a5184b33685fdb22c3e8e9b77f2658a17777e00a
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Commits
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0f85476b93 |
Add points by double-click and delete the picked one (#288)
Four editors edit points, and all of them put a point down on a single press on the line and took one away on a double-click. A stray click added a point, and there was no way to see which point a key would hit. All four now work the same way: the Curve tab, the Vector art tab, a polygon collider in the scene view and a frame's collision outline in the Texture tab. - A double-click on a line, edge or segment puts a point there, in the Curve tab on free space too. The point is picked and stays in place. It can be dragged with the next press, as answered in the issue. - A click on a point picks it, and it is drawn filled. A double-click on a point takes nothing away any more. - Delete or Backspace takes the picked point away. Without a picked point the key removes the shape, the object or the outline as before. - A right-click on a point picks it and opens a menu with Delete point. In the Curve and Vector art tab the four point types stand below it. Alt-click stays. - A polygon keeps three corners and a curve keeps its ends. The entry is greyed out then. - The pick ends with a click beside the points, with another object, shape or frame, and after the point is gone. - editor/pointGestures.ts holds the rule as a pure function, and editor/pointMenu.ts builds the menu for all four. Decided here: - A single click on a line no longer adds anything. In Vector art it drags the shape, on a polygon it drops the pick, and in the Texture tab it makes that outline the active one and drops the pick. - In the Texture tab a click inside the frame still appends a corner, and that corner is picked. Delete takes the last corner first. To remove the whole outline, click one of its edges before. - The point the Pen put down last is picked, so Delete takes it and not the shape. - Delete hits the picked point also when the tab has lost the keyboard focus, after a click in the shape list or after the menu. - A vector shape that loses its last point is removed whole. Before, an empty shape stayed in the list. Findings: - Fixed: the new hint line in the Texture tab was cut off at the edge. The shorter text was not looked at in a picture again. - Not fixed: in the scene view the collider's name label covers a corner that sits near the centre. That was so before. Tests: - Gate: 200 files, 2967 tests (2944 + 23), exit 0 - e2e, full run: 1629 checks passed (1625 + 4), exit 0 - Smokes: 24 / 19 / 21, exit 0 - After the full run an unused parameter and a comment were tidied. For that final state the gate and e2e 42,47,53 (105 checks) ran again, the full run did not. - 23 unit tests in tests/editor/point-gestures.test.ts, for the rule and for each of the four editors - Four e2e checks with a real mouse, two in module 42 and one each in 47 and 53. The existing checks for adding and removing a point use the new gestures. - 20 unit counter-probes all fail tests, run on stein2 - Two browser counter-probes fail, the build went through both times. Without the Delete wiring the key removes the collider. Without the right-click hook the menu is missing, and that run stops in module 42, so 47 and 53 were not reached with it. - Three screenshots looked at, the picked point is filled. None of the Vector art tab. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a5ae21481b |
Type point values, snap and scrub the preview in the curve tab (#248)
Building a curve by mouse alone was fiddly: there was no way to put a point on an exact value, no grid, and the running preview could not be stopped at a chosen moment. The hand cursor over points also looked like a link instead of a drawing tool. - Number fields t and v in the header show the selected point. Typing or dragging on them goes through the same rules as a mouse drag, so points never overtake and handles stay clamped. One undo step each. t is greyed out on the two end points. - The magnet button from Vector art snaps points and handles to a 0.05 grid in t and v, when placing on free space and when dragging. - Points and handles keep the default arrow in the curve tab and in Vector art. The pixel art palette dropped pointer as well, which is beyond the issue. Collider corners never had it. - The preview now starts off. A vertical time line with a knob under the t axis sets t when dragged sideways. Dragging the dot on the rail jumps to the first t where the curve reaches that value, or to the closest one if it never does. - The rules are pure functions in curveView.ts (withCurvePointSet, snappedToGrid, shareAtValue, previewSecondsAt), the canvas only calls them. Tests: - ./check.sh: 180 files, 2616 tests, CHECK EXIT 0 - GM_STEPS=1,47,53: ALL PASSED, 87 checks - 4 new unit tests in curve-view.test.ts, 4 new e2e checks in 53 (53h-53k) and 1 in 47, all with real mouse and keyboard - Counter-probes bite: without "first t" 1 unit test fails, with pointer, no snap, no field commit, no scrub or preview on 5 browser checks fail, pointer in Vector art fails the new 47 check Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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393b8ec7f9 |
Build your own easing curve and use it on keys and Lerp (#247)
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> |