit,
  view save and restore and the screen mapping. Pixel art keeps its
  whole-pixel panning and fixed zoom steps.
- mixColor in src/core/util/color.ts replaces three copies in
  animation, gradient and particles. It clamps t like the particle one.
- fingerprint now lives once in generated.ts, next to the revision
  contract from #185.
- MoveCommand next to RenameCommand is the base of the three reorder
  commands for tile pictures, tilemap layers and vector shapes.
- The two raycast nodes share inputs, settings and filter via rayOf.
- canvasRect() lives once in AssetTabEditor.
- Removed unused code: findPixelArt, isDrawableShape,
  GeneratedPictures.has and SnapToggle.snapping. Tests now check the
  same things through equivalent paths.
- 38 values used only in their own file lost their export.
- Three comments that told history now describe the current state.
  The bundle stayed md5-identical for those edits.
- README lists vector art, pixel art and palette, and links the two
  wiki pages.

Findings:
- PaintTilesCommand.changes is meant to prevent empty undo steps but
  has not been called since #128. The rectangle tool therefore records
  a no-op undo step when it paints the same tile over itself. Left as
  is, because fixing it changes behaviour.
- No test covered middle-click panning in any sheet tab before. 13f
  and 48a now check it.
- The default values of the ray inputs were untested. Length 1000
  could become 10 without a red test. tests/core/raycast.test.ts now
  covers it.
- CI measured 1308 editor checks at d7c0b7c, not the 1307 counted for
  #164. The sum is now 1310 (1308 + 2), computed.

Tests:
- ./check.sh: 144 files, 2143 tests, exit 0 (before 2142).
- e2e 1-16,37,39-43,47,48 fresh: ALL PASSED, 729 checks.
- e2e 1-13,47,48 with the new checks: ALL PASSED, 518 checks.
- Counter-checks, each restored via cp and cmp: halved panning fails
  both new pan checks; unclamped mix fails 1 test, no blue channel 3;
  coarser hash 3; broken reorder undo 2; triggers setting forced on 2;
  bent ray length 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 06:57:43 +02:00
adminandClaude Opus 5 940a78e8ee The editor ships its own font, Source Sans 3 and Code Pro (#202)
Theme named Inter and JetBrains Mono, but neither was ever shipped,
so every machine drew the editor in whatever it had installed. The
e2e runs measured text in a different face than the user saw.

- Five Latin woff2 faces live in src/ui/fonts/ next to their OFL
  licences: Source Sans 3 400/500/600/700 and Source Code Pro 400.
- fonts.ts loads them through FontFace, and main.ts waits for them
  before the first widget exists, so Pixi measures the real face.
- A face that fails to load is reported in the console and the
  system fallback in Theme takes over.
- Theme is retuned by hand: 12 px body, 22 px rows, smaller gaps
  and padding, radius 8, and weight 500 for bold and headings.
- The scene background default follows Theme.colors.graphBackground.
  This makes core import from ui for the first time.

Findings:
- The 500 file is in the folder but fonts.ts does not register it
  yet, so weight 500 currently falls back to the 400 face.

Tests:
- ./check.sh: 141 files, 2080 tests, exit 0.
- e2e not run. Checks that measure widths or row positions are
  expected to need updating for the new metrics.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 17:55:22 +02:00
adminandClaude Opus 5 66d6aafbb4 Pixel art can be drawn in its own tab with layers and frames (#130)
game-maker / gate (push) Successful in 2m24s
game-maker / suite (push) Failing after 7m40s
Textures are uploaded files named by their content, so they cannot
be edited in place. Pixel art is therefore its own asset type, like
vector art. Its pixels live in the project and the tab rasters them
into a texture that sprites, tiles and animations can use.

- New asset types Pixel art and Palette. The first pixel art of a
  project gets a palette with the 16 PICO-8 colours in the same undo
  step. Every pixel is a palette index, 0 is transparent.
- Each layer on each frame is its own file data/pixels/<sha256>.px.
  The project only holds the names, so undo swaps names. The browser
  computes the hash and uploads new cels before the project is saved.
- New route POST ?r=pixels in api/lib/PixelStore.php. It answers 201
  and 422 for broken data. data/pixels/ is git-ignored.
- Tools: pencil, eraser, fill (contiguous or all pixels of a colour),
  eyedropper, line, rectangle and ellipse (outline or filled), brush
  size 1 to 8.
- Layers can be added, deleted, renamed, reordered, hidden, faded and
  merged down. Frames can be added, duplicated, deleted and reordered,
  with onion skin and a small playing preview.
- Zoom 1x to 32x in whole steps, grid from 8x, a 3x3 tile preview and
  Resize... with a 3x3 anchor.
- All frames sit side by side in one image. Each frame is a region
  like a cut texture frame, so texture rows offer "Asset / Frame 2"
  and the context menu has Create animation from frames.

Decisions:
- Merging down drops the opacity of the upper layer. Indexed colours
  know no blends.
- Only the last palette colour can be removed. Otherwise the indices
  of every image using the palette would shift.
- Undo stores the whole layer per stroke instead of pixel diffs.
- Alt+click picks a colour. It is a mouse gesture, not a shortcut.

Follow-up issues: #197 import from texture, #198 selection and
flipping, #199 PNG export, #200 more tools.

Tests:
- ./check.sh: 136 files, 2049 tests (before 135 / 2011). 34 new in
  tests/core/pixel-art.test.ts, 4 from the icon tables.
- e2e module 48 fresh: ALL PASSED, 29 checks, console empty.
- Counter-probes bite: five on the unit tests, upload order (2 tests
  fail) and cels not uploaded in the browser (1 check fails).
- Check total 1259 in README is computed (1232 measured in CI + 27).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 17:33:44 +02:00
adminandClaude Opus 5 592ea942d9 Vector shapes can fill with gradients and textures (#186)
game-maker / gate (push) Successful in 2m14s
game-maker / suite (push) Failing after 7m14s
A vector shape could only be filled and outlined with one flat colour.
Shading, glows and patterned surfaces had to be faked with stacks of
shapes. Every shape now has a paint type for its fill and its outline.

- Fill type: solid colour, linear gradient, radial gradient or
  texture. Line type offers the same without texture.
- Colour stops are edited on a bar in the inspector, as agreed in the
  issue. A click on the bar adds a stop in the colour the gradient
  already has there, so adding never changes the picture. At least two
  stops remain.
- The new Paint tool in the tab shows two handles for the selected
  shape: axis start and end, centre and radius, or the corners of one
  texture tile. "Handles: Fill / Outline" picks which paint is edited.
- Moving a whole shape moves its gradients and tile with it. Every
  gesture is one undo step.
- A texture fill always tiles, because Pixi turns a non-repeating
  pattern into a repeating one anyway. When switched on, one tile
  covers the whole shape.
- Only uploaded textures and frames can be a fill, never a drawing.
  A drawing filled with itself would rasterise itself mid-raster.
- The fingerprint of a drawing includes the texture and frame a fill
  points to, so the picture redraws when the image is swapped.

Findings:

- graphics.destroy(true) also destroyed the textures of the fills.
  With a texture fill it deleted the tile slice and the next redraw
  crashed on reading 'scaleMode' of null. It is now destroy().
- The gradient cache destroyed old gradients itself, which gave 20
  Pixi warnings "destroyed while still bound". They are now handed to
  Pixi's texture GC with autoGarbageCollect switched on. The console
  of module 47 is empty again, the last CI log had 0 of them.

Tests:

- ./check.sh: 135 files, 2011 tests, exit 0 (before 134 / 1986)
- npm run build: exit 0
- GM_STEPS=47, freshly seeded: ALL PASSED, 54 checks (before 44),
  0 console warnings
- 25 new unit tests, 10 new e2e checks in block 47i
- Four counter-checks bite, originals restored and verified with cmp
- Check sum 1232 in README and wiki, calculated (1222 + 10)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 13:05:02 +02:00
adminandClaude Opus 5 3427f84a55 A game can pause itself and set its own time scale (#167)
game-maker / gate (push) Successful in 2m11s
game-maker / suite (push) Successful in 7m48s
Until now only the editor toolbar could pause a running game. A pause
menu inside the game had no way to stop the world while its own graph
kept running, and there was no slow motion.

- Five new nodes: Pause game, Resume game, Is game paused, Set time
  scale and Time scale. Pause and resume take effect on the next frame.
- A game pause stops world time, physics, animations, particles and
  shader time. Only behaviors with the new "Run while paused" switch
  keep running.
- Set time scale 0 freezes the world but graphs keep running, as
  agreed in the issue.
- Play and Stop reset the time scale to 1, Load scene keeps it. The
  pause belongs to the scene, so Load scene and Restart unpause.
- The toolbar pause stays separate and also freezes the menu. When the
  game pauses itself the status line reads "The game paused itself".
- While paused, collision events are not reported, sounds keep
  playing, and the editor run ignores both nodes with a log line.

Findings:
- The first status line was longer than any before and got cut with
  an ellipsis. It is shorter now.
- The e2e harness did not know the key "p". It does now.

Tests:
- ./check.sh: 133 files, 1968 tests, exit 0 (before 132 / 1952)
- npm run build: exit 0
- GM_STEPS=18 fresh: ALL PASSED, 33 checks (before 26)
- 16 new unit tests: 8 catalog cases, game-pause.test.ts, editor run
- 7 new e2e checks in block 18i, driven by real keys in the game
- Six counter-checks all bite: behavior filter, collision lock, world
  time, editor run, clock reset and the game clock in the browser
- Check total 1217 in README is computed (1210 + 7), CI measures it

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 10:27:17 +02:00
adminandClaude Opus 5 f4ec23d3d3 Colliders take a frame's outline and tiles have their own surface (#193)
game-maker / gate (push) Successful in 2m11s
game-maker / suite (push) Successful in 7m33s
Issue #193 asked where friction, bounciness and density of a tile
live. Tiles had a fixed surface (friction 0.5, bounciness 0) and a
collider could not use the outline drawn on a texture frame (#141).
Both gaps are closed here.

- A collider has a fifth shape "Frame collision" with a Frame row.
  The frame is picked like a sprite's texture and stored as the
  value 'frame'.
- The shape is linked, not copied. Redrawing the outline in the
  texture tab changes every collider using that frame, in the editor
  and on the next play.
- The frame centre sits on the collider origin, one image pixel is
  one unit. The shape turns, scales and mirrors like any other.
- Every outline ring blocks. Each ring is split into convex parts the
  same way a polygon is.
- Without a frame, with a whole texture or with a frame that has no
  outline, the collider is drawn red as a box and blocks nothing.
- Move, Rapier, raycast, detection, hit test, drawing and footprint
  all resolve the frame. At runtime an entity looks the frame up
  live in the current project.
- A tile has Friction and Bounciness next to Solid and One-way. The
  rows only show when Solid is on. Defaults and mixing rules match
  the collider. Density is left out because a tilemap never moves.
- Tilemap cells are grouped by surface as well as by one-way angle.
  Ice and stone never merge into one rectangle, and every cell brings
  its surface to Move and Rapier.

Findings:

- A tile with a collision scale below 1 is no longer flush with a
  neighbour of another surface. It is inset there like at an open
  side, the same as next to one-way tiles today.
- A bounce test first measured 0.84. The ball had landed on the hero
  at the origin, not on the tile. On the tile it measures 0.993.

Tests:

- ./check.sh: 130 files, 1931 tests, exit 0 (was 129 / 1917).
- 14 new unit tests in tests/core/surface.test.ts. The Move tests run
  against the editor run and the physics system.
- 3 new e2e checks: 40l (surface rows follow Solid), 42e (collider
  has frame size, a walker climbs the slope in the frame).
- GM_STEPS=1-8,39-43 freshly seeded: ALL PASSED, 376 checks.
- Three counter-probes bite: Move ignores the tile surface (2 fail),
  Rapier ignores it (1 fails), frame shape falls back to a box
  (5 fail).
- Check sum 1198 is computed (1195 + 3), the full run belongs to CI.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 07:29:26 +02:00
adminandClaude Opus 5 bdb3f066cf The asset type "vector art" exists as a model, which is stage 1 of #129 and shows nothing in the browser yet on purpose: a vectorart asset is not placeable, sits in the + menu and in the asset panel with its own icon (a curve between two points) and has no tab, so it behaves like a font - selectable, its rows in the inspector, a double click leading nowhere - because the tab is stage 3 and half an asset would only be in the way; the data model in Asset.ts is a shape built from rings (even-odd, so a shape may have holes, answer 6 in the issue), a ring being points with optional bezier handles in/out stored as an offset from the point and a closed flag (an open path is stroke only, answer 4), plus fill colour, opacity and an optional stroke (answer 5) - the two handles are kept apart instead of mirrored, because what "smooth" means is the editor's business and not the model's; canvas width, height and the filter are properties, so they get an inspector row and undo like any other, while the shapes are intrinsic data like the frames of a texture; the revision that #185 hands to the picture path is a fingerprint of what is drawn, not a counter, which is exactly why that key took a string token - no command can forget to bump it - and the name of a shape is deliberately left out of it, renaming changing no pixel; six undo commands in the new vectorArtCommands.ts (add a shape numbered in order, remove one which comes back to its old place - unlike a tilemap layer the last one may go too -, rename, move, write the rings as one step per gesture with the list copied, and set the style where stroke: null takes it away) and the pure function shapeOrderTarget for the four buttons of the planned inspector list (one forward, to front, one back, to back), which also serves dragging in that list; loading from a project file is strict - a point without numbers falls away, a broken handle leaves a corner behind, duplicate shape ids fall away like duplicate layer ids, a stroke of width 0 is no stroke - while a ring with a single point, which is what someone is drawing right now, stays; three findings on the way: JSON.stringify as the fingerprint was wrong because the same drawing came back from a project file as {points, closed} and was built as {closed, points}, so a reload would have rasterized the same picture under a new key (the fingerprint writes its fields in a fixed order now and a test measures that case), toNumber in serialize.ts turns any nonsense into 0 so the Number.isFinite checks ran into nothing and {x: 'far'} became the left edge instead of vanishing (shapes read numbers strictly via asFinite, 0 being a place on the canvas here), and "Vector art" would have been both a menu entry and the panel heading, which an existing test catches because a click by text would hit the heading - the group is called "Vector drawings" now while the menu entry stays "Vector art"; 20 new unit tests in tests/core/vectorart.test.ts and three counter-checks hold: the fingerprint back on JSON.stringify fails 2, reading the numbers loosely again fails 4, and not copying the ring list fails 1; no e2e check and the check sum stays 1157, only module 04 counting 19 asset types instead of 18 (#129)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 20:29:35 +02:00
adminandClaude Opus 5 cb1804dcf2 A picture in the editor may now be drawn instead of uploaded, which is the piece #129 (Vector art) and #130 (Pixel editor) both need and neither could build alone: TextureRef.file has been a file name on the server, isTextureFile() checking a sha256 hash plus an extension and TextureLibrary fetching it over HTTP, so an asset that paints its own image had nowhere to put itself - the key now also takes the form gen:<assetId>@<revision>, which an uploaded file can never look like, and everything that only passes a ref along (sprite, tile, tilemap mesh, particle source, shaders, aspect ratio) is untouched because it still sees a Texture; the revision is a string, not a counter, which is the one deviation from the plan in the issue and costs nothing - gen:a1@7 and gen:a1@c0ffee go through the same door, so a generator may fingerprint its own content instead of relying on every command to remember to bump a number; two registries keyed by asset type as a plain string, so a plugin may bring its own type - registerPictureSource(type, read) in the new core/model/generated.ts tells the model canvas size and revision and resolvePicture() builds the ref from it (no rect, no slice, smooth from props.filter like a texture), and registerPictureGenerator(type, draw) in the new viewport/generatedPictures.ts hands out the finished texture, projectPictureFactory(() => state.project) tying the two together per session in App.ts; invalidation is a rule instead of guesswork at twenty call sites: GeneratedPictures<T> holds one picture per asset keyed on the revision and frees the old one as soon as the new is drawn, TextureLibrary destroying it and dropping the crops cut from it, while a generator that cannot draw yet is not remembered but asked again next time - the class imports Pixi as a type only, so the whole bookkeeping is measurable without a GPU; carried along are the picture picker (a drawn asset sits among the textures by name, without frames), the delete warning (counts tiles and animations for it too) and the asset context menu, where "Create sprite from picture" now covers it while "Create animation from texture" stays texture-only because it needs frames; one finding while probing - crop() could not have cut a generated texture at all, a RenderTexture having no source.resource to draw back from and drawImage running onto null, so it is handed out whole, a drawn picture having no sheet whose neighbouring row could bleed in; 18 new unit tests, 10 in tests/core/generated-picture.test.ts (building and splitting the key, an uploaded file is not one, no registry means no picture, resolving to canvas size, a new revision is a new key, a canvas without a size, the filter, the sprite size, picker order) and 8 in tests/viewport/generated-pictures.test.ts (drawing once, freeing the old revision and only for its own asset, null is not remembered, no key means nothing drawn, a session change gives everything back, peek), and three counter-checks hold: dropping generated assets from resolvePicture fails 5 of the 10 core tests, not freeing the old revision fails 1 viewport test, and narrowing the picker back to textures fails 3; no e2e check and the check sum stays 1157, because without a generator the groundwork shows nothing in the browser - that evidence comes with #129 (#185)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 20:09:42 +02:00
adminandClaude Opus 5 eac50e4194 Moving against a tilemap whose cells block with an outline no longer costs more than a whole frame: an outlined cell is its own polygon, split into convex parts, so a map that is a handful of merged rectangles when built from plain solid tiles is hundreds of solids under one entity - and Move brought every one of them into world coordinates and tested it exactly, including the ones on the far side of the map, which measured 148 ms per Move call on a 20x20 map with 16-corner outlines (34 ms at 8 corners, 0.4 ms with plain solid tiles), matching the report that standing still holds 60 fps while anything that moves stutters; the fix is a broad phase in two stages that decides nothing and only leaves out what cannot be reached - a move never ends further from its start than it is long, because sliding always shortens the rest, so every collider of the mover gets a rectangle grown by the move length and an obstacle whose rectangle does not meet it is never tested, a ray taking the rectangle around itself, and that rectangle is carried back into the map's own units with invert(m) and turned into cell coordinates (cellsWithin), a rotated map through its own axes, so a far cell is not brought into world form in the first place - solidShapesOf was O(cells) per call, which was the second cost block and the reason the 60x60 case still grew; CollisionSystem.overlaps takes the same range, so the editor run asks a map only for the cells within reach of the other side each frame, two maps narrowing nothing, and a Move obstacle now falls away at build time when its layer does not meet the mover's (#152) instead of inside the loop; the measurements after: 148 -> 0.26 ms, 34 -> 0.27 ms, 60x60 20 -> 3.5 ms, plain tiles unchanged; this is no regression of the recent commits - the same benchmark in worktrees against 947a6b1 (#141), 6a31f5e, 4f55f85 and ae3aa7d gives the same 85-148 ms, the cost has been there since outlined cells arrived with #141; new pure functions shapeBounds/grownBounds/boundsMeet in collider.ts and cellsWithin/cellsMeet in tilemapCollision.ts, 11 new unit tests in tests/core/broadphase.test.ts (the rectangles of all four shapes including a rotated box measuring its diagonal reach, touching counts as meeting, cellsWithin straight and turned by 90 degrees, a map handing out 400 cells without a range and under 10 with one, an 800 unit move from far away still stopping at the first cell, a rotated map blocking where its one painted cell was turned to, a ray across the whole map, and the editor run seeing a collider on a far cell), and four counter-checks hold: dropping the cell filter fails the counting test, padding without the move length fails 4 move tests, ignoring the rotation in cellsWithin fails 3, and a wrong range in the detection fails the touching test; one blunt test on the way - the first rotated map was painted on every cell, where even a wrongly computed cell range blocks and the counter-check stayed green, so exactly one cell is painted now and the test measures where it turned to; no e2e check and the check sum stays 1157, because a timing check in the browser would flutter under CI load while modules 40 and 42 cover the correctness anyway, the speed evidence being the node benchmark (#184)
game-maker / gate (push) Successful in 2m4s
game-maker / suite (push) Successful in 7m21s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 19:25:53 +02:00
adminandClaude Opus 5 ae3aa7d3bd Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
game-maker / gate (push) Successful in 2m0s
game-maker / suite (push) Successful in 7m17s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 17:24:42 +02:00
adminandClaude Opus 5 4f55f85ad4 Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the names a project starts with, so the three places that have to agree read the same function: the editor run through CollisionSystem, the Solids sweep per pair and Rapier, where the mask becomes the collider's interaction groups; the project file gained collisionLayers: ["Default"] (default one layer, no formatVersion bump), the collider schema two new kinds - layer as a dropdown of the project's layers and layerMask as a menu of tickboxes that stays open while it is ticked (Menu.ts learned rows that do not close on a pick) - and the names are edited through "Collision layers..." in the toolbar's Project menu, not a Project tab, which is the decision I made myself because the question ran into the MCP timeout: the dialog (src/editor/CollisionLayersDialog.ts) holds up to 16 names, Add layer appends "Layer <n>" and Apply writes all of them as one undo step (SetCollisionLayersCommand); a mask read from a file goes through a check that refuses anything that is not a finite number, because Number(null) is 0 and a collidesWith: null would silently have meant "meets nothing"; 9 new e2e checks in module 8 cover the menu entry, the dialog, Add layer, Apply and its undo, both inspector rows, the tickbox menu, and the mover walking straight through the crate that 8c blocked on once their layers no longer meet, and 21 new unit tests cover the rule, the schema and the command (#152)
game-maker / gate (push) Successful in 2m41s
game-maker / suite (push) Failing after 8m21s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 15:31:22 +02:00
adminandClaude Opus 5 5385d9e152 The one-way tolerance angle is a field: a one-way collider and a one-way tile gain One-way angle (0 to 90 degrees, default 45), a contact blocks when its normal is within that angle of the blocking side, without a value the limit is bit-identical to before, and the rule holds for Move, Raycast and dynamic bodies in Rapier; tiles with different angles never merge into one rectangle, the scene view draws the angle as a cone in the middle of the thick side, and the inspector shows Blocks from and One-way angle only while One-way is on, through the new schema option shownWith (#159)
game-maker / gate (push) Successful in 1m55s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 13:13:29 +02:00
adminandClaude Opus 5 6a31f5e0ad One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid tiles, a contact blocks only when its normal is within 45 degrees of the blocking side, the new node Ignore one-way lets an object drop through for a while, and it all holds for Move and for dynamic bodies in Rapier, where the decision is made before each step because the hook may not touch the engine (#155); the new Raycast node answers hit, object, collider, point, normal and distance in our own f64 geometry, the same in editor run and play, and the editor run draws each ray for 0.25 s (#153); On collision stay gains an interval with its own clock per pair, and stay and enter gain the contact point next to normal and impulse (#149); fixes that every Rapier collider of a tilemap had the shape of its last cell
game-maker / gate (push) Successful in 1m55s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 11:36:11 +02:00
adminandClaude Opus 5 32057a96fc Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (#151); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (#141, to be reworked)
game-maker / gate (push) Successful in 1m52s
game-maker / suite (push) Successful in 6m41s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:56:25 +02:00
adminandClaude Opus 5 1b5e386b60 Move with collision reacts along the contact normal: it travels to the surface, stays flush and slides the rest of the move along it with Coulomb friction (the mean of both colliders, a tile counts as 0.5), a circle now rolls over an edge instead of catching on it, pushed dynamic bodies move off along the normal, Move gains the outputs hit, normal x and normal y, an object without its own collider moves freely, and editor run and play share the same path through Solids; contact point and normal come from our own f64 geometry (contactBetween), because Rapier's castShape lands 3e-6 px inside the wall in f32 (#150)
game-maker / gate (push) Successful in 1m48s
game-maker / suite (push) Successful in 6m23s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 21:52:11 +02:00
adminandClaude Opus 5 78899b1ace Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (#146)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Successful in 6m17s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 18:11:43 +02:00
adminandClaude Opus 5 bffa508ee7 A tile gains Collision scale: below 1 each blocking cell pulls in on the sides without a blocking neighbour and stays flush towards its neighbours, so a wall of bushes becomes a narrower wall without gaps and the inner corner of an L closes cleanly; above 1 the cell grows at its open sides; on several layers the largest value counts, and the merged rectangles work in fractions of a cell with exactly the old result at 1 (#140)
game-maker / gate (push) Successful in 1m43s
game-maker / suite (push) Successful in 6m27s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 15:00:07 +02:00