- `Texture` and `Color` can be picked as a variable kind, a struct field
kind and a declared port kind; a new `Texture` node hands a picture id
into the graph. Declared, a texture is its bare id – the `$texture` tag
stays a list-only thing.
- The `String` node is labelled "Text" like its kind; the type id stays.
- Whole-number inputs (`Item at`, `Set item`, `Sub list`, `Fill`,
`Repeat`, `Substring`, `To text`) show no decimals (`int()` in shared.ts).
- All server projects are reseeded, so `legacyNodes.ts`,
`migrateDeclaredLists` and the `ownerId` fallback go, with their tests.
- Note `reseed-because-of-list` moved to done/; new note `refactor-types`.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
A single node now lists any number of variables. Every entry is an output
that reads the current value whenever it is pulled; an entry switched to
Set is also an input and is written when the flow arrives. Exec pins only
exist while at least one entry writes, and all inputs are read before any
write, so one node can swap two variables.
Get/Set variable, Get/Set variables and Variable are gone. Old project
files are converted on load: each old node becomes a Variables node with
the same variables, edges and typed values.
A written port without a typed value now shows the zero of its kind on
the node body, matching what the inspector shows and what the run writes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A chevron in front of the title toggles it without touching the selection,
and right-click offers Collapse node / Expand node for the whole selection
as one undo step. A collapsed node draws its title bar alone; every link of
one side meets at a single point on it, and hidden links there share one
mark per side, since per-port marks would stack on the same pixels. It has
no ports to grab, so a link dropped on it connects nothing.
Like hiding a link this is drawing only: collapsed is saved on the node and
an expanded node leaves no trace in the project file.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
PropertyValue was number | string | boolean | list. A struct joins it, which
costs two things the typechecker found rather than I did.
An object on a data edge used to mean a live entity, so asEntity would have
taken a struct for one and asString would have read .name off it. EntityHandle
now carries a symbol brand – a symbol so no field name can impersonate it, and
it never serializes, which suits a thing that exists only while the game runs.
It is built in exactly one place.
String(value) would have written a struct as [object Object] at 39 call sites.
They go through textOf(), which is identical for primitives.
normalizeGraph dropped everything but primitives from node params, so the List
node lost its value on every save ([3,1,4] round-tripped to undefined).
Variables were spared: they have a schema, params have none.
A link can be folded away from the canvas: instead of a curve running clear
across the graph, each end grows a short stub with a mark naming the node at
the far side. The curve comes back while either of its two nodes is selected,
so following a connection is a click rather than a search, and a link carrying
a live pulse is always drawn so the trace keeps its thread.
Marks are collected per port, not per link, because several hidden links on one
port used to stack stubs, dots and labels on identical pixels. A bundle reads
"Move +1" and its dot selects every node the port feeds, as one undo step.
The whole thing is one optional flag on the edge; the interpreter never sees it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A variable could only be a number, a text or a yes/no, so every set of values had
to be smuggled through a string - which is where Tetris got its unreadable
"03066326048763714" colours from. A list is now a value of its own, with an item
kind (number, text, yes/no, colour) that decides how the inspector reads the one
comma-separated line it is typed as, and eight nodes to work with: List, Fill,
Count, Item at, Set item, Sub list, Join lists, Index of.
Two traps came with it. An array is typeof 'object', so every place that told a
value from an entity had to learn the difference, or a list would have been
passed around as a game object. And a value was compared by identity in three
places - with lists that marks everything as an overridden property after each
reload, so those comparisons now compare contents.
There is no list of objects: a list is written to the project file and an object
is a live handle that no reload survives. A set of objects stays a list of names.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A behavior that has a Start and an End node can now be dropped into any
other graph as a node of its own. What is declared on the start node
becomes the inputs of that node, what hangs on the end node its outputs;
the port list is derived from the sub graph, not copied, so declaring a
port in one graph grows the node in the other without touching it. The
node carries the behavior's name and the palette lists behaviors by
name, so a call is one grab instead of a node plus a dropdown.
An embedded behavior has no object and therefore no place for
variables: every call starts on the asset defaults and communicates
only through its ports. That is the conservative direction - state can
still be added later, and shared state already has a home in a behavior
object in the scene. Node ids are unique per graph only, so each call
gets its own pulse cache; without that, two graphs would collide.
Renaming a port used to silently drop the value typed on the calling
node. It is carried along now, project wide, like the edges.
Remove comments that only restate the code, keeping the section banners
and the notes that carry a reason, a measured fact or an external
contract.
ButtonOptions.width claimed to be a fixed width but only set minWidth,
so the Graph and Texture pickers grew with the name they showed. It is
now what it promises, with a separate minWidth for the buttons that have
two forms. Narrow buttons shrink their padding, otherwise a 24px icon
button had 8px left for its glyph and truncate dropped it entirely.
__gm.labelsDropped() guards that class: the overflow guard only saw text
that was too wide, never a label truncated to nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>