Commit Graph
3 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 a18966bfe5 Show the current editor in the README screenshot
The picture from 808e1ee was 3840x2160. The new one is back at
1825x1140 and shows the asset list as it is today, with joints,
shader functions and structs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 18:50:40 +02:00
adminandClaude Opus 5.5 808e1eefc2 Clean up duplicates and dead code, and fix the + menu check (#85)
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 15m29s
Refactoring round 9 covers everything since round 8 (14972d0): 62
commits with about 29 000 new lines in src, api, tools and tests.
Behaviour is unchanged. The one fix is in a check: e2e 04 counted 25
asset types, and the shader function from #303 makes 26, so the run
of a526e1b failed there.

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

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

Dead code:

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

Comments and docs:

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:38:39 +02:00
adminandClaude Opus 5 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