Commit Graph
214 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 89048413f1 Let a texture frame set where a sprite stands for Y sorting (#228)
A sprite sorted by Y stood on the bottom of its box. With a shadow or
empty rows under the feet that is too low, so a figure slipped in
front of a tree it should stand behind. The line belongs to the frame,
not the texture, because one texture can hold several sprite sheets.

- New field `sortLine` on a frame: whole image pixels up from the
  frame's bottom edge, 0 to the frame height. 0 is stored as nothing,
  so old projects stay the same. Shrinking a frame keeps the line
  inside it.
- `feetOf` in drawOrder.ts lifts a sprite by the same share of its
  box. Scene view, game view, play and picking all use it. In an
  animation the line of the frame shown right now counts.
- The texture tab draws the selected frame's line dashed in yellow
  with a knob left of the frame. At 0 the line shares the bottom edge
  with the nine-slice border and a resize handle, so the knob is
  tested first. A line inside the frame can be dragged directly,
  tested after the nine-slice lines.
- The inspector has a new "Sorting" section with a "Sort line"
  field. Dragging or typing is one undo step each.

Limit: frames of one walk cycle need the same value, set by hand.
Otherwise the figure changes its place in the order while walking.

Tests:
- ./check.sh: 160 files, 2356 tests, CHECK EXIT 0 (before 2350).
- 6 new unit tests in tests/viewport/sort-by-y.test.ts.
- e2e 37 and 39-43: ALL PASSED, 162 checks. New check 37b-ii drags
  the knob up 6 px and undoes it, plus the inspector row.
- Counter checks: if feetOf ignores the line, exactly the 3 order
  tests fail. If the knob cannot be grabbed, 37b-ii fails.
- The e2e sum in the README is 1380, counted, not yet seen in CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:34:37 +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 c1a6d63edb Cover which tilemap layer and texture frame get a collision fill
game-maker / gate (push) Successful in 3m27s
game-maker / suite (push) Successful in 9m47s
f4cc681 fills tilemap solids only for the selected map and layer, and
texture collision only for the selected frame. Neither the scene view
wiring nor the texture canvas had a test for that.

- __gm.tilemap.solids() now reports the cells that were filled, and
  __gm.texture.drawInfo() counts the filled outlines.
- e2e 40l-iii: a selected tile fills nothing. The map selected with
  the upper layer fills only cell (4,0), with the lower layer only the
  3x3 block. Two selected objects fill nothing again.
- e2e 42: a selected frame fills its one outline. Deselected it fills
  none, while the outline stays visible.
- README check total goes from 1375 to 1377. CI confirmed 1375, the
  new total is counted, not yet measured.

Tests:
- ./check.sh: 159 files, 2337 tests, CHECK EXIT 0
- e2e 39-43: ALL PASSED, 147 checks (before 145)
- Counter checks: a scene view that fills every map fails only the
  tilemap check. A texture canvas that fills every frame fails only
  the texture check.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 13:22:45 +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 32cb5b4ba5 Size, turn and scale a selected sprite or collider in the scene (#223)
game-maker / gate (push) Successful in 2m54s
game-maker / suite (push) Successful in 9m14s
A sprite or collider could only be sized, turned and scaled through
the inspector. The scene view now draws a size gizmo on the selection,
so the common edits happen where the object is.

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 22:37:17 +02:00
adminandClaude Opus 5.5 d257298bc7 Keep a dragged rigidbody on the mouse while the game plays
game-maker / gate (push) Successful in 2m55s
game-maker / suite (push) Successful in 9m16s
Dragging a sprite with a dynamic rigidbody in the scene view during
play barely moved it. Only a quick drag and release got through. A
dragged object should follow the mouse as if it had no rigidbody and
start from rest when it is let go.

- The scene view reports the dragged objects as held through
  EditorState. The game tick no longer writes its own position over a
  drag position that has not been read in yet. This affected every
  object in play, not only rigidbodies.
- A held dynamic body turns kinematic and is set straight to the drag
  target. Gravity and velocity no longer pull it away between two
  mouse moves, and the "moved directly" warning stays quiet.
- A body counts as held when the object itself, an object above it
  or its rigidbody is dragged.
- On release the body turns dynamic again with linear and angular
  velocity set to 0.

Not changed: a press on an unselected crate still lands on its
same-sized collider (rule from #203). Dragging while play is paused
and in the editor run is untouched.

Tests:
- ./check.sh: 155 files, 2273 tests, CHECK EXIT 0 (before 2271).
- e2e 41 alone: 21 checks. e2e 1-16,39-43: 641 checks, all passed.
- 2 unit tests: a held body stays where the drag puts it and starts
  from rest, also for a grip shorter than one physics step. The tick
  does not overwrite a drag position that is not read in yet.
- 1 e2e check in 41b: the crate is lifted 150 units with the real
  mouse, holds exactly at -3490 for a second, then falls from rest
  (1.3 px, then 5.1 px) with an empty log.
- Counter-checks: without holding in physics the crate falls back to
  the ground and the old warning shows. With the tick writing back
  the unit test fails. Without zeroing, a short grip keeps 490 px/s
  and the test fails.
- Check total 1356 + 1 = 1357, calculated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 21:16:06 +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 e3d47ca9c1 Show a clickable symbol for colliders in the scene view
game-maker / gate (push) Successful in 2m59s
game-maker / suite (push) Successful in 9m34s
Colliders were the only placed part without a symbol in the scene
view. A collider that sits exactly on its sprite was hard to find and
could only be picked by its outline.

- The symbol is the box with four corner handles from the asset
  panel. It stays upright and has a fixed size in world units.
- colliderColor() holds the colour rule of the outline (green,
  trigger colour, red for a shape that collides with nothing). The
  outline and the symbol share it.
- The symbol sits 28 units left of the collider centre. The sprite
  centre stays free for grabbing the sprite, and a rigidbody symbol
  on the same spot is not covered.
- The symbol has its own 26x26 hit area and the outline's handler.
  A click selects the collider and a drag moves it. sceneStack counts
  it as a hit under the pointer.
- The hook __gm.sceneIcon(id) also returns x, y, color, screen and
  clickable.

Findings:
- With the clickable symbol on the sprite centre, four checks in 01
  and 09 dragged the collider instead of the crate. That is why the
  symbol moved beside the centre.

Tests:
- ./check.sh: 153 files, 2237 tests, CHECK EXIT 0 (was 152 / 2234).
- New unit test for colliderColor. svg-icons.test.ts lists the
  collider symbol.
- e2e 41b: 3 new checks (beside the centre without and with a
  rigidbody, click selects the collider).
- e2e 1-16,39-43: ALL PASSED, 635 checks. e2e 41 alone: 20 checks.
- Counter-probes: no symbol fails both placement checks. A symbol
  without hit area fails only the click check.
- Check total 1348 + 3 = 1351, computed, not yet measured by CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 19:18:10 +02:00
adminandClaude Opus 5.5 abf3b1f618 Pick an existing collider or rigidbody from the object menu (#222)
game-maker / gate (push) Successful in 3m8s
game-maker / suite (push) Successful in 9m52s
"Add collider" and "Add rigidbody" could only create a fresh asset.
Reusing one meant creating a copy by hand, and a new box collider
never matched the sprite it was added to.

- "Add collider…" and "Add rigidbody…" open a second menu at the same
  spot: a search field, "Create new …", a separator, then every asset
  of that kind sorted by name. Enter takes the first match.
- An existing asset is placed as a shared child, not copied. An asset
  the object already carries is greyed out.
- The rule for when the entries are available lives in one place in
  the collider commands. An object without a resolvable asset is
  greyed out again, as with the old canAddCollider.
- "Fit to sprite" in the menu of a placed collider sizes it to its
  sprite and centres it (position 0,0, z kept) as one undo step.
- Fit writes overrides of that placement, not the asset, because a
  collider can now sit on several sprites. A value equal to the asset
  value clears the override instead.
- Fit removes the collider's own scale, swaps width and height near
  90 degrees and gives a circle the radius that fits (min/2). It is
  greyed out for polygon and frame outlines and off a sprite.
- Menu has no submenus, so a second menu opens instead, similar to
  "Add Component" in Unity. That costs one click more than before.

Tests:
- ./check.sh: 152 files, 2234 tests, CHECK EXIT 0 (before 151/2228).
- 6 new unit tests in tests/core/collider-parts.test.ts.
- 3 new e2e checks in 08a: submenu with search and greying, an
  existing collider via search and Enter, Fit on oc2.
- 09, 40 and 41 follow the new labels.
- e2e 1-16,39-41 on the final build: ALL PASSED, 596 checks.
- Counter-checks: no greying, existing asset ignored and fit without
  centring each fail at their own check. Breaking the override rule
  fails 2 unit tests.
- CI confirmed 1345 checks at 2cf7202 (task 265). New total 1348,
  calculated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 18:29:34 +02:00
adminandClaude Opus 5.5 2cf72022eb Ping an asset from its inspector link instead of selecting it (#221)
game-maker / gate (push) Successful in 2m52s
game-maker / suite (push) Successful in 9m2s
A single click on an asset link used to select the asset. That swapped
the inspector over to the asset, so the object being edited was gone
and the second click of a double-click landed on a different row. A
click now pings the asset in the asset panel, like Unity does in its
Project window, and a double-click opens it.

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

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

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

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

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

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

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

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

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

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

Findings:

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

Tests:

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 15:57:13 +02:00
adminandClaude Opus 5.5 ceaa44e5b8 Add roles and a user management tab for admins (#180, #179)
game-maker / gate (push) Successful in 2m50s
game-maker / suite (push) Successful in 8m57s
Until now every account could do the same, and managing accounts
meant running make-user.php on the server. Accounts now carry a role,
and admins get a tab in the editor to create, rename, re-role, reset
and delete accounts. Both issues share the same server files, so they
land in one commit.

#180 Roles:
- Every account is admin or user. A missing or unknown role counts as
  user, on the server and in the client.
- auth/session and auth/login return {user, role}.
- Auth::requireAdmin() answers everyone else with 403.
- make-user.php takes the role as a third argument. Without it an
  existing account keeps its role, so a password reset from the CLI
  never demotes an admin.
- Admins see and save other users' projects like their own. Saving
  keeps the original owner.

#179 User management:
- The account menu gets "User management" (admins only) and "Plugins"
  (everyone). Both open the same closable tab, accounts on top and
  plugins below. The fixed Plugins tab is gone.
- Per account: Rename, Role, Password (no old password needed) and
  Delete with a confirmation. "New user..." creates one.
- Each account lists its projects with an Open button.
- Delete is refused while the account still owns projects.
- Renaming moves the projects along and ends every session of the
  account. transfer takes the same lock as save.
- On their own row an admin can only set the password. The last admin
  cannot be demoted or deleted. The server enforces both.
- The account rules live in AccountRules.php and accountRules.ts as
  pure functions, so they are testable without a server.

Findings:
- At 1280 px the Delete button reached past the column edge and was
  not clickable. The name column is flexible now, and module 49 checks
  the layout.
- The server lets an admin delete other users' projects, but the
  editor has no button for it yet. Left open in the issue.

Tests:
- ./check.sh: 148 files, 2214 tests, exit 0 (was 147 / 2204).
- New tests/php/accounts.test.php, 51 checks, plain PHP. CI runs it
  as its own step in the gate job, the host has no PHP.
- New e2e module 49 with 18 checks. CI creates the e2e-admin account
  in serve.sh. Modules 14, 38, 46 and the scaffold follow the new tab.
- e2e 1-16,37,38,45,46,49: all passed, 581 checks.
- Counter-checks: owner on save, admin view, default role and self
  delete in PHP fail 7, 5, 5 and 1 checks. Unchecked requireAdmin,
  a wider column and the caller as owner each fail exactly their
  e2e check.
- Check sum 1314 -> 1333 (+1 in 38, +18 in 49), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 13:59:04 +02:00
adminandClaude Opus 5.5 b830f9c747 Split wiring, drags and the frame layer out of GraphCanvas (#215)
GraphCanvas had grown to 1406 lines. Wiring, dragging and the frame
views each carry their own state, so they now live in their own
classes behind a narrow host interface. Behaviour is unchanged.

- GraphCanvasHost is what the new classes see of the canvas.
- Wiring owns dragging a pin, the palette on a drop into empty space
  and "Make transition".
- GraphDrags owns moving nodes and frames, including snapping.
- AnnotationLayer holds the frame views. The test hooks stay on the
  canvas and read the views through the layer.
- BeadClock moves into beads.ts and can now be tested without a
  browser.
- The canvas builds host, wiring and drags in its constructor because
  state is a parameter property and not set during field init.
- GraphCanvas is down to 1019 lines.

Tests:
- ./check.sh: 145 files, 2192 tests, CHECK EXIT 0 (+2 for BeadClock)
- e2e 1-28,31,36: ALL PASSED, 932 checks
- New e2e check in 36k: a frame caught by the rubber band is also
  drawn as selected. No check covered that before. Against a bent
  build it fails with selected: false.
- Counter-checks for drop target, snapping and beads fail exactly
  the expected checks.
- Editor check sum is now 1314 (CI measured 1313 at 487b3aa).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 10:20:05 +02:00
adminandClaude Opus 5.5 487b3aa5b4 Painting over identical tiles no longer adds an empty undo step (#212)
game-maker / gate (push) Successful in 2m45s
game-maker / suite (push) Successful in 8m43s
A rectangle drawn over cells that already hold exactly that tile
pushed a command that changed nothing. Undo then seemed to do nothing
and the project was marked as modified. PaintTilesCommand.changes()
was meant to prevent that, but nothing called it since #128.

- New paintTiles() in tilemapCommands.ts returns the command for a
  finished stroke or fill, or null when no cell changes. It is the
  first caller of PaintTilesCommand.changes().
- All three paint paths in the Scene View go through it: brush and
  eraser, rectangle (both in endStroke) and flood fill (fillFrom).
- Flood fill was not affected, because floodFill already returns []
  for the same tile. The guard is there anyway, as the issue asked.
- A rectangle that changes even one cell stays a normal undo step.

Tests:
- ./check.sh: 145 files, 2190 tests, CHECK EXIT 0 (before 2187).
- 3 new unit tests in tests/core/tilemap.test.ts: same rectangle
  twice gives no command, a wider rectangle still does, a fill that
  finds nothing gives no command.
- 1 new e2e check in 40d: the same rectangle again, then one undo
  must take 9 cells to 0. A redo restores them for later blocks.
- GM_STEPS=39,40 on the final build: ALL PASSED, 81 checks.
- Counter-probe with changes(...) || true: exactly the two unit
  tests fail, and in the browser exactly the new check fails with
  {"afterUndo":9}. Original restored via cmp (IDENTICAL), rebuilt.
- Editor suite check total: CI measured 1312 at 0e85856, new total
  1313 (calculated) in README and wiki.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 08:56:17 +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 5.5 d7c0b7cfdb Variables and state machines can reset with every scene (#164)
game-maker / gate (push) Successful in 2m43s
game-maker / suite (push) Successful in 8m40s
A shared variable or machine used to live either per object or for the
whole run. Levels need a third lifetime: shared like global, but built
fresh from the declarations whenever a scene is loaded.

- New scope `scene` for Variables assets and state machines. A missing
  field keeps the old meaning: `global` for assets, `local` for
  machines, so existing projects do not change.
- Returning to a scene that was visited before is fresh as well. There
  is no memory per scene.
- A `scene` machine announces its start state again after a scene swap,
  so `On state entered` in the new scene hears it. A global machine
  stays quiet because it never left its state.
- The rule lives in two pure functions in `sharedState.ts`
  (`carriedForward`, `restartedAssets`). BehaviorSystem only calls them.
- The inspector shows a Scope dropdown on Variables assets and a third
  step on the machine dropdown, with a note on what `scene` means.

Decisions:
- `scene` and `persistent` exclude each other (variant A). The choice
  dialog was cancelled, so this is an assumption to revisit. A
  scene-scoped asset hides the Persistent switch, and switching to
  `scene` drops the flag (undo restores it). The guard sits in
  `isPersistent` itself, so no path can save values the scope throws
  away anyway.

Findings:
- `clickText('Scene')` hits the Scene tab, not the menu entry. One e2e
  check was red because of that, and its partner was falsely green
  because it compared `undefined` with `undefined`. Both use `clickLast`
  now.

Tests:
- ./check.sh: 144 files, 2142 tests, CHECK EXIT 0 (before 143 / 2133)
- 9 new unit tests in tests/core/scene-scope.test.ts
- e2e 32 fresh: ALL PASSED, 17 checks
- e2e 1-3,17,18,26,32,35 fresh: ALL PASSED, 213 checks
- 3 new e2e checks (35: scene-scoped asset resets on swap, 32h: dropdown,
  note, hidden Persistent switch)
- Counter-checks bite: ignoring `restarted` fails 2 unit tests and the
  new check in 35, the old announcement rule fails 1, dropping the scope
  guard in `isPersistent` fails 1. Originals restored, cmp IDENTICAL.
- Check sum 1307 (1304 + 3) is computed. Last CI measurement: 1293.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 06:06:53 +02:00
adminandClaude Opus 5 6e3e8d23c5 Combining vector shapes keeps the curves it did not cut (#208)
game-maker / gate (push) Successful in 2m44s
game-maker / suite (push) Successful in 8m42s
Until now every boolean operation on vector art threw the curves away.
The shapes were flattened into line segments, the operation ran on those
segments, and the result came back as a polygon. A circle that nothing
even touched came out of an Exclude with 40 corners instead of its four
points and handles. Now the result carries the original curves again,
and only the edges the operation really drew stay straight.

- While flattening, every sample point remembers which curve it came
  from and where on that curve it sits. The operation runs on the same
  segments as before, so nothing about the boolean result changes.
- When a run of result points walks along one of those curves, that
  piece is cut out of the original curve again with de Casteljau. This
  is an exact cut, not a fit through the points.
- An edge whose two ends sit on the same curve but whose middle does
  not follow it stays straight. Without that rule a cut-off cap would
  bulge back into the shape.
- A closed contour keeps at least three points, so a lens shape does
  not collapse into two.
- The rule lives in its own module, src/core/model/vectorCurves.ts.
  vectorBoolean.ts only hands it the table of sampled points.

Findings:

- The two intersection points themselves sit up to 0.09 canvas pixels
  off the original curve. Clipper cuts the flattened segments, not the
  curves, so this was the case before as well and stays inside the
  0.2 px sampling tolerance.
- Refining those points with Newton steps on the curve was measured and
  gave nothing back (0.02952 px instead of 0.02978 px), because the
  error is in the intersection itself and not in the estimate. The code
  was removed again.
- Theme.ts rowHeight 22 -> 24 is in this commit. The change is not mine,
  it was already in the working tree; gate and module 47 are green with
  it.

Tests:

- ./check.sh: 143 files, 2133 tests, exit 0 (was 2127)
- e2e module 47 on a fresh seed: all passed, 59 checks (was 57)
- 6 new unit tests: untouched circle, untouched side plus a straight cut
  edge, a cut in the middle of a curve, a chord crossing one curve
  twice, two overlapping circles, the three point minimum
- 2 new e2e checks in block 47p: point count and handles from the model,
  plus a pixel pair on the round edge
- Four counter-proofs, all bite: no reconstruction -> 5 unit tests and
  the e2e check fail with 35 points and nothing curved; no chord test ->
  the cap bulges back to 28.28; no three point rule -> the lens test
  fails; handles halved -> the pixel check reads background

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 05:31:05 +02:00
adminandClaude Opus 5 d7a2521ca7 A port can take its type from what is plugged into it (#207)
game-maker / gate (push) Canceled after 1m8s
game-maker / suite (push) Canceled after 1m8s
Until now every port of "First not empty" was grey and typeless, so the
editor could not tell you what actually travels through the node. The
output is now typed as soon as both inputs agree, and every any-input is
painted in the colour of its own edge. Nothing changes at runtime.

- A NodeDef can declare which of its ports carry the same value
  (`sharedType: { inputs, outputs }`). The rule itself lives as a pure
  function `agreedType` in `src/core/graph/portTypes.ts`.
- Only the output inherits. It becomes the shared type when every input
  of the group is connected and they all carry the same type, otherwise
  it stays `any`.
- The inputs stay `any` on purpose. `canConnect` checks against the port
  type and a busy input is replaced by the new edge, so a typed `a`
  could never be re-plugged with a text without disconnecting first.
- Chains do not propagate. When looking up what feeds an input, a node
  of the same kind reports the `any` it is registered with, so two of
  them in a row stay untyped and a data cycle cannot ask itself in a
  circle.
- An edge that the new type makes invalid stays where it is and turns
  red. `EdgeLayer` already paints a mismatching edge with `danger`,
  nothing is disconnected on its own.
- New `PortDef.paintType`: colour only, never truth. It is set in
  `drawnDef` and read in `NodeView.redraw`, so `canConnect`, the
  interpreter and the compiler keep seeing `any`. Every connected
  any-input is painted, not just members of a `sharedType` group; ghost
  ports keep their hollow red look.
- The pin now matches the edge that ends in it, because both take the
  colour from the resolved output type of the neighbour. Mixed sources
  therefore show two colours, which explains why the output stays grey.
- New hooks `__gm.graph.portTypes(id)`, `__gm.graph.edgeColor(id)` and
  `__gm.themeColor(name)`. `portTypes` reports type and paint colour
  separately so the type checks do not silently become colour checks.

Findings:

- `resolveDef` only appends derived ports to the registered ones, so a
  fixed port cannot be retyped that way -- it would appear twice. The
  shared type is therefore resolved before the ports are built.
- Answer 5 of the issue (inline field follows the type) has no case left
  under variant A: an unconnected input stays `any` and keeps its text
  field.
- `Item at`, `Join` and `Equals` do not profit: `Item at` has no
  any-input, the other two have fixed outputs. The next candidates are
  the shader arithmetic nodes, which were left alone.

Tests:

- ./check.sh -> 143 files, 2127 tests, exit 0 (was 142 / 2113)
- GM_STEPS=1-6 fresh -> ALL PASSED, 245 checks (was 242), 9 of them new
- 14 new unit tests in tests/core/shared-port-type.test.ts
- 9 new e2e checks in block 6z, one of them a pixel check straight on
  the pin via pixelAt + themeColor
- Counter-probes all bite: filtering unconnected inputs out of
  `agreedType` fails 3 unit tests, ignoring `inherit` fails 1, killing
  the derivation in the bundle fails exactly the 2 expected e2e checks,
  and never setting `paintType` fails 4 unit tests plus the 3 pin
  checks (#bdbdbd instead of #e6a8ff / #6fcf97)
- Screenshot read: `a` pink, `b` green, output `value` grey, edges in
  the same colours
- Check total 1302 (1299 + 3), 1293 was measured by CI at 1a3babf

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 21:15:21 +02:00
adminandClaude Opus 5 8c5846f956 Right-click in the scene view opens the object menu (#204)
The object menu lived only on the hierarchy rows. Now a right-click in
the scene view opens the same menu for the object under the cursor.

- The menu moves out of HierarchyPanel into src/editor/objectMenu.ts.
  Hierarchy and scene view call the same function, so their entries
  cannot drift apart. Only the hierarchy adds "Expand all" and
  "Collapse all".
- Which object the menu is for follows the press rule from #203. A
  selected object under the cursor, even a hidden one, keeps the
  selection and the menu acts on all of it. Otherwise the topmost
  object is selected first.
- The rule is the pure function menuTargetOf in src/viewport/pick.ts,
  next to pressOn.
- Empty space, including an empty tilemap cell, opens no menu.
- The container tab gets the same, because ContainerCanvas extends the
  scene view.

Tests:
- ./check.sh: 142 files, 2094 tests, exit 0 (was 2090)
- e2e 39,40 fresh: ALL PASSED, 80 checks
- e2e 1-16,39,40 fresh: ALL PASSED, 565 checks
- New block 40r (3 checks): menu on a hidden selected crate, topmost
  object without a selection, no menu on an empty cell.
- Counter-check: a right-click that always takes the topmost object
  fails 2 unit tests and the hidden-crate e2e check.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 19:47:31 +02:00
adminandClaude Opus 5 ad2a2d7921 Clicks in the scene view pick what is drawn under the cursor (#203)
Pixi's own hit test decided what a click in the scene view selected.
A tilemap caught clicks over its whole area, even on empty cells and
over sprites sorted above one of its layers. A press always grabbed
the topmost object, so a hidden selected object could not be dragged,
and there was no way to reach an object underneath another one.

- New pure rule in src/viewport/pick.ts. It lists the objects under
  the cursor front to back, in the order they are drawn.
- A tilemap counts only where it has a tile. Its depth there is the Z
  of the highest layer with a tile at that spot. An empty cell is
  empty space, so a click clears the selection or starts a marquee.
- Pressing on any selected object, hidden ones included, drags the
  selection. Otherwise the press selects the topmost object and drags
  it, as before.
- A click without drag on a selected object selects the next one
  underneath. After the lowest it starts again at the top.
- New debug hook __gm.sceneStack(x, y) returns that list.

Decisions:
- With a paint tool the selected tilemap paints anywhere on its grid,
  even under a sprite. With empty cells as empty space an empty cell
  could not be painted otherwise.
- Icons such as colliders and cameras stay in front. A second click
  now reaches the sprite under a collider.

Tests:
- ./check.sh: 142 files, 2090 tests, exit 0 (was 141 / 2080)
- 10 new unit tests in tests/viewport/pick.test.ts
- GM_STEPS=39,40: ALL PASSED, 77 checks
- GM_STEPS=1-16,29,39-43: ALL PASSED, 626 checks
- 4 new checks in block 40q: sprite over a lower layer, empty cell,
  cycling crate, map, crate, dragging the hidden selected crate.
- Counter test: whole-area tilemap hits and always-topmost presses
  fail 4 unit tests and all 4 new checks.
- Check total 1290 (1286 + 4), computed, not yet counted by CI.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 19:09:29 +02:00
adminandClaude Opus 5 0d207769b9 Focused text fields show their outline on every edge (#202)
game-maker / suite (push) Failing after 1m15s
game-maker / gate (push) Successful in 2m15s
The focus outline of a text field was only visible at its corners.
The mask that clips the text covered the whole field, border included,
so the 1 px stroke was cut away along every straight edge. Only the
rounded corners bent inwards far enough to survive. With the larger
radius the new theme tried, this became obvious.

- TextField puts text, selection and caret into their own container.
  Only that container is masked. Background and outline are not.
- NumberField and the rename field in lists inherit the fix.
- The theme radius goes back to 2 px.
- New debug hook __gm.focusedRect() returns where the focused widget
  sits, so a check can read its border.

Tests:
- ./check.sh: 141 files, 2080 tests, exit 0
- GM_STEPS=2: ALL PASSED, 24 checks (one new)
- The new check in 2c reads the middle of all four edges of the
  focused name field. All four must be the focus blue.
- Counter-check with the old full-field mask: the check fails, all
  four edges read #24272e.
- Editor check total is now 1286 (1285 + 1), computed, not measured.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 18:11:42 +02:00
adminandClaude Opus 5 28b1afa7af Panning the scene view no longer redraws the whole scene
game-maker / gate (push) Successful in 2m22s
game-maker / suite (push) Successful in 8m38s
A middle-mouse pan used to run the full redraw on every frame. It
collected every object from the project, cleared and redrew every
shape, re-sorted all children and made Pixi re-upload every buffer,
although only the camera had moved. The user saw the frame rate drop
while panning.

- WorldViewport gets moveCamera(). When zoom and view size are
  unchanged it only moves the world and redraws the overlays drawn in
  screen pixels. collectFrame, the shape redraw and the re-sort drop
  out of a pan frame.
- Every full redraw remembers the box each object is culled by. A pan
  that moves an object across the edge of the view still takes the
  full redraw, so objects appear and vanish as before.
- Grid, selection outlines, rays and the container origin mark move
  into a shared drawOnScreen hook. It runs after every full redraw and
  after every pan. The parent links stay in afterItems because they
  are drawn in world units.
- Wheel zoom keeps the full redraw, because line widths follow the
  zoom. A cache for collectFrame was left out: it would save about
  1 ms and risk stale data.
- debugInfo() reports redraws and cameraMoves, and __gm gets a hook
  that forces a full redraw, so a check can compare against it.

Findings:
- Chrome already coalesces mouse moves to one per frame (500 moves
  gave 183 redraws in 189 frames). A throttle was tried and removed
  again, because its counter-check did not fail.
- A check in module 03 compared the whole gameInfo() object and broke
  on the new counters. It now compares camera, objects and rendering.
- The stall without ?vsync most likely comes from the desynchronized
  context in src/main.ts. It cannot be reproduced headless.

Tests:
- Measured on Jump and Run, main-thread time per frame, 3 runs of 240
  moves: pan 5.7-7.4 ms before, 3.8-4.8 ms after. Plain mouse moves
  stay at 2.1-2.4 ms. 208 of 240 moves took the fast path.
- ./check.sh: 141 files, 2080 tests, exit 0.
- GM_STEPS=1-16,29,42,43: 535 checks, 1 failed (the module 03 test
  above). After the fix GM_STEPS=1-5: all passed, 130 checks.
- 3 new e2e checks in 5d: 12 pan steps give 12 camera moves and 0
  full redraws, pixel rows after the pan match a fresh redraw, a box
  panned out of view and back is drawn again.
- Counter-checks: overlays not redrawn on pan gives "3 of 3 rows
  differ". Edge test disabled keeps the box visible with 0 redraws.
- Check total 1285 (1282 confirmed by CI task 229, plus 3).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 15:38:05 +02:00
adminandClaude Opus 5 fe894c630d Pixel art tools show only useful options and remove any colour (#201)
game-maker / gate (push) Successful in 1m42s
game-maker / suite (push) Successful in 8m15s
The pixel art side bar showed every tool option all the time, the
palette used only part of the column width and "Remove" could only
drop the last colour. Now each tool shows what it needs, the palette
fills the column and any colour can be removed.

- Options per tool live in toolOptions.ts. Brush shows for pencil,
  eraser, line and unfilled shapes. Filled shapes shows for rectangle
  and ellipse. Contiguous shows for fill. Picker has none.
- All options share one row with a fixed height, so nothing below
  jumps when the tool changes.
- The palette picks its column count from the width and stretches the
  swatches until the row ends flush. At 1280 px that is 11 per row
  instead of 8.
- The colour field takes the space the two buttons leave, so "Remove"
  is no longer cut off.
- "Remove" deletes the selected colour. Pixels of that colour turn
  transparent, later indices move down by one in every image that uses
  the palette, and palette plus images change in one undo step.
  Transparent itself cannot be removed.

Decisions:
- Pixels of a removed colour become transparent, like erasing
  (chosen by the user before the build).

Findings:
- The Filled checkbox slid away under the pointer. The brush button
  sat to its left and vanished when Filled turned on, so the second
  click missed. The brush button now sits to the right, and a check
  clicks the same spot twice.
- One start-up FAIL "debug hook present" came back never in three
  later runs. It is the known start flake.

Tests:
- ./check.sh: 141 files, 2080 tests, exit 0 (before 140 / 2070)
- 10 new unit tests in tests/editor/pixel-palette.test.ts
- GM_STEPS=48 (fresh seed): ALL PASSED, 40 checks, 4 of them new
- Counter-check: indices not shifting and brush always visible make
  4 unit tests and exactly the 2 matching e2e checks fail
- Check total 1282 (1278 + 4) in README and wiki, computed

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 11:58:31 +02:00
adminandClaude Opus 5 41772e53f7 Variables assets can keep their values from one run to the next (#166)
game-maker / suite (push) Successful in 8m21s
game-maker / gate (push) Failing after 3h5m52s
A game needs a high score or an unlocked level to survive the end of
a run. As agreed in the issue there are no save or load nodes. A
Variables asset gets a switch instead, and the existing Variables
nodes read and write the values as before.

- A "Persistent" checkbox in the Variables inspector. Toggling it is
  one undo step, and absent means not persistent.
- The behavior system loads the saved values at start and writes them
  after every frame that changed one, so a closed tab loses nothing.
- Values live in localStorage per project, not in the project file.
  Another browser or person starts fresh.
- Play and "Run in editor" save apart, so trying a behavior in the
  editor leaves the Play save alone.
- Saved values are read through the current declaration. A removed
  variable drops out, a new one starts from its default, and a changed
  kind is converted.
- "Clear saved values" in the inspector clears this asset in both
  areas. The main menu gets "Clear saved data" for the whole project.
  Clearing takes effect from the next run on.

Decisions:
- The switch covers the whole asset, not single variables. Mixing
  both means two assets.
- A changed default in the inspector shows only after the save is
  cleared. That is what persistent means.

Findings:
- The first e2e run died at "debug hook present" right after a Vulkan
  error from Chrome. The second run passed, so it was a GPU flake at
  start-up.

Tests:
- ./check.sh: 140 files, 2070 tests, exit 0 (before 138 / 2055).
- 15 new unit tests in tests/core/saved-values.test.ts and
  tests/editor/saves.test.ts.
- GM_STEPS=32,46 fresh: ALL PASSED, 24 checks. Six new checks in
  module 32 go through the UI. Module 46 knows the new menu entry.
- Counter-checks both fail as expected. Loading switched off: 2 unit
  tests and 2 e2e checks fail. Editor run writing into the Play area:
  1 e2e check fails.
- Check total 1278 (1272 measured by CI at bbbf341, plus 6).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 10:23:57 +02:00
adminandClaude Opus 5 bbbf34109b Lists duplicate, rename and edit values right in their rows
game-maker / gate (push) Successful in 2m20s
game-maker / suite (push) Successful in 8m25s
Name, opacity and Z each sat in a separate field below or beside
the list. You had to select a row first and then look elsewhere to
change it. Duplicating was a separate button or not possible at all.
Now the row itself carries everything.

- SortableList gets three optional callbacks. onDuplicate shows a
  copy button between the eye and the delete button. onRename opens
  a text field on double click, Enter or a click outside commits,
  Esc cancels, an empty name is ignored. value puts a NumberField
  into the row.
- Dragging on the number changes the value and never moves the row.
  A whole drag is one undo step, the canvas follows live.
- Copy and delete only show on the hovered and the selected row.
  Their space stays reserved, so nothing jumps on hover.
- Pixel layers: copy right above with the same pixels on all
  frames, rename, opacity in percent. The Name and Opacity fields
  below the list are gone.
- Pixel frames: copy right after, replaces the Duplicate button.
- Tilemap layers: copy with cells, Z and visibility, rename, Z in
  the row. The Name and Z fields in the panel are gone.
- Vector shapes: copy at the same place and select it, rename.
- New in core: DuplicateVectorShapeCommand,
  DuplicateTilemapLayerCommand, withLayerDuplicated and copyName
  ("X copy", "X copy 2"). copyName lives in src/core/util/names.ts
  because the model never imports from commands/.

Findings:

- Double clicking a shape that is not selected yet only selects it.
  The first click moves the list up, so the second click misses the
  name. Module 47 selects the row first.

Tests:

- ./check.sh: 138 files, 2055 tests, CHECK EXIT 0 (before 2052).
- GM_STEPS=47,48 (fresh, twice): ALL PASSED, 91 checks (before 86).
- GM_STEPS=39,40,47,48: module 40 green, 47 died on the rename
  check, which was a test fault and is fixed.
- Counter probes: a constant copyName fails the shape and pixel
  layer tests. A dead copy hit fails the copy check in 47.
- Check total 1272 in README and wiki, computed (1266 + 6).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 06:02:47 +02:00
adminandClaude Opus 5 ae0247d86f Lists add and delete items right in the list header and rows
The layer, frame and shape lists still had their add and delete
buttons scattered below the list, each in its own layout. They now
live in the shared SortableList, so every list works the same way.

- SortableList gets an optional header with the title on the left
  and a + on the right, plus an optional x per row next to the eye.
- The keepOne option hides the x on the last remaining row, so a
  pixel art image and a tilemap always keep one layer.
- Pixel art layers and frames and tilemap layers use header, + and
  x. Only Merge down and Duplicate stay below the lists.
- Vector art shapes get the x but no +. Add shape stays below the
  list and Delete shapes stays for a multi-selection.
- The section headings in the pixel art column use the same style
  as the list titles and the inspector.

Findings:

- The wait loop added to check 47i for #196 only waited for the
  right half of the shape. If the texture landed between the two
  reads, the left half was still blue and the check failed. It now
  waits for both halves.

Tests:

- ./check.sh: 138 files, 2052 tests, exit 0.
- GM_STEPS=39,40,47,48 (fresh): ALL PASSED, 156 checks (was 154).
- GM_STEPS=47,48 (fresh, final): ALL PASSED, 86 checks.
- Two new e2e checks: x on a shape (47) and x on a frame (48). The
  tilemap check in 40 now uses the x instead of Delete layer.
- Counter-check: with the x not reporting to its owner, exactly the
  two new checks fail.
- Check total 1266 in README and wiki is computed (1264 + 2).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 21:18:26 +02:00
adminandClaude Opus 5 5b9b57fd19 Layer, frame and shape lists all reorder by drag and drop
Reordering shapes by dragging worked well in the vector tab. Pixel
art layers and frames and tilemap layers still used up/down buttons.
All three lists now share one widget built from the shape list.

- SortableList in the UI toolkit, with the drag rules next to it in
  src/ui/sortable.ts. A row has an optional thumbnail, a name, a hint
  on the right and an eye toggle. Every drop is one undo step.
- The shape list is a thin wrapper around it. shapeRows.ts is gone,
  its tests moved to the new rules.
- Pixel art layers show the layer alone on the current frame, frames
  show the whole frame. Up/Down, Hide, Earlier and Later are gone.
- Tilemap layers get the eye instead of the checkbox. The per-row
  up, down and delete buttons are replaced by Delete layer next to
  Add layer.
- A row is selected on release instead of press. Selecting rebuilt
  the inspector or tilemap panel and cancelled a drag that started
  on a row not yet selected.

Tests:
- ./check.sh: 138 files, 2052 tests, exit 0 (before 137 / 2051).
- GM_STEPS=39,40,47,48 (fresh seed): ALL PASSED, 154 checks.
- 5 new e2e checks. Check total 1264 in the README is computed
  (1259 + 5), CI never measured 1259.
- Counter-checks bite: dropMove ignoring reversed fails a unit test,
  a tilemap drop not applied fails the drag check, a layer thumbnail
  showing all layers fails the thumbnail check.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 18:48:50 +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 1116818011 Vector shapes can be combined by union, subtract and more (#187)
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 7m51s
Building a shape out of simpler ones meant drawing the result point by
point. The Vector Art tab now selects several shapes at once and
combines them with a boolean operation into one ordinary shape.

- Ctrl/Cmd+click in the tab and Ctrl or Shift+click in the shape list
  add a shape to the selection. Shift stays pan in the canvas.
- A COMBINE block in the inspector offers Union, Subtract, Intersect
  and Exclude. Subtract removes every upper shape from the lowest one.
- The result replaces the lowest selected shape and keeps its name,
  colours, stroke and place in the order. It is one undo step.
- Curves are flattened to 0.2 canvas pixels, a circle gets about 48
  points. Open lines and single shapes cannot be combined, the buttons
  are off and a hint gives the reason. An empty result is rejected.
- Delete now removes every selected shape, and the selection drops
  shapes that no longer exist.
- The geometry comes from clipper2-ts 2.0.1, pinned. It has no
  dependencies and speaks even-odd directly. Only the engine module
  is imported, the bundle grows by 55 kB instead of 110 kB.

Findings:

- clipper2-js was tried and dropped. It pulls in Angular 15 with a
  high npm audit finding and no fix.
- Pixi finds holes by containment, not by even-odd depth. An island
  inside a hole would be drawn as a hole again. Result rings are
  emitted outer ring before its islands, and a test mirrors Pixi's
  rule.
- A depth sort turned out to be dead code in a counter-check and was
  removed. A pixel check in 47h stayed green without the subtract
  and now checks both colours.

Tests:

- ./check.sh: 134 files, 1986 tests, exit 0 (before 133 / 1968)
- npm run build: exit 0
- GM_STEPS=47, freshly seeded: ALL PASSED, 44 checks (before 39)
- 18 new unit tests, 5 new e2e checks in block 47h
- Five counter-checks bite, originals restored and verified with cmp
- Check sum 1222 in README and wiki, calculated (1217 + 5)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 11:56:41 +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 7063c8d074 Shader preview sliders show again after a property edit (#168)
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 8m1s
Changing min, max or default of a property rebuilt the slider rows of
the shader preview, but the rows stayed at 0 x 0. Only the labels were
visible until the preview was resized by hand.

- Widget.resize only lays out when the size changes. The row count
  stays the same on such an edit, so the row stack kept its height and
  never laid out its new children.
- syncParams now relayouts the row stack itself after the column
  around it.

Tests:
- e2e 28n: a new max rebuilds the slider at 136 x 24, a click at its
  right end sets level 2. Red against the old build (w 0, h 0).
- GM_STEPS=28,31 fresh: ALL PASSED, 106 checks (was 105)
- ./check.sh: 132 files, 1952 tests, exit 0
- Check sum 1210 in README, computed (1209 + 1), CI measures it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 09:28:02 +02:00
adminandClaude Opus 5 73a71473f1 The shader tab previews the effect on the last picked image (#168)
game-maker / gate (push) Successful in 2m11s
game-maker / suite (push) Successful in 7m43s
A shader could only be judged by placing it on a sprite and running
the scene. The shader tab now shows its effect next to the graph, on
the image the user picked last, without a picker to maintain.

- The preview follows the last selection that has an image: a placed
  sprite with its overrides, size and tint, a sprite asset, a texture
  or a frame. Clicking the shader, a node, a behavior or a scene keeps
  the picture.
- Without such a selection, or when the picked image is deleted, a
  built-in 64 px test image is shown. Its colour runs with u and v, a
  checkerboard shows where a UV lands and the border fades for alpha.
- Each property gets a slider. The sliders belong to the preview and
  never write to the project. They start at the sprite's values when
  it carries this shader, otherwise at the default.
- The preview has its own clock. Hold and Restart are only enabled
  when a Time node is in the graph.
- The graph | splitter | panel layout of the particles tab moves into
  PreviewSplit, and both tabs use it.
- A nine-sliced frame is previewed unsliced. This is documented.

Findings:

- The slider row stayed squeezed to a few pixels when the properties
  changed while the tab was hidden. The layout was triggered one level
  too high. The slider check in block 28n holds this.
- The graph canvas is narrower now, 385 px at a 1280 px window, the
  same as in the particles tab. Block 28b clicked at a fixed x+420 and
  now uses the measured width.

Tests:

- ./check.sh: 132 files, 1952 tests (was 131 / 1941), exit 0
- npm run build: exit 0
- GM_STEPS=28,31 freshly seeded: ALL PASSED, 105 checks
- 11 new unit tests in tests/editor/shader-preview.test.ts
- 7 new e2e checks in block 28n
- Counter-probes: start values ignoring the sprite fail 1 unit test,
  a preview ignoring the selection fails 2 e2e checks
- Check total 1209 in README is computed (1202 + 7), CI measures it

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 08:55:02 +02:00
adminandClaude Opus 5 2d79230b55 A frame's collision outline can be generated from its pixels (#161)
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 7m42s
Drawing an outline by hand for every frame of a sheet is slow, and the
outline mostly follows the opaque part of the image anyway. The texture
tab now traces it: one click, a corner budget, and every Frame
collision collider and tile using that frame blocks with the result.

- "Generate collision..." sits in the texture tab header and is off
  while the texture has no frames.
- The dialog has Max points (default 8, 3 to 64), Solid from ... %
  alpha (default 50) and All frames of the texture. A live line says
  what Generate will write, and Generate stays off when nothing is
  solid enough.
- traceCollision walks each island of solid pixels along the pixel
  edges, then drops the least important corners until at most N are
  left and no stair step remains. A slope becomes one straight edge.
- An outline never crosses itself. Where the image would force that,
  the island's convex hull is taken instead.
- Crumbs under 1 % of the frame area are dropped unless they are the
  only island. Holes are not reproduced.
- Existing outlines are replaced. One frame or all frames is a single
  undo step.
- TextureLibrary hands out the sheet's RGBA data, and a pure function
  cuts a frame's region from it.

Findings:
- The wedge in the e2e fixture gets 4 corners, not 3. Its tip is one
  pixel wide in the image, and that real edge stays while corners are
  still free.

Tests:
- ./check.sh: 131 files, 1941 tests, CHECK EXIT 0 (was 130 / 1931).
- 10 new unit tests in tests/core/trace-collision.test.ts, including
  150 random shapes that must all be valid and within the budget.
- GM_STEPS=42, freshly seeded: ALL PASSED, 20 checks (was 16).
- Three counter-probes bite: no hull fallback, no stair threshold,
  dialog ignoring the alpha threshold.
- Check sum 1202 in README is computed (1198 + 4), CI measures it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 08:00:30 +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 3ff7e91dbf Vector art points have four types and the pen draws whole curves (#195)
game-maker / gate (push) Successful in 2m10s
game-maker / suite (push) Successful in 7m29s
The pen only pulled out the outgoing handle of a new point, because
the opposite handle was mirrored only if it already existed. The
first segment of every dragged point was therefore half a curve.
Beyond that bug, a point had no way to say how its handles relate.

- A vector point has an optional mode: straight, corner, smooth or
  symmetric. Missing means corner. The mode is not part of the
  fingerprint, because it changes no pixel, only the next drag.
- Dragging a handle follows the mode. Corner leaves the other handle
  alone, smooth turns it along and keeps its length, symmetric
  mirrors it exactly.
- The pen pulls out both handles mirrored and marks the point
  symmetric. A plain click still sets a point without handles.
- The tab header has a "Point: ..." menu for the last clicked or set
  point. That point is drawn filled. Changing its type is one undo
  step. Text instead of four icons, because the UI kit has no
  tooltips.
- Switching a point without handles to a curved type first grows
  handles along its neighbours. Smooth and symmetric line the
  handles up and keep the rough direction of the curve.
- A point inserted on a curve is smooth. Symmetric neighbours become
  smooth, because the split shortens one of their handles.
- Alt-click still toggles between straight and symmetric.

Found on the way: the old Alt rounding took the point at the other
end of an open line as a neighbour, so its handles came out skewed.
Fixed and held by a unit test.

Existing points with handles now count as corner. Before, every drag
mirrored. No pixel changes, only the next drag behaves differently.

Tests:
- ./check.sh: 129 files, 1917 tests, exit 0 (before 1903)
- GM_STEPS=47, freshly seeded: ALL PASSED, 39 checks (before 32)
- Check sum 1195 in README and wiki is computed (1188 + 7), CI
  measures it
- Counter-checks: pen without 'symmetric' fails 3 checks, no smooth
  branch fails 1 unit test and 1 e2e check

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 06:51:35 +02:00
adminandClaude Opus 5 90627ccf47 Snap is a magnet button in every graph and vector art tab (#194)
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 7m33s
The snap toggle was a checkbox with the word "Snap" next to Fit, and
the vector art tab had its own "Grid" button for the same idea. Both
now share one square icon button, so snapping looks and works the
same wherever it exists.

- SnapToggle is a square toggle button with a magnet icon and no
  text. It lights up blue when snapping is on, like the other toggle
  buttons.
- The magnet is drawn with cubic curves instead of arcs, because the
  Pixi SVG parser draws arcs as jagged edges.
- The vector art tab drops its Grid button and uses the same
  SnapToggle. It still snaps to 8 px, the graph tabs to 24 px.
- SnapToggle accepts anything with setSnapping(on). The vector art
  canvas method is renamed from setSnap to setSnapping for that.
- Every tab exposes the button as __gm.<tab>.snapButton(). Modules
  06, 26 and 36 click through that hook instead of the label "Snap"
  plus 30 px.

Tests:
- ./check.sh: 129 files, 1903 tests (was 128 / 1897)
- 3 new tests in tests/editor/snap-toggle.test.ts, 3 in the icon tests
- GM_STEPS=1-6,26,36,47 fresh: ALL PASSED, 346 checks
- GM_STEPS=47: ALL PASSED, 32 checks (was 29)
- Counter-checks: toggle not switching its target fails 2 unit
  tests, the canvas ignoring the switch fails module 47
- Check total 1188 in README and wiki is computed (1184 + 4), the
  full run is left to CI

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 06:25:56 +02:00
adminandClaude Opus 5 ad62a0f525 A vector art asset can be made and used without touching the model (#129)
game-maker / gate (push) Successful in 2m9s
game-maker / suite (push) Successful in 7m24s
Stage 5 closes the loop that the earlier stages left open: every check so
far put the shapes into the project with mutate, because the tab that
draws them came later. Block 47f now walks the path a user walks - the +
menu, the asset panel, the tab, the picture picker - so a regression in
any of those four doors is caught by the suite instead of by you.

- The + menu offers "Vector art" among the types that only live in the
  library, and the entry makes an asset that is selected and stands in
  the panel under its own heading.
- A double-click on the row opens the Vector art tab on that asset,
  which is what stage 3 built and no check measured until now.
- The Texture row of a sprite offers the drawing by name, sorted among
  the other pictures, and picking it there makes the sprite wear it -
  measured at the pixel in the scene, not at the row.

One finding: the picker listed three entries where I expected more, and
the reason is sound - a fresh fixture holds one texture and the drawing,
"None" being the third. The check names all three instead of counting,
so a lost entry says which one it lost.

Tests:
  ./check.sh                       128 files, 1897 tests, exit 0
  node tools/e2e.mjs (all modules) ALL PASSED - 1184 checks (was 1179)
  GM_STEPS=47 (fresh seed)         ALL PASSED - 29 checks (was 24)
  Counter-checks: both hold - no generator registered fails the picker
  check, and opening the tab without the asset fails the double-click
  check.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 05:42:07 +02:00
adminandClaude Opus 5 78595ec80f A selected vector shape has its own inspector rows (#129)
game-maker / gate (push) Successful in 2m12s
game-maker / suite (push) Successful in 7m45s
Stage 4 of #129. Until now the inspector showed the rows of the asset
when a shape was selected, so there was no way to give a shape a colour,
an outline or a place in the drawing order without editing the project
file. The rows for a shape now sit where every other selection puts its
rows.

- SHAPES lists every shape of the asset, topmost row drawn last, the
  same way a layer list reads. Selecting the asset itself shows the same
  list below its own rows, with no shape selected.
- Each row paints its shape with the commands the rasterizer uses
  (shapeDrawing plus paintDrawing) into a 22 px swatch, the whole canvas
  scaled in, so the row also says where on the canvas the shape sits.
- The four order buttons from the issue (forward, to front, backward, to
  back) sit in two rows of two, and a row can be dragged to another
  place with a marker line. They are disabled when there is nothing to
  move.
- VECTOR SHAPE carries name, fill, opacity and an outline checkbox, the
  checkbox adding and removing the stroke instead of hiding it; line
  colour and width appear with it. A dragged colour slider is one undo
  step, the style rows going through previewingHandlers like every other
  row.
- A line width of 0 is no stroke, which the command rejects, so the row
  clamps at 0.1.

Findings:

- locate('Outline') aims beside the control, because it gives the centre
  of the label text and a wider label pushes a fixed offset out of the
  field. __gm.inspectorField(label) knows the centre of the control.
- A click into a text field sets the cursor and selects nothing, so a
  typed hex landed appended to the old one and parseHex returned null
  without anything failing - typeText only checks that the text is
  contained. A Ctrl+A goes first now.
- Four buttons side by side cut "Backward" to "Backw...", which only the
  screenshot showed. Two rows of two now, as in the tilemap panel.

Tests: ./check.sh 128 files, 1897 tests (was 127/1883). Full e2e suite
locally instead of only CI because the change sits in the inspector and
touches every selection: ALL PASSED - 1179 checks (was 1172), module 47
at 24 checks (was 17). Three counter-checks hold: not reversing the list
fails 1 unit test and 2 e2e checks, dropping the gap correction when
dropping a row fails 2 unit tests and the drag check, and a constant
signature kills module 47 because the outline rows never appear.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 22:29:40 +02:00
admin 3d7ad65f34 Vector art has a tab to draw in, which is stage 3 of #129
game-maker / gate (push) Canceled after 37s
game-maker / suite (push) Canceled after 37s
Stages 1 and 2 gave the asset a model and a picture, but the only way
to put a shape into it was a test calling mutate.  The tab closes that
gap: what you draw there is what the sprite in the scene carries, with
no extra step, because the fingerprint changes and the picture registry
of #185 redraws.

- The tab has a header with Select, Pen, Grid and Fit, a chequerboard
  behind the canvas and the canvas itself as a frame.  It paints with
  the same commands as the rasterizer, paintDrawing being exported
  from viewport/vectorArtPicture.ts for it, so the tab cannot drift
  away from the picture.
- Pen sets points on a click and pulls the handles out on a drag, both
  of them mirrored; a click on the first point closes the ring and Esc
  ends an open line.
- Select drags a point, a handle or a whole shape, a click on an edge
  puts a point there, a double click takes one away, and Alt turns a
  corner round and back.  Delete removes the selected shape.
- The rules grew inside polygonEdit.ts instead of a second module, as
  the plan says, so a collider polygon and a frame outline get the
  same behaviour where it applies.
- A point on a curved edge splits the curve by de Casteljau instead of
  cutting it: both halves together draw exactly what was there before.
- A curved edge is walked instead of measured over its chord, or a
  click on the bow of a curve would grab nothing; the same walk carries
  the test for the inside of a ring.
- One gesture is one undo step.  The preview writes the model directly
  and the old state is put back on release before the command runs,
  which is the pattern the frame outlines of #141 already use.
- state.ts gained a selection kind "shape".  The inspector shows the
  rows of the asset for it, the shape list with colour, opacity and
  stroke being stage 4.

One counter-check was no counter-check: disabling the pen's closing
tolerance by multiplying it with 0 left the run green, and rightly so,
because the closing click lands on exactly the screen coordinate point
0 came from, so the distance is 0 and <= 0 is true.  Only an
unsatisfiable condition really switched it off, and then 2 checks fail.
A second trap on the way: a false && in front of the guard breaks the
TS narrowing, npm run build bails out, and two runs went against the
old bundle.

Tests: check.sh 127 files, 1878 tests, EXIT 0 (was 126 / 1860).
Full e2e suite ALL PASSED - 1172 checks, module 47 alone 17 (was 10).
18 new unit tests in tests/editor/ring-edit.test.ts and 7 new e2e
checks in blocks 47c and 47d.  Two counter-checks hold: no de
Casteljau fails 1 unit test, measuring a curve over its chord fails
another.  Originals checked back with cmp and rebuilt.
2026-09-20 21:34:14 +02:00
adminandClaude Opus 5 6371576d37 A vector art asset is a picture now, which is stage 2 of #129 and the first stage that shows something in the browser: the asset sits in the picture picker, a sprite carries it in its Texture row and what the sprite shows has been rasterized from the shapes, the generator of #185 being registered for the type vectorart - installVectorArtPictures(app.renderer) hooks the source (core) and the generator (viewport) in once per page from App.ts, by a call and not by a module side effect, so a test may install it or leave it out; the rule lives in core and the painting in viewport - the new core/model/vectorPath.ts turns a shape into plain drawing commands (move/line/curve/close), closed rings being filled while all rings are stroked, a segment staying a line as long as neither of its ends carries a handle - a single handle is enough for a curve, the missing control point sitting on its own end, so a corner may stand next to a round side - and the way back to the first point is only drawn when it is curved, close doing it otherwise; holes go through one door only, Pixi recognising them from a GraphicsPath with checkForHoles, which tests containment rather than even-odd depth, which is enough for a ring inside a ring while without the flag the inner ring simply paints over the outer one (measured, see the counter-checks); the oversampling is the 2x from the plan - RenderTexture.create({resolution: 2}) puts 512 px on the GPU for a 256 canvas while texture.width stays the canvas size, which is the measure the sprite hangs on, and the render texture is the clip itself, so what juts out over the canvas is not in it and needs no mask; drawn pictures get the same sampler state as uploaded ones, setPictureFactory wrapping the factory for it, mirroring keep(); two measuring traps cost me runs - __gm.objectRect(id) gives the centre of the object and not its corner, so the first pass read four pixels next to the sprite and reported background while the rasterizer was correct, and the grid lines of the scene cross exactly in the centre point, so the hole check read #363940 and failed for the right reason, measuring beside it now; renderer.render() runs inside the picture request, which is safe here because every caller asks during its own widget redraw and the frame is drawn on the ticker afterwards, a nested render inside a running render pass would not be - that warning stands in the module head and in the notes; new module 47 with 8 own checks in its own lane (the picture on the GPU at double resolution measuring the canvas, the sprite showing the fill, the inner ring being a hole with the scene shining through, the later shape on top, the stroke running along the ring, a changed drawing getting a new key with the old one freed, and the sprite showing the new colour), the shapes being put into the model by mutate because the tab that draws them is stage 3, and 21 new unit tests in tests/core/vector-path.test.ts; three counter-checks hold: oversampling back to 1 fails the GPU check, checkForHoles off fails the hole check, and not drawing the curved way back fails a unit test; the full suite ran locally instead of only in CI because the change sits in TextureLibrary and touches every picture: ALL PASSED - 1165 checks, measured and carried into README and the wiki (#129)
game-maker / gate (push) Successful in 2m9s
game-maker / suite (push) Successful in 7m26s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 20:51:54 +02:00
adminandClaude Opus 5 ffdf0a8ddb The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
game-maker / gate (push) Successful in 2m4s
game-maker / suite (push) Successful in 7m26s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 18:54:12 +02:00
adminandClaude Opus 5 0fdde6cb1e The Raycast node filters by collision layers: the node gained a "Layers" setting, a tickbox per collision layer of the project - the same field kind the collider uses for "Collides with" - and the ray only hits what sits on a ticked layer, tilemaps counting as colliders; the default is every layer, and a graph without the param answers exactly as before, which is its own unit test; the check is one-sided on purpose, unlike the symmetric rule of #152: a ray is not a collider, so it never reads the collidesWith of the thing it hits - a collider that meets nothing is still seen by a ray - because who a ray may look at is the ray's business, and a unit test holds that case; the filter sits in Solids.raycast in front of the intersection test, which is the one path the editor run and Play both take, so every unit test runs through describe.each against both systems; NodeView did not know the field kinds layer/layers, so the node would have read "Layers: 65533" - it now shows the name of the layer, or "All layers"; 5 new e2e checks in the new block 43d (a shield on its own layer between the caster and the floor stops the ray, the "Layers" row on the node, the tickbox menu with the project's layers, the ray reaching 280 instead of 145 units once the shield's layer is unticked, and the mask read as a name) and 6 new unit tests, three against each system; two counter-checks hold: disarming the filter line drops 6 unit tests and the unticking check in module 43, and switching the formatting off makes the node check fail with the raw bits; two findings from measuring came out of it and stand in the wiki and the notes - __gm.rays() only measures while the Scene tab is in front, so a node selection blinds it and the block measures through a Log node on distance instead, and a running behavior instance keeps the graph it started with, so the editor run casts with the old mask until the instance is built anew (#158)
game-maker / gate (push) Successful in 2m7s
game-maker / suite (push) Successful in 7m22s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 18:15:35 +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 da35f10d1a The undo and redo arrows read as arrows now, and the run buttons sit on the middle of the window: the first pair was a three-quarter circle with a triangle at the end of the arc, which at 16 units puts the head exactly where the arc already is - the two melt into one another and the icon reads as a comma, which is what the screenshot showed - so both are drawn as a flat head standing free beside its tail, a triangle pointing left with a tail curving away to the right and down (redo mirrored), and they were checked in the real build, not only in an SVG renderer, because ImageMagick draws these paths a good deal more kindly than Pixi does; the play/pause pair was off centre because the row has three flexible children - the two spacers around it and the notice label, which is flexible since #177 so that the bar does not overflow at 1280 px - and each takes a third of what is left, so Toolbar.layout() now moves the pair onto the middle of the bar after super.layout(), clamped between the redo edge and the start of the notice so that a narrow window pushes the pair back instead of laying two captions on top of each other; one new e2e check in 46a measures that middle against innerWidth/2 (1148 checks), and the README gained the screenshot of the editor
game-maker / gate (push) Successful in 2m6s
game-maker / suite (push) Successful in 7m18s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 16:51:34 +02:00
adminandClaude Opus 5 60d0146bde The topbar is icons only: the leading Project dropdown, the Scene picker and the labelled Play/Pause buttons are gone and in their place stand five icon buttons - menu, undo, redo on the left, play and pause in the middle - while Notice, the save state, fps and the Account menu keep the right side; the Play button swaps its icon for a stop square while the project runs and Pause swaps for a second play sign while it is held (Button.setIcon()), and iconSpace() drops the gap between icon and label when a button has no label, which is what kept a 24 px icon button 3 px off its own centre; the menu carries New project, Open project..., a separator and Project settings..., where the picker (src/editor/OpenProjectDialog.ts) preselects the open project and marks it "open", opens on a double click and puts Delete on the left of Cancel and Open - it closes itself before it asks whether to delete, because two modals on top of each other would have left the question standing over a list it no longer speaks about - and the settings dialog (src/editor/ProjectSettingsDialog.ts) holds the name, the "Play starts" switch (Start scene / Active scene, a preference of this browser and so no command) and the collision layers from #152, which retires CollisionLayersDialog.ts and the "Collision layers..." entry; what Apply actually writes is the pure function settingsChanges(), so renaming and the layers are each their own undo step and each drop out when nothing differs; the Scene dropdown falls away without replacement, the active scene is switched by double clicking it in the Assets panel, which is the way that was there anyway; new module 46 runs last with 9 checks (no label left in the bar, the run buttons in edit mode, the four menu entries, the picker with the open project preselected, Cancel leaving the project standing, the settings dialog on the state of the project, renaming with undo and redo through the icon buttons) and it neither opens nor deletes a project, because that would pull the project out from under every earlier module; modules 8, 18 and 35 and the harness follow the new bar, 6 unit tests cover settingsChanges and 3 the icons (#183)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 16:34:14 +02:00