The harness forced software WebGL (--disable-gpu --use-gl=swiftshader) on every host.
Measured here on an idle editor page over 20 s: that costs 373% of a core at 8 fps,
while the Intel HD 630 via ANGLE/Vulkan costs 69% at 56 fps. The full suite now runs
in ~124 s. Note the app is not rendering 60 fps as previously assumed - in software
it only reaches 8, and a single frame costs more than any throttle interval would save,
which is why capping the framerate had measured no effect.
--use-angle=gl and --use-gl=egl look cheaper still but get no WebGL context at all,
so the app never renders. They are not usable and are named in the comment as such.
There is deliberately no software fallback: a host without a usable GPU should fail
loudly rather than drag the machine to a standstill. None of the 267 checks reads the
rendered image anyway - they read window.__gm.locate() and the debug hook, and the
screenshots assert nothing - but Pixi needs WebGL2 to run at all.
The browser launch moves out of harness.mjs into tools/lib/browser.mjs, which also
supports GM_REMOTE=user@host via an SSH-forwarded CDP port. That path is unfinished:
the tunnel degraded until the suite crawled at ~25 s per check, and forcing software
WebGL on a desktop with a real card brought it to its knees. README says so plainly
rather than advertising it.
Also: the jump-run HUD check asserted a fixed "Coins 1/10", which fails on a faster
host where the same walk sweeps up two coins. It now asserts the HUD against the count
the run actually reached - the real guarantee is that HUD and state agree.
Verified: npm run check green (404 tests), 267 e2e ALL PASSED and 24 jump-run checks
ALL PASSED against the GPU flags. The fallback removal leaves the flag set on this host
identical (same flags, different order), so it was not re-run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A run whose chromium died stopped mid-step and exited with code 0, silently
reporting success for checks it never ran: CDP.send() left its promise pending
when the socket closed, and an unsettled promise does not keep node alive.
Waiting on the server had the mirror problem – a bare fetch keeps its socket
open, so a stalled response hung the run forever.
Every wait can now time out, the socket rejects what it can no longer answer,
and reaching process exit without a summary reports RUN DIED with exit 1.
Chromium's stderr and exit signal are kept, so "killed by SIGKILL" is visible
rather than guessed at.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The aspect button now carries two offers, so it becomes a menu: fit one
side to the texture ratio, or set both sides to the exact pixel size as a
single undo step.
Dropping a row on the outer quarter of another row inserts it into that
gap instead of parenting into it, reordering among the siblings there.
Order is the stored order, so ReorderObjectCommand is a splice; equal z
falls back to tree order, which makes this the way to draw one object in
front of another. Rejected on container content like the other structural
edits.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A scene now stores only the container object; its content is resolved from
the template on every read, with deviations kept as sparse instanceEdits on
the container object. This drops the propagation bookkeeping entirely --
templateSync.ts is gone and the three structural gaps (add, remove, reparent)
cannot diverge any more.
Values stay editable on an instance, structure does not; Unpack writes the
content into the scene, keeping ids. Play mode bakes containers into the
throwaway copy before entities are built. No migration: formatVersion is 2
and the seeders write the new format.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Container tab reuses SceneViewport against any object holder, so a
container template is edited exactly like a scene. Right-click no longer
changes the selection, which previously made nesting impossible: opening
the menu on a container loaded it, and "Place in container" then targeted
itself.
Template edits (move, rename, override) now reach already-placed instances
per slot, through a shared templateSync used by both the apply path and the
plain object commands. Copies the user has touched keep their own value.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Add ↔ next to Width and ↕ next to Height in the inspector. Each sets its
field so the sprite matches the ratio of its assigned texture or frame,
reading the frame's own rect rather than the sheet's.
The buttons reuse the existing FieldActions convention, so they simply
do not appear when no texture is assigned, when the sprite is already
proportional, or on assets whose schema has no texture property.
Comparison is a cross product with a relative tolerance: 3135 of the
40000 size pairs up to 200x200 do not survive a round trip through a
division, so an exact check would leave the button standing after its
own click.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
- NumberField takes a decimals option (default 3); frame rects and the
slice dialog use 0, matching their integer model.
- Button truncates its label to the drawn width; Dropdown reserves the
chevron slot. NodeView reuses the shared truncate().
- Setting scaleMode leaves the style's shared resource id in place, so
the old GPU sampler stayed in use until a reload. Call style.update().
- Graph gets a header bar like the Texture tab: GraphEditor is now the
frame, the former editor is GraphCanvas. A selection the tab does not
concern no longer unloads the behavior.
- New e2e step 14 guards text overflow across all widgets.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A new Texture tab next to Scene/Game/Graph shows a texture sheet and lets
frames be drawn on it: drag to create, move, resize via eight handles, edit
name and rect in the inspector, Delete to remove. Every change is a command,
so one gesture is one undo step. "Slice..." cuts a grid from columns and rows
with optional offset and spacing, previewing the resulting frame count and
cell size live.
Sprites pick a frame instead of the whole texture through the same `texture`
property: it now holds either a texture id or a frame id. Frame ids come from
the same generator and are document-wide unique, so one picker, one property
and one set of instance overrides cover both cases, and every sprite written
before this still means the same thing.
A Graphics fill ignores a Pixi sub-texture's frame and draws the whole image,
because it derives its uvs from the shape bounds and the inverted style
matrix. The cutout is therefore a matrix (`viewport/textureFill.ts`), which
keeps a sheet at a single GPU upload no matter how many of its frames are on
screen at once.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Images are uploaded to a content-addressed blob endpoint and stored as
data/textures/<sha256>.<ext>; the project only keeps the file name. The
sprite points at a texture asset through an ordinary property of the new
kind `asset`, so instance overrides, "Apply to container", "Reset to
asset", undo and `Set property` work without any extra code. The new kind
also replaces the ad-hoc asset picker the graph nodes faked as an enum.
Import goes through + -> Texture, drag & drop onto the canvas or Ctrl+V.
Images wider than 2048px are downscaled client-side and re-encoded to
WebP if needed, because nginx caps uploads at 1MB; an image that already
fits is uploaded byte for byte so pixel art is never resampled.
The sprite colour default changes from red to white, since colour tints
the texture multiplicatively and a tint of white shows an image as it is.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Number fields derived their display precision from `step`, so `step: 1`
(X/Y/Z, width, height, font size) rendered a stored 100.234 as "100" — and
because `onChange` parses the text, touching the field wrote the rounded
value back into the project. `formatNumber` now renders every number with
three decimals, independent of `step`, which is left to control the scrub
and arrow-key increment only.
Dragging now snaps to the increment's grid (`snapToStep`), so a scrub at
`step: 1` always lands on whole numbers even from a fractional start, while
Alt (x0.1) and the 0.1-step fields keep their precision. Typed values and
arrow keys are untouched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Menu entries are left-aligned and live in a ScrollContainer capped at 320 px, so a
long list (the parent picker holds every object of the scene) scrolls instead of
running off the screen. `Menu(items, { searchable: true })` puts a filter box above
the scroll area; Enter takes the first match. Filtering forces a relayout because
two queries with the same hit count leave the height unchanged, which would keep
the stale row positions.
Fields that open a menu are a new `Dropdown` widget: the value sits flush left and
the chevron is drawn flush right instead of being written into the label. A menu
opened below a field is never narrower than that field.
New debug hooks `overlayTexts()` / `overlayRect()` make the popup contents
assertable; e2e step 11 covers the cap, the scrolling and the search box.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
measured against the existing style); Markdown excluded because table-cell
padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
"this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
tests in one go.
Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.
Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
events now; the DOM handlers are thin adapters.
Compare fell back to == without a configured operator although the schema
default is <; aligned.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- SceneObject.editorOffset (x/y): shifts only where an object is drawn in
the Scene tab, cascades to children, undo-able with a reset action.
Never written into container templates.
- On click without an owner now fires for any click inside the camera
frame instead of hit-testing the (editor-only) behavior symbol.
- seed-jumprun: coins are a "Coin" container (sprite + trigger), nested
containers are expanded recursively, Destroy targets the coin's parent,
and the clock uses a Ceil node instead of ToText.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Inspector rows compute their reset/apply entries through providers, so an
entry that would not change anything is dropped; a single remaining entry
renders as a direct button instead of a menu, none removes it entirely.
- Bold and buttons now follow the same rule (deviatesFromAsset /
deviatesFromTemplate in core/properties/resolve.ts).
- Hierarchy panel is a collapsible tree: chevrons, arrow keys, double click,
expand/collapse all. Everything starts collapsed; selecting an object
expands its ancestors and scrolls it into view.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Engine additions that the example game needed:
- `enabled` as a shared property of every placeable asset (default on, an
override on the scene object). A switched-off object is not drawn, does not
collide and its behavior does not run - and neither does anything parented
below it. Disabled objects are now hidden in the scene view as well, so the
editor shows what the game shows; they stay in the hierarchy panel, which is
where they are selected and switched back on.
- Asset type `text` (text, fontSize, color, align), rendered in scene and game.
- Pointer input in the game view: `On click`, `Mouse position`, `Mouse button`,
`Is hovered`, hit-tested against colliders, else sprite/text footprints.
- New nodes: Set/Is enabled, Set text, Is asset, Name of, Equals, To text,
Join text, Floor/Ceil/Round, Modulo, Random, Time, Restart game.
Tooling: shared CDP harness (tools/harness.mjs), central project registry with
a guard that keeps destructive scripts off the playground (tools/projects.mjs),
plus smoke suites for the demo scene and the jump-and-run game.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Move with "Collide with solids" now steps in sub-steps of at most half the
thinnest collider, so a fast step can no longer jump across a collider (the
crates are only 60 high, which is why it showed up mostly on the y axis). A
pre-existing overlap is still never resolved, but it can no longer be
deepened either, so a small overlap cannot open a wall permanently.
seed-demo.mjs now writes the saved demo scene: a "Player" container (green
sprite with collider and the Mover behavior) against two "Enemy" container
instances, camera at zoom 0.5, Spawner dropping another enemy on Space.
The e2e checks assert against the old two-crate layout and locate widgets by
text, which the demo can no longer provide (three identically named sprite
instances, both crates nested in containers). Its fixture therefore moves to
tools/seed-e2e.mjs so the shipped demo can evolve without rewriting 100+
checks: seed-e2e -> e2e -> seed-demo.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Collider property isTrigger (no blocking, still reports enter/stay/exit)
- Node 'Move and slide' with blocked x/y outputs, axis-wise resolution
- axisSeparation/axisCorrection geometry for box/box, circle/circle, box/circle
- Amber outline for trigger colliders in the viewport
- Demo mover uses Move and slide; E2E step 15b, 7 new unit tests
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- Asset type 'collider' (box/circle) placed as child of a body object
- 'Add collider' shortcut (hierarchy context menu + inspector)
- CollisionSystem with enter/stay/exit pairs, sibling colliders excluded
- Nodes: On collision enter/stay/exit, Is touching
- Green outline in edit mode, hidden in play
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- Position is now { x, y, z }; higher z draws on top, ties keep hierarchy order
- Viewport sorts the objects layer deterministically (syncDrawOrder)
- Inspector shows a Z field; asset properties that differ from the schema
default are marked bold with a reset button (ResetAssetPropertyCommand)
- isModified() helper, unit tests, E2E checks and seed updated
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- Camera assets get width/height properties; play mode renders only the
camera frame (letterboxed, masked, culled) and nothing without a camera
- Remove demo arrow-key/camera-follow systems from play mode
- Clip world and gizmos to the viewport (selection frame no longer leaks
over the left panel)
- Blur focused widget on pointerdown outside it so inspector edits commit
before selection changes
- Separate objects/overlay layers so camera symbols always render on top
- Add tools/seed-demo.mjs for reproducible E2E runs
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Canvas-only 2D game editor/runtime built on PixiJS v8 + Vite + TypeScript.
- core: asset model (Scene/Camera/Sprite), scene objects with sparse
overrides, property schema + resolve, command stack (undo/redo),
serialization and project store interface (16 unit tests)
- ui: custom in-canvas widget toolkit (panels, fields, color picker,
list/scroll, popup) with a hidden <input> keyboard bridge
- editor: asset/hierarchy panels, schema-driven inspector, toolbar
- viewport: box rendering, camera frame, selection gizmo, drag/zoom/pan
- runtime: world/entity instantiation for play mode, input, camera follow
- api: PHP JSON project store with revision counter (409 on conflict)
- tools: CDP-based e2e smoke test
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>