The context menu of the timeline is where the other row and key
actions live. A separate button in the inspector was easy to miss and
sat apart from them.
- The timeline menu gets "Delete row" as a danger entry after a
separator. It deletes the row under the pointer, whether the click
hits the row header or a cell. Below the last row or on the ruler
it is disabled.
- A right-click on a row header now also selects that row, like a
right-click on a key selects the key. A right-click in an empty
cell keeps the selection so chosen keys stay available for Copy.
- The "Delete row" button in the "Timeline row" inspector is gone.
"Delete keys" for a multi-key selection stays.
Tests:
- ./check.sh: 172 files, 2498 tests, CHECK EXIT 0
- e2e 25: ALL PASSED, 30 checks. New check in 25g deletes a row via
a real right-click and restores it with all three keys via Undo.
- No counter-probe. No check covers the right-click into a cell.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A key could only ease quadratically, which makes quick moves like a
sword swing feel soft. Animators know the Penner curves from CSS,
GSAP and Unity, so a key now offers all of them.
- Ten curves (Sine, Quad, Cubic, Quart, Quint, Expo, Circ, Back,
Elastic, Bounce), each in, out and in-out, next to Linear and Step.
- The inspector shows two fields instead of one long list: Easing,
and Direction only when a curve is picked. Switching the curve
keeps the direction. Coming from Linear or Step starts at in-out.
- Old projects keep working. ease-in/out/in-out now read as Quad and
are still saved under that name. New curves save as cubic-out,
back-in-out and so on.
- Back and Elastic overshoot on purpose. A number property with min
or max is clamped in play and preview, so a Back in from scale 0
does not flip the sprite. trackWriteAt now takes the property
definition, and animatedKind* is renamed to animatedDef*.
- The timeline marker still shows only the direction.
- In-out is built for every curve from its in-curve and its mirror.
easings.net uses own constants for Back and Elastic in-out, so our
Back in-out winds up about 5 % instead of 10 %.
Tests:
- ./check.sh: 165 files, 2413 tests, CHECK EXIT 0.
- 12 new unit tests in tests/core/easing-curves.test.ts: round trip
of all 30 values, start/end/midpoint of every curve, reference
values, only Back and Elastic leave 0..1, clamping in play and
preview, unknown values are rejected.
- e2e 25: ALL PASSED, 28 checks. New 25b-ii (3 checks) clicks both
fields and undoes the four choices. Check sum 1393 -> 1396.
- Counter-checks, each fails its test: no clamping (2), Quad saved
as quad-* (2), mirrored in-out wrong (2), curve lookup with `in`
instead of Object.hasOwn (1), no Direction field (e2e 25).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
The Animation tab shows the root asset over the timeline, with every row's value at the
playhead written onto a copy of it – the sprite, text or container placed at the origin as a
scene would place it, a scene as itself. Rows reach the root through that placed object and its
children through the object's instance edits, the route a placed container's content takes,
so the ids match what the runtime gives them. The runtime player and the preview evaluate a row
through one function (trackWriteAt), relative rows included; past the end of a once-reset pass
the preview shows the starting values, as the player would. Play, pause and the ruler drive the
preview through the timeline's playhead; a drag pans, the wheel zooms, Centre frames it. The
document is never touched and undo never hears of scrubbing.
On animation finished no longer describes itself as hearing "a sprite of the owner".
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Part (a) of the animation rework: model, commands, saving, runtime and nodes.
- AnimationAsset holds a root (sprite, text, container or scene) and rows; a row keys one
property of the root or of an object inside it, keys sit on whole frames.
- The last key decides the length (its frame counts as a frame of its own). The playhead runs
between frames, so numbers and colors blend every tick even at 10 fps; everything else holds.
- Playback gains `once-reset`, which puts back what was there before the start. A row can be
relative, adding to where its target stood.
- Play / Pause / Stop animation act on an object; each instance plays on its own, the later
start wins on a shared property, and a behavior writing the same property still writes last.
- A sprite no longer wears an animation through `texture`. "Create animation from texture"
builds a sprite plus a texture row keyed frame by frame instead.
- The Animation tab shows a placeholder until the timeline editor (part b) lands.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The renderer is taken off the ticker; the ticker itself keeps running, so
the clock, a live world and the panels still get their step. Drawing now
happens inside a 200 ms trailing window that every pointer, wheel and key
event, every Widget.invalidate/resize, every Stack.relayout, every
EditorState.emit and both library onChange hooks reopen. The window rather
than a single frame is what makes the ~70 direct redraw() calls that never
pass through invalidate() safe, along with repaints an event only starts:
a microtask, a texture upload, a resolved font.
Editor.movesByItself() keeps asking for every frame while Play or an editor
run is on, a time shader is on screen, or the particle or animation preview
is showing.
The FPS counter now counts drawn frames over the time the renderer was
awake. Idle seconds are not slow seconds, so it answers "how smooth while
it moves" and holds its last answer instead of falling to 0 at rest.
Measured on the built stand, 20 s per variant, CPU of all chromium
processes from /proc: kept awake 75.5 % of a core at 60 fps, render on
change 8.8 % with 0 frames drawn, awake again 83.9 % as an order probe.
No colour check can see a missing repaint: pixelAt extracts from the stage
on demand and is just as green on a screen frozen a minute ago. Step 33
watches the new __gm.renderStats() counter instead.
A sprite's picture is now a Mesh (unit quad, sibling of its Graphics node, which keeps
only the hit area); a worn shader replaces Pixi's fragment in that draw, so there is no
intermediate texture and no extra render pass. Measured on the HD 630: 400 shaded
sprites hold 60 fps (was 34), 800 hold 56 (was 20).
Two Pixi facts the code leans on: a mesh's texture is bound only for Pixi's own shader,
so GraphShader.wear hands it over; and MeshPipe caches whether a mesh batches and
re-checks it only in a frame without structure changes, so switching a shader on or
off calls mesh.unload().
The console panel mirrors console.group/groupCollapsed/groupEnd and fills the %s %d
%o %c directives, so Pixi's deprecation warning shows its head, not only its stack.
E2E 12 guards against the addChild-on-Graphics warning, 28 counts shaders instead of
filters.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
A frame drawn straight from the sheet showed a hairline of the neighbouring
cell along any edge that fell inside a screen pixel: with antialias on, a
partly covered pixel is still evaluated at its centre, past the edge. On top
of that Pixi rewrites a Graphics fill texture from clamp-to-edge to repeat at
draw time (generateTextureFillMatrix.mjs), so the top row of a sheet read its
bottom row.
TextureLibrary.get(ref) now cuts the rectangle out of the loaded sheet with an
OffscreenCanvas on first use and uploads the cut (key file|x,y,w,h, kept for
the session). Address mode is mirror-repeat: Pixi only rewrites clamp-to-edge,
and within a texel of the border mirror behaves like clamp, for linear as well
as nearest. Loaded sheets get it too, since whole pictures wrapped at their own
borders the same way. viewport/textureFill.ts and its test are gone.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
An animation asset is a list of pictures (whole textures or frames) with
frames per second and Loop/Once/Ping-pong playback. A sprite wears it
through its texture property, so the picker, instance overrides and the
Properties node work unchanged; there is no dedicated play node.
A different animation starts from its first frame, the same one set again
runs on, so a graph may choose Run or Idle every frame. The clock lives on
the entity, not in props, which the world writes back as overrides. The
AnimationSystem ticks before behaviors, and On animation finished fires
once when a Once animation reaches its end.
The Animation tab plays a preview above a frame strip: reorder by dragging,
Delete, duplicate, + Frames, pause/resume, and wheel zoom about the pointer
with pan and Fit. Scene and Container tabs show the first frame; edit mode
has no clock. Right-clicking a texture creates an animation from its frames.
Button now measures its label with the bold font it draws in, which cut
the Animation tab and red dialog buttons short.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>