Commit Graph
86 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 94c1055895 Throttle what the editor shows while a game runs (#265)
game-maker / gate (push) Successful in 3m40s
game-maker / suite (push) Failing after 11m9s
With the behaviors fixed, the scene Performance test still ran at
about 23 fps with 500 entities. The rest of the frame went to the
editor: every spawn or destroy rebuilt the hierarchy with all its
rows, redrew the scene view behind the game tab and refreshed every
panel. The game itself is cheap. What the panels show of it now
follows a preset in the project settings.

- New section While playing in the project settings with three
  presets: Live, Balanced and Minimal. Every project reads as
  Balanced, including those saved before the setting existed.
- Live keeps today's behavior. Balanced brings hierarchy and panel
  values up to date 4 times a second and stops redrawing the hidden
  scene view. Minimal updates hierarchy and values only on pause and
  throttles the graph tabs as well.
- The graph and state machine tabs stay live under Balanced. At 4
  updates a second the beads on exec edges stutter, and the tabs
  draw only while on screen. This differs from the issue proposal.
- The game itself is never throttled. Pause, step and stop bring
  every panel up to date at once, and a change of structure that
  falls between two updates is kept for the next one.
- The rule lives in editor/playThrottle.ts as panelPolicy and
  PanelClock. PlaySession asks it after every frame.
- Objects spawned at the top level go into a hierarchy group named
  after their asset, so hundreds of gold pieces fold into one row.
  Groups start folded.

Measured on a throwaway copy of Performance test, 3 s each, fps:

- About 500 entities: Live 38.6, Balanced 56, Minimal 60.6.
- About 315 entities: Live 56.9, Balanced 60.5, Minimal 60.6.
- p95 frame time at 500 entities: 60 ms, 41 ms and 23 ms.

Tests:

- ./check.sh: 193 files, 2799 tests, CHECK EXIT 0.
- GM_STEPS=1,18,59: ALL PASSED, 54 checks.
- Full e2e run (local): ALL PASSED, 1562 checks.
- tests/editor/play-throttle.test.ts: presets, update rates, kept
  structure changes, flush, spawn group and loading old projects.
- New e2e module 59: preset chosen with the mouse, measured update
  rates, scene view behind the game tab, Minimal with pause.
- Module 03 now expects spawned objects in their group row after the
  next update.
- Counter-checks: 4 in unit tests and 2 in the browser, each failing
  as expected.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 11:53:04 +02:00
adminandClaude Opus 5.5 a7e793f6de Keep many spawned behaviors from eating the frame
A scene with 200 spawned gold pickups, each with a Pickup behavior of
97 nodes, dropped the game to about 14 fps. The graphs themselves ran
only a dozen nodes per pickup and frame. The cost was the lookup: for
every data input the interpreter searched all edges and all nodes of
the graph linearly and computed the port shape of the node again.

- New module core/graph/graphIndex.ts builds tables once per graph:
  nodes by id, edges by node and port, node types. Port shapes are
  cached as well.
- BehaviorSystem shares one cache between all its instances and
  clears it in syncFromModel. A graph changed during a run applies
  from the next frame on, as before.
- An interpreter without a cache, as in most tests, searches as
  before.

Measured on the scene Performance test (headless per frame, browser
fps on a throwaway copy of the project):

- Headless: about 21 ms down to about 3.6 ms per frame.
- Browser, about 505 entities: 13.6 fps up to 23 fps.
- Browser, about 320 entities: 32.3 fps up to 48 fps.
- After the fix behaviors take about 15 % of the browser profile.
  The rest is the editor mirroring the game into the model and
  rebuilding its panels, which is a separate change.

Tests:

- ./check.sh: 192 files, 2786 tests, CHECK EXIT 0.
- Full e2e run (local): ALL PASSED, 1551 checks.
- tests/core/graph-index.test.ts: 2 tests. The tables return the
  same as the search, in the same edge order. A graph changed during
  a run applies from the next frame.
- Counter-check: without clearing the cache in syncFromModel the
  second test fails with ['before'].

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 10:36:10 +02:00
adminandClaude Opus 5.5 5fbc6eb088 Set the order in which event nodes run across behaviors (#264)
game-maker / gate (push) Successful in 3m42s
game-maker / suite (push) Failing after 11m7s
Which of two events ran first depended on hidden lists: the order of
the behavior instances and the order in which nodes were created. A
graph had no way to say that one On update must run before another,
and an On update of one behavior could run before a key event of
another.

- A frame now runs event kind by event kind over all behaviors: On
  disable and On enable, key down, key up, key held, timer, collision
  enter, stay and exit, animation finished, click, mouse wheel and at
  last On update.
- All 17 event nodes have a field Order, a whole number, default 0,
  negative allowed. Within one kind a lower Order runs earlier, no
  matter which behavior holds the node.
- On a tie the current hierarchy decides from top to bottom, then the
  order in which the nodes were created. The old rule that a behavior
  enabled later goes to the end is gone.
- The node shows Order: 5 only when the value is not 0, so existing
  graphs look the same.
- The rule lives as pure functions in core/graph/eventOrder.ts. The
  interpreter can now fire a single event node.

Changes in existing projects:

- An object destroyed in a frame gets no further event in that frame.
  On disable and On destroy still come at the end of the frame.
- New instances get all their On start first, then all On enable.
  Teardown runs all On disable first, then all On destroy.
- State events follow right after the event kind that caused them.
- Four unit tests had fixed the old order and are adjusted:
  two in behavior-events, one in physics-system, one in key-repeat.

Tests:

- ./check.sh: 191 files, 2784 tests, CHECK EXIT 0.
- GM_STEPS=1-6: ALL PASSED, 280 checks.
- Full e2e run (local): ALL PASSED, 1551 checks, measured.
- tests/core/event-order.test.ts: 11 tests for the rule, the field on
  all 17 nodes, order across behaviors, key before update, two nodes
  in one graph, On start, hierarchy after late enable and reorder at
  runtime, state events, save and load.
- e2e 6z-viii, 2 checks with real mouse and keyboard: Order -1 set in
  the inspector shows on the node, and a run logs B, A although B is
  lower in the hierarchy.
- Counter-checks: 5 in unit tests and 1 in the browser, all fail as
  expected. The originals were restored and checked with cmp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 09:21:31 +02:00
adminandClaude Opus 5.5 0c41cb97b1 Clip the children of an object to a clip area (#260)
game-maker / gate (push) Successful in 3m43s
game-maker / suite (push) Failing after 11m7s
An inventory grid could not scroll, because nothing could cut a child
off at an edge. A game also had no way to hear the mouse wheel. Both
are needed for a scrolling list, a dialog text or a window with more
content than room.

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

Limits:

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

Tests:

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 07:08:00 +02:00
adminandClaude Opus 5.5 4e6aeb5f72 Query objects in bulk and filter, count or test a list (#259)
game-maker / gate (push) Successful in 3m36s
game-maker / suite (push) Failing after 10m6s
The object queries only ever returned one object: Object by name,
Child by name and Find all stop at the first hit. Getting every coin,
every child or every item that passes a test needed a For each with
its own bookkeeping. These nodes return the whole set as a list of
Object, so For each and Find can use item straight away.

- Objects by name returns every scene object with that name in scene
  order.
- Children by name returns every match below object, nearer levels
  first, the same order as the singular node.
- Children returns the direct children, with recursive all of them
  level by level.
- Objects of asset returns every instance of an object asset or
  container by the same rule as Is asset, spawned ones included.
- All four take a snapshot. Destroyed objects are never in it,
  disabled ones are, as with the singular nodes.
- Find has a Mode setting: First, All, Any and Count. First is the
  default and hides the row, so existing graphs look the same.
- Match follows the mode of its paired Find: done with items and
  indices, done with any, or done with count. An unpaired Match shows
  First, since the pairing only comes from the wiring.
- First and Any stop at the first hit, All and Count walk the list.
- Changing the mode drops edges at outputs the Match no longer has,
  in one undo step. SetNodeParamCommand now cleans the whole graph,
  but only edges that were valid before the change.
- The palette entry "filter" adds a Find set to All with its Match.

Found on the way:

- After adding the filter entry, "find" + Enter picked Filter. The
  entry has node type Find, counted as an exact hit, and the tie went
  to the alphabet. The search now ranks by the entry id. e2e 6z-v
  caught it.

Tests:

- ./check.sh: 188 files, 2746 tests, CHECK EXIT 0.
- find-modes.test.ts with 11 tests, 11 catalog cases for the four
  nodes, the asset input guard now expects 3.
- e2e 6z-vii with 3 checks: filter from the palette, Count picked in
  the inspector drops the items edge, a run logs 2, 2, 2, 3, 4, "0, 2".
- GM_STEPS=1-6: all passed, 278 checks.
- Counter-checks fail as expected: every mode stopping early (2),
  Match ignoring the mode (6), cleanup on the own node only (1), no
  recursion (2), no inOrder (2), old ranking (1). In the browser a
  Match ignoring the mode fails both editor checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 15:43:03 +02:00
adminandClaude Opus 5.5 f84defb9b6 Pick an object of the same scene for an Object variable (#258)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 10m2s
An Object variable could only be set by a graph while the game runs.
A placed object always showed "(null)", although the other objects of
its scene are there to choose from and the runtime can already find
any object by its id. Now the placed object stores a reference to one
of them, and the running game turns it into the real object.

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

Found on the way:

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

Not done:

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

Tests:

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:35:17 +02:00
adminandClaude Opus 5.5 e8b3ac0a3b Keep behavior variables private to their own graph (#257)
game-maker / gate (push) Successful in 3m40s
game-maker / suite (push) Successful in 10m56s
A behavior often needs working state such as a timer or a counter.
Until now every variable showed up on each placed object and in the
Properties menu, so the inspector filled up with values nobody should
touch. A private variable works like any other inside its graph but
is not offered anywhere outside.

- Each behavior variable gets a lock switch next to Keep. It starts
  off, so existing projects stay as they are (`privateVariables`).
- A placed object shows no private variable, neither in the
  inspector nor while the game runs. If all are private, it says so.
- Switching a variable to private drops its overrides on every
  placed object in one undo step. Switching back does not restore
  them.
- A running game does not write a private value back as an
  override, and a project change during the run does not reset it.
- `+ Property` no longer offers private variables. A port that
  names one by hand still reads and writes it without a warning.
- The default value of a private variable is read-only in the asset
  inspector. Its shape (name, fields, type, delete) stays editable.
- Keep is now a pin icon instead of a word. With the lock added, the
  header of a list variable had no room left and the lock covered
  `+ Item`.

Not done: the animation track picker still offers private variables.

Tests: ./check.sh -> 186 files, 2711 tests, CHECK EXIT 0.
e2e 1,19,20,21,56 -> ALL PASSED, 119 checks. New module 56 has
7 checks with a real mouse. Counter-checks fail as expected: unit
without the write-back filter, the sync guard, dropping overrides or
loading the flag. Browser with all variables on the object, an
unfiltered menu, or no value lock.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:54:57 +02:00
adminandClaude Opus 5.5 b0d0868f55 Give a list one struct type so every item keeps its shape (#254)
game-maker / gate (push) Successful in 3m28s
game-maker / suite (push) Successful in 10m38s
A list of structs used to let every item carry its own fields. Adding
an item meant typing the same fields again, and nothing kept the items
in step with the struct asset from #253. A list can now name a struct
type for its items, and the asset keeps them in shape.

- A list variable and a list field get the row Items with Mixed, every
  struct asset and Make struct type. Make struct type collects every
  field any item has, so no item loses a field.
- A typed item carries its type under the key `$struct`
  (ITEM_TYPE_KEY). listItems does not count it as a field.
- A list that holds anything but structs refuses a type, also when
  the offending item sits in an override. The console names the list
  and the count, and the list stays as it was.
- In a typed list `+ Item` adds an item with the defaults, without the
  kind menu. Field names are locked, values stay editable.
- The rows of a typed item take their kind from the struct asset
  (declaredKind in InlineList.ts). An asset field shows the asset
  picker instead of a text field, as reported in the issue.
- A struct item in a mixed list gets its own Type row. Switching a
  list back to Mixed keeps the type on each item.
- syncStructTypes brings marked items into shape and carries renames
  into them, also inside overrides and nested lists. One undo step.
- The delete dialog of a struct asset also counts typed lists.
- The game never sees the key. World and sharedState strip it with
  withoutItemTypes and bagWithoutItemTypes, so a struct stays a
  plain object at runtime.
- Add item and Set item get the setting Type. With a type they only
  accept a struct with exactly its field names (fitsType in
  SetItem.ts). Anything else is left out and logged.
- The item indent from #252 is back to its old width, the narrow one
  squeezed the value fields.

Not done: writing a variable does not check the type, and the List
node offers no type.

Found on the way: a test helper in list-of-structs.test.ts called
nodes without params. It now passes the same arguments as the
interpreter.

Tests:
- ./check.sh: 183 files, 2679 tests, CHECK EXIT 0
- e2e GM_STEPS=1,21,22,32,54,55: ALL PASSED, 150 checks
- e2e GM_STEPS=1-6,21,22,32,54,55 before the follow-up: 404 checks
- New: tests/core/typed-lists.test.ts, e2e module 55 with 13 checks
- Counter-checks bite in unit and browser, originals restored by cmp

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 07:23:00 +02:00
adminandClaude Opus 5.5 393b8ec7f9 Build your own easing curve and use it on keys and Lerp (#247)
game-maker / gate (push) Successful in 3m44s
game-maker / suite (push) Successful in 10m25s
The built-in eases cover the usual shapes, but a game often wants its
own: a coin that bounces twice, a door that overshoots and settles.
A new asset type holds such a curve, and keys and the Lerp node can
pick it instead of a built-in ease.

- New asset type "curve": points like in Vector art, x is t and y is
  the value. A new curve is the straight line from (0, 0) to (1, 1).
- One pure evaluation in src/core/model/curve.ts serves the timeline
  preview, the running game and the Lerp node.
- The curve always has one value per t. The end points stay at t 0
  and 1, points cannot pass each other, and a handle that reaches past
  its neighbour is shortened along its direction. Loading a hand-edited
  file applies the same rules.
- Curve tab: click on the line to insert a point that keeps the shape,
  click on free space to put one there, drag points and handles,
  double-click or Delete removes, Alt-click toggles round and sharp.
  Every step is one undo step.
- Presets: all 30 built-in eases plus Linear, fitted with adaptive
  subdivision. Each stays within 0.4 % of the built-in ease.
- Preview: a dot runs along the curve once a second, a second dot
  shows only the value. The Preview button stops it.
- Animation keys get "Curve" under Easing with a curve picker. Lerp
  gets "Curve" under Ease, and its result may overshoot b.
- A missing or unpicked curve runs linear. The inspector says so, the
  node shows it as a problem, and deleting a used curve warns with the
  number of keys and Lerp nodes.

Tests:
- ./check.sh: 180 files, 2612 tests, CHECK EXIT 0
- GM_STEPS=1-6,25,53: ALL PASSED, 309 checks
- New e2e module 53 with 13 checks, all with the real mouse. Expected
  values come from its own Bezier evaluation.
- Counter-checks bite: without Bezier evaluation 4 unit tests fail,
  without handle clamping 2. In the browser, a key that cannot find its
  curve, a click that sets no point and a handle drag that moves the
  point all turn checks red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 15:58:05 +02:00
adminandClaude Opus 5.5 483c34bb5c Let Destroy keep the children and hand them back as a list
game-maker / gate (push) Successful in 3m15s
game-maker / suite (push) Successful in 9m41s
Destroying a container used to take everything below it along. Now
Destroy can remove just the object itself and pass its direct children
on, so a behavior can keep working with what was inside.

- New input keep children (bool, default off). When on, only the
  object goes. Its direct children move up to the object's parent, or
  to the top level if there is none. Grandchildren stay where they are.
- New output children (object list) with the direct children that were
  kept. It is empty when keep children is off.
- The children keep their place on screen. carriedTransform folds the
  destroyed object's position, rotation and scale into their own, the
  same as reparenting in the editor.
- Behaviors and the rigidbody of the object are always destroyed with
  it and are not in the list. Moved up they would steer or simulate
  the parent.
- World remembers which children it reparented, and syncToModel writes
  their new parent into the scene. A reload of the model keeps it.
- Limit, read from the code only: in the editor run the contents of a
  placed container are not baked. Moved children there last for the
  run only.

Tests:
- ./check.sh: 170 files, 2478 tests, CHECK EXIT 0
- e2e 34 (the module with a Destroy node): ALL PASSED, 21 checks
- world-sync: world matrix of child and grandchild unchanged under a
  rotated and scaled parent, parent survives syncFromModel, top level
  case, already destroyed object gives []
- destroy-keep-children: real graph Destroy(Owner) -> Log(children)
  logs Lid, Label without the grandchild Nail
- 3 counter-probes, all caught: no world transform (1 test fails), no
  parent in the scene (1), behaviors and rigidbody moved up (2)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 21:45:27 +02:00
adminandClaude Opus 5.5 7979b8ff19 Let structs and lists hold objects across behavior runs (#238)
game-maker / gate (push) Successful in 3m28s
game-maker / suite (push) Successful in 10m14s
An object could only live in a dedicated object variable, kept in slots
beside the variable bag. Struct fields and list items could not hold
one, so a spawned object packed into a struct or list was lost. This
replaces the slots with one mechanism for all three places.

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 19:36:49 +02:00
adminandClaude Opus 5.5 147f8ffbea Let animation keys ease with Sine to Bounce in, out or in-out
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>
2026-09-25 22:02:23 +02:00
adminandClaude Opus 5.5 03e7a78c3d Keep a tilemap with outlined solids at 60 fps in scene and play
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Failing after 8m33s
A project with three tilemap layers, two of them with collision on
water and hill tiles, ran at 33 to 52 fps. A CPU profile showed that
almost all of the time went into the collision geometry of the map.
It was rebuilt from scratch every frame although nothing had changed.
The animated water makes the views redraw every frame, so the cost
was never skipped.

- New module tilemapMemo keeps what is derived from the cells: the
  tiles of a layer, the blocking cells, the rectangles and polygons.
  It is reused as long as the content stays the same.
- A brush stroke paints into the existing cells object. The memo
  therefore compares the content cell by cell, not the identity.
  The comparison walks two arrays in insertion order.
- Clipped outlines are kept per outline list. The model always
  replaces that list instead of changing it.
- PhysicsSystem no longer rebuilds the shapes of a tilemap each tick
  while its cells, placement and settings are unchanged. Before, it
  also built a JSON key from all world shapes every tick.
- The overlaid layers after Set tile in a run stay stable. Otherwise
  the memo would miss on every call after the first edit.

The #184 work only helped Move and raycasts, not this path.

Measured on stein2 (i5-7500T, HD 630), script time per frame:

- Scene, nothing selected: 17.7 ms, 52 fps -> 5.8 ms, 60 fps
- Tilemap selected: 26.2 ms, 38 fps -> 8.6 ms, 60 fps
- Play: 29.9 ms, 33 fps -> 8.7 ms, 60 fps

About 3 ms per frame remain. The content comparison costs roughly
60 us per 700-cell layer and runs about 40 times a frame. The mesh
geometries in TilemapField are still rebuilt every frame.

Tests:
- ./check.sh: 162 files, 2377 tests, CHECK EXIT 0 (before 2370)
- e2e 1-5 and 39-43: ALL PASSED, 289 checks
- 7 new unit tests in tests/core/tilemap-memo.test.ts
- 5 counter checks (content ignored, no memo, outline by kind only,
  physics always rebuilds, layer settings ignored) each fail their
  test. All originals are back, checked with cmp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 12:23:18 +02:00
adminandClaude Opus 5.5 ffb5bbe039 Stop a key getting stuck when Shift changes it while held (#227)
game-maker / gate (push) Successful in 3m8s
game-maker / suite (push) Failing after 8m37s
Input remembered keys under KeyboardEvent.key. Pressing a, adding
Shift and letting go sent "A" on release, which matched nothing, so
"a" stayed down until the next release without Shift.

- New rule keyName in src/core/keys.ts lowercases a single character.
  So a and A are the same key, also under Caps Lock.
- Input remembers per physical key (e.code) under which name it went
  down and releases exactly that name. So 1 released as ! is freed
  too, which lowercasing alone does not cover.
- On key down, up and held, Key is down and Axis input compare with
  the same rule. A node that already stores A reacts to a.
- Recording a key in the inspector stores Shift+A as a.
- Limit: holding Shift before pressing 1 still sends !, and a node on
  1 does not react. Nothing gets stuck by it.

Tests:
- 3 new unit tests in tests/core/behavior-events.test.ts: the flow
  from the issue, 1 released as !, and a node on A hearing a.
- Without lowercasing exactly the issue test and the A test fail.
- Without the code memory exactly the 1/! test fails.
- ./check.sh: 159 files, 2340 tests, CHECK EXIT 0 (before 2337).
- No e2e change, the check sum stays at 1377.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 18:06:16 +02:00
adminandClaude Opus 5.5 6fecb2e841 Tell On timer how late its frame is, so time minus late is exact (#224)
game-maker / gate (push) Successful in 2m55s
game-maker / suite (push) Failing after 9m22s
A timer can only fire on a frame. It fires on the first frame past each
due time, so Time.time at that moment is the due time plus up to one
frame. On a display that is not exactly 60 Hz this delay creeps up by
a millisecond every few seconds and falls back to zero once it reaches
a whole frame. The issue saw 82.009 after 82 ticks. The timer itself
does not drift, it keeps the remainder when it fires.

- On timer gets a number output late. It is what is left of the
  timer's clock after taking one interval, so time - late is exactly
  the due time.
- When one long frame catches up several ticks, each gets its own
  late. The first one was due longest ago and is the latest.

Tests:
- New unit test in behavior-events: late 0.125 after a frame past
  1.0 s, 0 on the dot, 1.5 and 0.5 for two ticks caught up in one
  frame.
- Counter-check: late taken before the interval is subtracted fails
  exactly that test. Original restored with cmp.
- ./check.sh: 156 files, 2300 tests, CHECK EXIT 0 (was 2299).
- No e2e change. The e2e modules only wire the exec of On timer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 07:44:53 +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 f9d5e8bca5 Move the one-way rule and collider geometry out of physics (#215)
game-maker / gate (push) Successful in 2m48s
game-maker / suite (push) Successful in 8m46s
PhysicsSystem had 940 lines. The step logic shares its state with
the engine handles of parts and bodies, so a separate class would
need almost the whole system as its interface. That part stays. Two
pieces without own state move out instead. Behaviour is unchanged.

- passesOneWay in oneWay.ts is the one-way rule as a pure function.
  It can now be tested without Rapier.
- bodyGeometry.ts holds the collider shapes and the pose maths.
- PhysicsSystem is down to 820 lines.

Tests:
- ./check.sh: 146 files, 2199 tests, CHECK EXIT 0
- 5 new unit tests for the one-way rule without an engine.
- New tests/core/body-geometry.test.ts: a capsule turned by 90
  degrees went unnoticed before. Both tests fail against that bend.
- Counter-checks on landing hold and teleport detection fail in
  3 to 6 tests each.
- e2e 1-28,31,36,39-43 on the final state: ALL PASSED, 1060 checks
- Each of the four #215 commits was checked green on its own in a
  scratch worktree: 2190, 2192, 2192, 2199 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 10:20:07 +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 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 3427f84a55 A game can pause itself and set its own time scale (#167)
game-maker / gate (push) Successful in 2m11s
game-maker / suite (push) Successful in 7m48s
Until now only the editor toolbar could pause a running game. A pause
menu inside the game had no way to stop the world while its own graph
kept running, and there was no slow motion.

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

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

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

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

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

Findings:

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

Tests:

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 07:29:26 +02:00
adminandClaude Opus 5 eac50e4194 Moving against a tilemap whose cells block with an outline no longer costs more than a whole frame: an outlined cell is its own polygon, split into convex parts, so a map that is a handful of merged rectangles when built from plain solid tiles is hundreds of solids under one entity - and Move brought every one of them into world coordinates and tested it exactly, including the ones on the far side of the map, which measured 148 ms per Move call on a 20x20 map with 16-corner outlines (34 ms at 8 corners, 0.4 ms with plain solid tiles), matching the report that standing still holds 60 fps while anything that moves stutters; the fix is a broad phase in two stages that decides nothing and only leaves out what cannot be reached - a move never ends further from its start than it is long, because sliding always shortens the rest, so every collider of the mover gets a rectangle grown by the move length and an obstacle whose rectangle does not meet it is never tested, a ray taking the rectangle around itself, and that rectangle is carried back into the map's own units with invert(m) and turned into cell coordinates (cellsWithin), a rotated map through its own axes, so a far cell is not brought into world form in the first place - solidShapesOf was O(cells) per call, which was the second cost block and the reason the 60x60 case still grew; CollisionSystem.overlaps takes the same range, so the editor run asks a map only for the cells within reach of the other side each frame, two maps narrowing nothing, and a Move obstacle now falls away at build time when its layer does not meet the mover's (#152) instead of inside the loop; the measurements after: 148 -> 0.26 ms, 34 -> 0.27 ms, 60x60 20 -> 3.5 ms, plain tiles unchanged; this is no regression of the recent commits - the same benchmark in worktrees against 947a6b1 (#141), 6a31f5e, 4f55f85 and ae3aa7d gives the same 85-148 ms, the cost has been there since outlined cells arrived with #141; new pure functions shapeBounds/grownBounds/boundsMeet in collider.ts and cellsWithin/cellsMeet in tilemapCollision.ts, 11 new unit tests in tests/core/broadphase.test.ts (the rectangles of all four shapes including a rotated box measuring its diagonal reach, touching counts as meeting, cellsWithin straight and turned by 90 degrees, a map handing out 400 cells without a range and under 10 with one, an 800 unit move from far away still stopping at the first cell, a rotated map blocking where its one painted cell was turned to, a ray across the whole map, and the editor run seeing a collider on a far cell), and four counter-checks hold: dropping the cell filter fails the counting test, padding without the move length fails 4 move tests, ignoring the rotation in cellsWithin fails 3, and a wrong range in the detection fails the touching test; one blunt test on the way - the first rotated map was painted on every cell, where even a wrongly computed cell range blocks and the counter-check stayed green, so exactly one cell is painted now and the test measures where it turned to; no e2e check and the check sum stays 1157, because a timing check in the browser would flutter under CI load while modules 40 and 42 cover the correctness anyway, the speed evidence being the node benchmark (#184)
game-maker / gate (push) Successful in 2m4s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 19:25:53 +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
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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
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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
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 17:24:42 +02:00
adminandClaude Opus 5 4f55f85ad4 Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the names a project starts with, so the three places that have to agree read the same function: the editor run through CollisionSystem, the Solids sweep per pair and Rapier, where the mask becomes the collider's interaction groups; the project file gained collisionLayers: ["Default"] (default one layer, no formatVersion bump), the collider schema two new kinds - layer as a dropdown of the project's layers and layerMask as a menu of tickboxes that stays open while it is ticked (Menu.ts learned rows that do not close on a pick) - and the names are edited through "Collision layers..." in the toolbar's Project menu, not a Project tab, which is the decision I made myself because the question ran into the MCP timeout: the dialog (src/editor/CollisionLayersDialog.ts) holds up to 16 names, Add layer appends "Layer <n>" and Apply writes all of them as one undo step (SetCollisionLayersCommand); a mask read from a file goes through a check that refuses anything that is not a finite number, because Number(null) is 0 and a collidesWith: null would silently have meant "meets nothing"; 9 new e2e checks in module 8 cover the menu entry, the dialog, Add layer, Apply and its undo, both inspector rows, the tickbox menu, and the mover walking straight through the crate that 8c blocked on once their layers no longer meet, and 21 new unit tests cover the rule, the schema and the command (#152)
game-maker / gate (push) Successful in 2m41s
game-maker / suite (push) Failing after 8m21s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 15:31:22 +02:00
adminandClaude Opus 5 5385d9e152 The one-way tolerance angle is a field: a one-way collider and a one-way tile gain One-way angle (0 to 90 degrees, default 45), a contact blocks when its normal is within that angle of the blocking side, without a value the limit is bit-identical to before, and the rule holds for Move, Raycast and dynamic bodies in Rapier; tiles with different angles never merge into one rectangle, the scene view draws the angle as a cone in the middle of the thick side, and the inspector shows Blocks from and One-way angle only while One-way is on, through the new schema option shownWith (#159)
game-maker / gate (push) Successful in 1m55s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 13:13:29 +02:00
adminandClaude Opus 5 6a31f5e0ad One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid tiles, a contact blocks only when its normal is within 45 degrees of the blocking side, the new node Ignore one-way lets an object drop through for a while, and it all holds for Move and for dynamic bodies in Rapier, where the decision is made before each step because the hook may not touch the engine (#155); the new Raycast node answers hit, object, collider, point, normal and distance in our own f64 geometry, the same in editor run and play, and the editor run draws each ray for 0.25 s (#153); On collision stay gains an interval with its own clock per pair, and stay and enter gain the contact point next to normal and impulse (#149); fixes that every Rapier collider of a tilemap had the shape of its last cell
game-maker / gate (push) Successful in 1m55s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 11:36:11 +02:00
adminandClaude Opus 5 32057a96fc Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (#151); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (#141, to be reworked)
game-maker / gate (push) Successful in 1m52s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:56:25 +02:00
adminandClaude Opus 5 1b5e386b60 Move with collision reacts along the contact normal: it travels to the surface, stays flush and slides the rest of the move along it with Coulomb friction (the mean of both colliders, a tile counts as 0.5), a circle now rolls over an edge instead of catching on it, pushed dynamic bodies move off along the normal, Move gains the outputs hit, normal x and normal y, an object without its own collider moves freely, and editor run and play share the same path through Solids; contact point and normal come from our own f64 geometry (contactBetween), because Rapier's castShape lands 3e-6 px inside the wall in f32 (#150)
game-maker / gate (push) Successful in 1m48s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 21:52:11 +02:00
adminandClaude Opus 5 328f978d3c Set gravity survives a re-read of the model during play: World.setSceneProp remembers what the run itself set on the scene and syncFromModel lays it back over the copied scene props, so a project event mid-play no longer resets the gravity to the saved 980; the unit test re-reads the model mid-run and e2e 41c forces a project event right after play starts (#147)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Failing after 5m35s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:08:09 +02:00
adminandClaude Opus 5 0ff3c8b742 Physics stage 1b: six new nodes act on dynamic bodies in play (Apply force over the frame, independent of the frame rate, Apply impulse, Set velocity, Set angular velocity, Get velocity, Set gravity for the rest of the run), a node on an object without a dynamic body and moving a dynamic body directly each log a hint once per object, and Move with collision now pushes dynamic bodies with a mass-dependent push while the mover stays flush; Move keeps its own move-and-slide instead of Rapier's character controller, which measurably snags on seams between colliders (#147)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Failing after 5m35s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 19:19:21 +02:00
adminandClaude Opus 5 78899b1ace Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (#146)
game-maker / gate (push) Successful in 1m46s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 18:11:43 +02:00
adminandClaude Opus 5 d02bcca266 Rapier 2D (@dimforge/rapier2d-compat 0.20) comes in as the physics engine: the editor loads it once in the background right after opening a project from its own chunk, so the main bundle grows by 0.19 KB gzip and the first frame does not wait; loadPhysics, physicsStatus and the 100 px = 1 m conversion live in src/runtime/physics/engine.ts, __gm.physics() reports the state, unit tests pin free fall and a box resting on a box, and e2e module 41 pins that Rapier is ready from its own chunk without console noise (#145)
game-maker / gate (push) Successful in 1m46s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 16:56:47 +02:00
adminandClaude Opus 5 4c411c1ff3 Tilemaps can block movement: a tile gains a Solid switch, the solid cells of all layers are merged into rectangles and the placed tilemap takes part in the collision system as one body, reported as other in collision events (#132)
game-maker / gate (push) Successful in 1m41s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 09:47:03 +02:00
adminandClaude Opus 5 2a390e52ff The scene view and the animation preview share one camera, the three form dialogs one base, and keys are found through one set of helpers (#85)
game-maker / gate (push) Successful in 1m36s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:19:53 +02:00
adminandClaude Opus 5 195fc94e08 Animations blend out on Stop and at the end of Once (reset), and Play can restart a running animation (#106)
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Stop animation gets a blend (s) port that fades the animation back to what
lies underneath. Play animation gets blend out (s) for Once (reset) and a
restart port that starts a running, paused or fading animation from frame 0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 11:50:10 +02:00
adminandClaude Opus 5 8a377d9239 Play animation's blend is given in seconds, not in frames of the new animation (#106)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 11:14:15 +02:00
adminandClaude Opus 5 04dc254b3d Play animation can blend into the new animation over a number of frames (#106)
game-maker / gate (push) Successful in 1m33s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 10:03:53 +02:00
adminandClaude Opus 5 beeea355d9 Animation rows can target behavior variables and shader parameters (#104)
game-maker / gate (push) Successful in 1m33s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 09:04:29 +02:00
adminandClaude Opus 5 cc14988338 Ping-pong turns on the last key, and stepped rows hold the key they last passed (#112)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 07:08:44 +02:00
adminandClaude Opus 5 f68941fa3a An animation reaches the scene's own background and objects inside placed containers (#109)
game-maker / gate (push) Successful in 1m33s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 06:48:21 +02:00
adminandClaude Fable 5.1 89c46c30a0 An animation is previewed above its timeline: the root at the playhead, drawn but never written (#99)
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game-maker / suite (push) Failing after 4m55s
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>
2026-09-16 21:00:18 +02:00
adminandClaude Opus 5 193378e6a9 An animation is a timeline of rows over one asset, played on an object rather than worn as a picture (#97)
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>
2026-09-16 20:02:25 +02:00
admin 1e9d21cd5d A game that is more than one scene needs a way from one to the next, so the graph can load one (#39)
game-maker / suite (push) Failing after 11m6s
Load scene sets a flag on the World like Stop and Restart do; the swap
happens after the tick, and the last wish of a tick wins. Exactly one
thing crosses over: the SharedState, so global variables and global
machines keep what they know while everything local is built anew.
Loading the scene that is already running rebuilds it, which is what
"reset the level" means when the score must survive.

A run starts either from the start scene (a new project field, set from
the asset panel and marked with an arrow in the list) or from whatever
scene is open. The toggle next to Play says which question is asked and
remembers the answer in localStorage: it is a way of working, not part
of the game.

Sounds no longer end because a scene ends. A voice belongs to the
behavior that started it and stops right after On destroy, so the scene
swap is no longer a special case at all. For the enemy that plays its
explosion and destroys itself in the same breath there is now a
detached input on Play sound.

The scene selector stays usable while a run plays, because a double
click in the asset panel already did the same thing unguarded. It moves
what the editor looks at, not what the run plays.
2026-09-15 13:24:26 +02:00
admin 5671a38044 A game that stays silent is only half a game, so a sound is an asset like any other (#45)
game-maker / suite (push) Successful in 12m1s
Sounds follow the road fonts already paved: the file goes to the server
content-addressed under its sha256, the project keeps a named asset that
points at it, and nothing is ever re-encoded. The format is read from the
file's own signature, not from what the browser claims - the same .m4a
arrives as audio/mp4, audio/x-m4a or as nothing at all.

Playing is two nodes. "Play sound" takes the asset and may raise or lower
its volume; every call is its own voice, so two jumps in a row are two
jumps heard. Its loop input is a choice of three - from the asset, on,
off - because a checkbox has to spend one of its two positions on "not
set" and would lose a case: an asset that loops could then never be
played once.

Below the graph core stays browser-free: NodeContext hands out an asset
id, BehaviorSystem resolves it against the project and folds the asset's
own volume and loop into the call, and only viewport/SoundLibrary knows
about Web Audio. A run without a sink plays nothing instead of throwing.

The CI browser is muted, so the ear is no witness: the debug hook counts
started and stopped voices, and step 34 reads that counter.
2026-09-15 07:54:28 +02:00