Commit Graph
197 Commits
Author SHA1 Message Date
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)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 17:24:42 +02:00
adminandClaude Opus 5 da35f10d1a The undo and redo arrows read as arrows now, and the run buttons sit on the middle of the window: the first pair was a three-quarter circle with a triangle at the end of the arc, which at 16 units puts the head exactly where the arc already is - the two melt into one another and the icon reads as a comma, which is what the screenshot showed - so both are drawn as a flat head standing free beside its tail, a triangle pointing left with a tail curving away to the right and down (redo mirrored), and they were checked in the real build, not only in an SVG renderer, because ImageMagick draws these paths a good deal more kindly than Pixi does; the play/pause pair was off centre because the row has three flexible children - the two spacers around it and the notice label, which is flexible since #177 so that the bar does not overflow at 1280 px - and each takes a third of what is left, so Toolbar.layout() now moves the pair onto the middle of the bar after super.layout(), clamped between the redo edge and the start of the notice so that a narrow window pushes the pair back instead of laying two captions on top of each other; one new e2e check in 46a measures that middle against innerWidth/2 (1148 checks), and the README gained the screenshot of the editor
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 16:51:34 +02:00
adminandClaude Opus 5 60d0146bde The topbar is icons only: the leading Project dropdown, the Scene picker and the labelled Play/Pause buttons are gone and in their place stand five icon buttons - menu, undo, redo on the left, play and pause in the middle - while Notice, the save state, fps and the Account menu keep the right side; the Play button swaps its icon for a stop square while the project runs and Pause swaps for a second play sign while it is held (Button.setIcon()), and iconSpace() drops the gap between icon and label when a button has no label, which is what kept a 24 px icon button 3 px off its own centre; the menu carries New project, Open project..., a separator and Project settings..., where the picker (src/editor/OpenProjectDialog.ts) preselects the open project and marks it "open", opens on a double click and puts Delete on the left of Cancel and Open - it closes itself before it asks whether to delete, because two modals on top of each other would have left the question standing over a list it no longer speaks about - and the settings dialog (src/editor/ProjectSettingsDialog.ts) holds the name, the "Play starts" switch (Start scene / Active scene, a preference of this browser and so no command) and the collision layers from #152, which retires CollisionLayersDialog.ts and the "Collision layers..." entry; what Apply actually writes is the pure function settingsChanges(), so renaming and the layers are each their own undo step and each drop out when nothing differs; the Scene dropdown falls away without replacement, the active scene is switched by double clicking it in the Assets panel, which is the way that was there anyway; new module 46 runs last with 9 checks (no label left in the bar, the run buttons in edit mode, the four menu entries, the picker with the open project preselected, Cancel leaving the project standing, the settings dialog on the state of the project, renaming with undo and redo through the icon buttons) and it neither opens nor deletes a project, because that would pull the project out from under every earlier module; modules 8, 18 and 35 and the harness follow the new bar, 6 unit tests cover settingsChanges and 3 the icons (#183)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 16:34:14 +02:00
adminandClaude Opus 5 defd4a86d2 The live dt in the graph is not always three decimals: the check in module 18 that reads the value an output last carried asked for /^0\.\d{3} dt$/, but formatNumber trims trailing zeros, so a frame of exactly 50 ms reads as "0.05" - that is why the suite for 5ba796a was red in CI with this single FAIL while the same check is green on this machine, where the frame time never lands on a round number; the check now asks for any number of decimals, which is what it was ever about, and the reason stands as a comment next to it (#119)
game-maker / suite (push) Failing after 1m41s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 15:41:43 +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
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 15:31:22 +02:00
adminandClaude Opus 5 5ba796a2b6 Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 14:24:27 +02:00
adminandClaude Opus 5 c830c7a3aa Changing the password: the Logout button at the far right of the toolbar became an Account menu that names the signed-in account in an entry of its own that cannot be picked, with Change password... above Logout, and the new dialog (src/editor/auth/PasswordDialog.ts) asks for the current password, the new one and its repetition, all three as bullets, and stays standing when the server refuses so that it can say why, unlike the other form dialogs; the rules for empty, too short, new equal to old and a differing repetition sit as the pure function passwordProblem() next to loginProblem(), the API gained POST ?r=auth/password which answers 204, insists on the current password although a session is there, enforces a minimum length of 8 in UserStore::MIN_PASSWORD_LENGTH and again in the client so the mask can answer without asking the server, and the new SessionStore::destroyAllFor($user, $keep) ends every other session of the account while the tab that changed the password keeps its own; the placeholders admin/admin and user/user stay as they are, which the length check does not touch because it only runs when a password is set through the API; e2e 45 grew by 8 checks for the menu, the dialog, both refusals and signing in with the old and the new password, and it sets the e2e account back at the end - a run dying in between leaves it on <password>-tmp, which a make-user.php call repairs (#182)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 13:46:40 +02:00
adminandClaude Opus 5 1ef497fa17 e2e 45 no longer hangs on the project name: the two checks that opened the editor compared the project's name against "E2E fixture", which is what the seeder writes locally, while CI creates the shell with the key from tools/ci/project-shells.mjs and so calls the same project "fixture" - that is why the run for 8e4bb6e was red with two FAILs although signing in, the editor and the project all worked; both checks now read the project id and the seeded scene name "Level 1", which say the same thing in both places, and since the firewall in front of nockal.com stopped turning every non-2xx into its own 418 page (measured today: the API's 401 comes through with its body) the wrong-password check asks for the wording again instead of just for any message, with the unit test for a page made up in between kept but no longer named after that firewall (#177)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 13:27:42 +02:00
adminandClaude Opus 5 8e4bb6e1f9 User management: signing in is required before anything is loaded, the sign-in screen is drawn in the same canvas (user name, password as bullets, Enter moves on and submits) and the editor is built only after it; the API gained auth/session, auth/login and auth/logout while every other route answers 401 without a session, projects carry an owner and a foreign one comes back as 404, accounts live in data/users.json with a password hash and sessions as files in data/sessions with a sliding 30 days, so a build under the open tab does not sign anybody out; Logout sits at the far right of the toolbar and, as asked in the issue, does not reload the page: Editor.dispose() takes the editor down while the canvas stays, which is why the autosave, the focus handlers, the window listeners of the tilemap panel, the shortcuts and the plugins all got a way back; the tools sign in as e2e (tools/lib/auth.mjs, password from GAME_MAKER_E2E_PASSWORD or the git-ignored data/e2e-password.txt) and the browser gets the same session by cookie, new e2e module 45 covers the screen, the wrong pair, the bullets, logout without a reload and signing in again, new unit tests for HttpAuthStore and for what a session leaves behind (#177)
game-maker / gate (push) Successful in 2m5s
game-maker / suite (push) Failing after 6m22s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 12:50:52 +02:00
adminandClaude Opus 5 60ea56a2ce Open asset greyed out and real tab cards: Open asset in the scene object menu is only pickable for kinds with an editor of their own, the table of which asset opens which tab moved from Editor.ts into the new module assetTabs.ts with hasAssetEditor so the menu and the editor read the same list, Select asset stays as it was; tabs are drawn as index cards (new module TabButton.ts): the one showing is a light grey card instead of the aggressive blue, rounded above and square below, its name in plain weight and measured bold so it never clips itself, and a mouse down on the tab already showing keeps its colour; the padding left and right grew to 6 px in one place for both kinds of tab, Scene and Game carry an icon too (the scene one from the asset panel, a new game.svg play sign), Plugins and a plugin's own tab have none; new test hook menuEnabled next to menuRows and menuIcons, e2e 01 checks the greyed out entry on a sprite row, 14a-ii the card and the icons of the fixed tabs, 44a the icon at the wider padding (#176)
game-maker / gate (push) Successful in 2m5s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 11:40:01 +02:00
adminandClaude Opus 5 4b5b91eaaa Open asset in the scene object menu: the context menu of a scene object row has an Open asset entry below Select asset that does the same as a double click on the asset in the asset panel, so it selects the asset and opens its tab; kinds without an editor of their own (sprite, camera, text, collider) are only selected, just like the double click there; e2e 01 right clicks a behavior row and checks the open tab (#176)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 10:16:37 +02:00
adminandClaude Opus 5 e3ebf44593 Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (#176)
game-maker / gate (push) Successful in 1m58s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 18:36:20 +02:00
adminandClaude Opus 5 1c212b1ccc Scene view symbols come from SVG files: the behavior, container, rigidbody, camera and particles icons live in src/viewport/icons/ and are changed by editing the file and running npm run build; they are bundled, parsed once and drawn into a Graphics by the new module symbolIcons.ts, currentColor becomes the theme color of the symbol, the origin sits in the middle with a centered viewBox and the same units as before, so the symbols are pixel for pixel unchanged; what depends on the object (camera frame, collider outline, one-way cone) stays in code; unit tests keep the files to what Pixi's SVG parser and a browser draw alike (no transform, no polygon, fill always given), e2e 5c reads the five symbols in the theme color (#175)
game-maker / gate (push) Successful in 1m56s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 17:07:56 +02:00
adminandClaude Opus 5 25ec7879a0 Several transitions between the same pair of states: make transition onto a state that is already connected in that direction adds another transition, which gets its own name right away (Transition 2, Transition 3, skipping names that already leave the state), so two unnamed transitions between one pair never exist; renaming is refused when another transition between the same pair in the same direction already carries the name, the empty name included, while equal names to other targets are only warned about as before; the behavior graph keeps Already connected; self transitions may repeat too, each further loop drawn as a ring around the previous one with the preview showing the next ring, and transition labels that would cover another one slide along their own edge until they are free (pure function freeLabelSpot); test hook transitionLabelAt also returns width and height, e2e 26e6 (#162)
game-maker / gate (push) Successful in 1m58s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:30:52 +02:00
adminandClaude Opus 5 010b6a7f6c A state can transition to itself: make transition and a second click on the same state connects a self transition, taking it fires On state exited and then On state entered every time, for local and global machines, while Set state into the current state stays silent as before; only states may connect to themselves, every other node is still refused, one self transition per state; the loop is drawn over the middle of the top edge with its arrow pointing down and its name at the apex, the preview already shows it while armed, and the inspector lists it once under Transitions out; new test hook transitionLabelAt, e2e 26e5 (#163)
game-maker / gate (push) Successful in 1m56s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:10:02 +02:00
adminandClaude Opus 5 cc285af10a Tabs are open documents: Scene, Game and Plugins stay as fixed tabs, every other asset opens in its own tab (double click or Enter in the asset panel, on creation, from the list button), several assets of one kind can be open at once, a tab is labelled with its kind dimmed before the name, cut at 160 px and renamed with its asset, closes with its x or a middle click and goes away when its asset is deleted; a tab always shows its own document instead of following the selection, the picker in the tab head is gone, zoom and scroll are kept per document for the session and dropped on close, a double click on a call node stays in the same tab with breadcrumbs per tab; one editor per kind is switched between documents, the placement rules live in the pure module documents.ts, and the test hook showTab stays as a compatibility path; new e2e module 44 documents (#171)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:49:54 +02:00
adminandClaude Opus 5 4f546c0e08 Number fields drop trailing zeros: formatNumber still rounds to at most 3 decimals and then removes zeros at the end, so 100.000 reads 100 and 0.500 reads 0.5, everywhere (inspector, graph and shader nodes, duration and fps in the animation and tile tabs); a field's own decimals is now an upper limit, stored values are unchanged, -0 still shows as 0, and the graph's separate integer rule is gone (#172)
game-maker / gate (push) Successful in 1m55s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:29:00 +02:00
adminandClaude Opus 5 47eea2f6e4 Each tilemap layer has its own Z: an offset added to the Z of the placed tilemap, like a child's Z to its parent, default 0 keeps the previous order (layers right after their map, in list order), a negative Z sorts a layer below the map, on a tie layers keep their list order and follow the hierarchy against other objects; editor scene and game use the same order through the new pure function drawSlots, a tilemap draws into one container per layer, and the tilemap panel gains a Z field for the selected layer with one undo step per change (#174)
game-maker / gate (push) Successful in 1m58s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:03:20 +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
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 13:13:29 +02:00
adminandClaude Opus 5 d4ea04d4d6 The scene view outlines a tilemap's collision only along its outer edges: where two pieces meet, their shared stretch runs once in each direction and is not drawn, so an autotile lake is one outline without cross strokes at the quarters, merged rectangles of plain tiles and one-way tiles follow the same rule, the bridges from splitting concave outlines disappear and a piece doubled on two layers is outlined once; fill and collision stay as they were, and the result is cached per tilemap and rebuilt only when its collision data changes (#173)
game-maker / gate (push) Successful in 1m56s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 12:54:53 +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 947a6b1977 Collision outlines for autotiles: a frame holds several outlines (click adds a corner to the active one, Ctrl/Cmd-click starts a new one, clicking another outline makes it active, Delete removes the active outline and never the frame in collision mode), an autotile's outlines are drawn over the whole block, cut at the quarters and each cell takes the pieces of exactly the quarters its image is made of, so edges, outer corners and notches follow automatically; a tile of the block with nothing drawn blocks fully, cells of only full quarters merge back into rectangles, collision scale does not apply to an outlined autotile, and the previous format with one flat outline still loads (#141)
game-maker / gate (push) Successful in 1m53s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 01:56:20 +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)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 21:52:11 +02:00
adminandClaude Opus 5 d931e66f92 e2e 41b finds the ball's bounces by its turning points instead of frames within a pixel of the ground: the ball lands at ~9 px per frame, so whether a drawn frame catches the landing depended on where it fell between two physics steps, and CI missed the first landing and read the second bounce as the first (#147)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:55:20 +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)
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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)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 16:56:47 +02:00
adminandClaude Opus 5 bffa508ee7 A tile gains Collision scale: below 1 each blocking cell pulls in on the sides without a blocking neighbour and stays flush towards its neighbours, so a wall of bushes becomes a narrower wall without gaps and the inner corner of an L closes cleanly; above 1 the cell grows at its open sides; on several layers the largest value counts, and the merged rectangles work in fractions of a cell with exactly the old result at 1 (#140)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 15:00:07 +02:00
adminandClaude Opus 5 4728f4fab5 A placed tilemap grows and shrinks at every edge: the new GRID EDGES block in the inspector adds or removes one column or row at Left, Top, Right or Bottom as one undo step, shifting the cells of all layers and moving the placement through its own matrix so the content stays in place on screen; removed painted cells are kept outside the grid and return when the edge grows again, and the Columns and Rows fields of a placement keep the content in place too (#136)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 13:58:03 +02:00
adminandClaude Opus 5 0b32d3cbf3 The tilemap panel gains Fill and Pick: Fill floods the connected cells of the active layer that carry the same tile (edge neighbours only, bounded by the grid) as one undo step, Pick takes the tile of the clicked cell on the active layer, and holding Alt picks while any tool is active (#133)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 12:31:19 +02:00
adminandClaude Opus 5 c2fd536aaf The texture field only offers pictures: each texture with its frames, no animations any more; an animation id left in an older project shows as a missing reference (#143)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 12:14:01 +02:00
adminandClaude Opus 5 5046ddb810 The tilemap painting tools move out of the inspector into their own panel beside the scene view, shown only while exactly one placed tilemap is selected in the scene tab; the free viewports keep their content in place on screen when they are resized (#142)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 11:46:23 +02:00
adminandClaude Opus 5 f53279d065 The active tilemap layer can be renamed from the painting section, and a Show setting fades or hides the other layers in the scene view while the tilemap is selected (#138)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 10:56:32 +02:00
adminandClaude Opus 5 bfbcbe604c The tile list in the tilemap section is a palette of pictures: each tile shows its lone tile (the four convex corners for floor and wall, the picture itself for none) with its name below, laid out with the image-picker grid (#139)
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2026-09-18 10:15:51 +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)
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2026-09-18 09:47:03 +02:00
adminandClaude Opus 5 10b49fac46 Tilemap cells are stored compactly in the project file: each layer keeps a tile list, an origin and one run-length encoded string per row; older projects with a cell map still load (#134)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 09:17:49 +02:00
adminandClaude Opus 5 732f6518ae The autotile asset is renamed to tile and gains a plain None (1 × 1) kind, which is now the default; older projects load their autotiles as floor tiles (#131)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 08:01:07 +02:00
adminandClaude Opus 5 55bfa7521a The assets and scene objects panels in the left column are split by a draggable splitter that keeps its ratio when the window is resized
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 07:29:58 +02:00
adminandClaude Opus 5 33a7b1b63e Tilemaps are a new placeable asset type that is painted with autotiles in the scene view, with layers, brush, eraser and rectangle, and is drawn at runtime and in the export (#128)
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2026-09-18 06:41:47 +02:00
adminandClaude Opus 5 0607221423 Autotile floor tiles take their inner quadrants rotated by half a tile and their inner corners from the upper right block tile, matching RPG Maker MZ (#118)
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The corner tables are now derived from rmmz_core.js (Tilemap._addAutotile,
FLOOR_AUTOTILE_TABLE, WALL_AUTOTILE_TABLE): the fill quadrants are taken
rotated by half a tile so that neighbouring tiles meet with the quarters that
sit next to each other on the sheet, and the inner corners come from the upper
right tile of the block, not the upper left one. A test pins the model against
both MZ tables, generated from rmmz_core.js rather than typed out.

The animation check in e2e module 39 read its four pixels one by one and could
straddle a frame change; step and pixels are now read in a single call.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 22:28:11 +02:00
adminandClaude Opus 5 1a9f07c4ac Autotiles are a new asset type with a tab that shows every tile of the floor (2x3) or wall (2x2) block and an animated sample pattern (#118)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 21:35:29 +02:00
adminandClaude Opus 5 c17b2b5426 Plugins are switched on and off in a Plugins tab, the server keeps the state in data/plugins/plugins.json, and switched-off plugins are never delivered (#114)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 20:15:51 +02:00
adminandClaude Opus 5 57a97ba94f Plugins in data/plugins are loaded at startup and can add a tab with a read-only node board, and the demo plugin shows every asset as a node (#113)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 19:00:03 +02:00
adminandClaude Opus 5 bf02c9e8b3 Timeline keys can be copied and pasted at the playhead, duplicated with Ctrl+drag, and frames inserted or removed from a right-click menu (#102)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 12:53:56 +02:00
adminandClaude Opus 5 4c92a9478f The animation tab's Fit frames the preview, and the separate Centre button is gone (#111)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 07:12:21 +02:00
adminandClaude Opus 5 353b348c3c e2e module 25 drives the animation timeline and its preview with real gestures (#110)
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 06:16:40 +02:00
adminandClaude Fable 5.1 35c87888b0 The list's kind check counts the animation kind, which is a row in the kind table since #97
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Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 21:25:46 +02:00
adminandClaude Opus 5 4ed2edd0f0 An animation is a value a graph can pick, and playing a running one makes it win again (#97)
Play, Pause and Stop animation take the animation on a port instead of a
fixed setting, fed by the new Animation literal or a list item tagged
`$animation`. Playing an animation already running keeps its frame but
counts it as started last, so turning back to a walk that never stopped
shows that walk. The actor demo walks through one Play animation over
`ItemAt(walk, facing)` again and stops every animation to stand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:47:31 +02:00