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Commits
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f84defb9b6 |
Pick an object of the same scene for an Object variable (#258)
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>
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0c5ac32b59 |
Let structs and lists nest to any depth (#239)
Structs and lists were capped at two fixed levels (list of structs, struct with a list field). Anything deeper was dropped silently on load, in node settings and when written to a variable. The cap came from an early design choice, not from a technical need, so it is lifted completely instead of adding a third fixed level. - One kind list NESTED_KINDS replaces ListItemKind and StructFieldKind. The flat special cases in listItems.ts are gone, every value goes through one recursive path. - A struct inside a struct is declared, like a top-level struct. Values coming in over an edge are brought into that shape. Struct items in lists still take their fields from the value. - New valuePath.ts addresses any nested spot by keys and indices. ListSlot.field is now ListSlot.path. - Field commands (add, rename, remove) take the path to the struct. They change declaration, own value and all overrides in one undo step, as before on the top level. - Inspector: "+ Field" offers Struct and List on every level. A nested struct is a header row with its own "+ Field", its fields are indented one step further. - List tab: a list item shows "n items" and opens one level deeper. The title shows the path, e.g. "Listy · nums · [3]". - Pack in Pack now writes a struct into a struct field instead of text. Objects are kept at any depth and stripped at every exit. - A list edit in a struct field without an existing object override now starts from the shown value instead of an empty struct. - Old projects load unchanged. Save, load and save again gives the same result. Tests: - ./check.sh: 172 files, 2498 tests, CHECK EXIT 0 - e2e 21 + 22: ALL PASSED, 90 checks (new 21d-iii, 22f-ii, 21d and 22f updated) - 20 new unit tests in nested-values.test.ts and nested-list-slot.test.ts, three tests that pinned the old cap turned around - 6 counter-probes, each fails 1 to 8 tests, originals restored and checked with cmp - Not covered: a nested struct inside a struct item in the list tab has no e2e click Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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7979b8ff19 |
Let structs and lists hold objects across behavior runs (#238)
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
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98211a8d54 |
Let a variable hold an object across behavior runs
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> |