Commit Graph
60 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 b830f9c747 Split wiring, drags and the frame layer out of GraphCanvas (#215)
GraphCanvas had grown to 1406 lines. Wiring, dragging and the frame
views each carry their own state, so they now live in their own
classes behind a narrow host interface. Behaviour is unchanged.

- GraphCanvasHost is what the new classes see of the canvas.
- Wiring owns dragging a pin, the palette on a drop into empty space
  and "Make transition".
- GraphDrags owns moving nodes and frames, including snapping.
- AnnotationLayer holds the frame views. The test hooks stay on the
  canvas and read the views through the layer.
- BeadClock moves into beads.ts and can now be tested without a
  browser.
- The canvas builds host, wiring and drags in its constructor because
  state is a parameter property and not set during field init.
- GraphCanvas is down to 1019 lines.

Tests:
- ./check.sh: 145 files, 2192 tests, CHECK EXIT 0 (+2 for BeadClock)
- e2e 1-28,31,36: ALL PASSED, 932 checks
- New e2e check in 36k: a frame caught by the rubber band is also
  drawn as selected. No check covered that before. Against a bent
  build it fails with selected: false.
- Counter-checks for drop target, snapping and beads fail exactly
  the expected checks.
- Editor check sum is now 1314 (CI measured 1313 at 487b3aa).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 10:20:05 +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 d7a2521ca7 A port can take its type from what is plugged into it (#207)
game-maker / gate (push) Canceled after 1m8s
game-maker / suite (push) Canceled after 1m8s
Until now every port of "First not empty" was grey and typeless, so the
editor could not tell you what actually travels through the node. The
output is now typed as soon as both inputs agree, and every any-input is
painted in the colour of its own edge. Nothing changes at runtime.

- A NodeDef can declare which of its ports carry the same value
  (`sharedType: { inputs, outputs }`). The rule itself lives as a pure
  function `agreedType` in `src/core/graph/portTypes.ts`.
- Only the output inherits. It becomes the shared type when every input
  of the group is connected and they all carry the same type, otherwise
  it stays `any`.
- The inputs stay `any` on purpose. `canConnect` checks against the port
  type and a busy input is replaced by the new edge, so a typed `a`
  could never be re-plugged with a text without disconnecting first.
- Chains do not propagate. When looking up what feeds an input, a node
  of the same kind reports the `any` it is registered with, so two of
  them in a row stay untyped and a data cycle cannot ask itself in a
  circle.
- An edge that the new type makes invalid stays where it is and turns
  red. `EdgeLayer` already paints a mismatching edge with `danger`,
  nothing is disconnected on its own.
- New `PortDef.paintType`: colour only, never truth. It is set in
  `drawnDef` and read in `NodeView.redraw`, so `canConnect`, the
  interpreter and the compiler keep seeing `any`. Every connected
  any-input is painted, not just members of a `sharedType` group; ghost
  ports keep their hollow red look.
- The pin now matches the edge that ends in it, because both take the
  colour from the resolved output type of the neighbour. Mixed sources
  therefore show two colours, which explains why the output stays grey.
- New hooks `__gm.graph.portTypes(id)`, `__gm.graph.edgeColor(id)` and
  `__gm.themeColor(name)`. `portTypes` reports type and paint colour
  separately so the type checks do not silently become colour checks.

Findings:

- `resolveDef` only appends derived ports to the registered ones, so a
  fixed port cannot be retyped that way -- it would appear twice. The
  shared type is therefore resolved before the ports are built.
- Answer 5 of the issue (inline field follows the type) has no case left
  under variant A: an unconnected input stays `any` and keeps its text
  field.
- `Item at`, `Join` and `Equals` do not profit: `Item at` has no
  any-input, the other two have fixed outputs. The next candidates are
  the shader arithmetic nodes, which were left alone.

Tests:

- ./check.sh -> 143 files, 2127 tests, exit 0 (was 142 / 2113)
- GM_STEPS=1-6 fresh -> ALL PASSED, 245 checks (was 242), 9 of them new
- 14 new unit tests in tests/core/shared-port-type.test.ts
- 9 new e2e checks in block 6z, one of them a pixel check straight on
  the pin via pixelAt + themeColor
- Counter-probes all bite: filtering unconnected inputs out of
  `agreedType` fails 3 unit tests, ignoring `inherit` fails 1, killing
  the derivation in the bundle fails exactly the 2 expected e2e checks,
  and never setting `paintType` fails 4 unit tests plus the 3 pin
  checks (#bdbdbd instead of #e6a8ff / #6fcf97)
- Screenshot read: `a` pink, `b` green, output `value` grey, edges in
  the same colours
- Check total 1302 (1299 + 3), 1293 was measured by CI at 1a3babf

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 21:15:21 +02:00
adminandClaude Opus 5 90627ccf47 Snap is a magnet button in every graph and vector art tab (#194)
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 7m33s
The snap toggle was a checkbox with the word "Snap" next to Fit, and
the vector art tab had its own "Grid" button for the same idea. Both
now share one square icon button, so snapping looks and works the
same wherever it exists.

- SnapToggle is a square toggle button with a magnet icon and no
  text. It lights up blue when snapping is on, like the other toggle
  buttons.
- The magnet is drawn with cubic curves instead of arcs, because the
  Pixi SVG parser draws arcs as jagged edges.
- The vector art tab drops its Grid button and uses the same
  SnapToggle. It still snaps to 8 px, the graph tabs to 24 px.
- SnapToggle accepts anything with setSnapping(on). The vector art
  canvas method is renamed from setSnap to setSnapping for that.
- Every tab exposes the button as __gm.<tab>.snapButton(). Modules
  06, 26 and 36 click through that hook instead of the label "Snap"
  plus 30 px.

Tests:
- ./check.sh: 129 files, 1903 tests (was 128 / 1897)
- 3 new tests in tests/editor/snap-toggle.test.ts, 3 in the icon tests
- GM_STEPS=1-6,26,36,47 fresh: ALL PASSED, 346 checks
- GM_STEPS=47: ALL PASSED, 32 checks (was 29)
- Counter-checks: toggle not switching its target fails 2 unit
  tests, the canvas ignoring the switch fails module 47
- Check total 1188 in README and wiki is computed (1184 + 4), the
  full run is left to CI

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 06:25:56 +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
game-maker / suite (push) Successful in 7m22s
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
game-maker / suite (push) Successful in 7m17s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 17:24:42 +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
game-maker / suite (push) Successful in 6m50s
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
game-maker / suite (push) Successful in 6m45s
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)
game-maker / gate (push) Successful in 1m59s
game-maker / suite (push) Successful in 6m53s
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
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:29:00 +02:00
adminandClaude Opus 5 6d7d0005cf The tab headers are one TabHeader, the node board and the tile board pan and zoom through one helper, reordering tile pictures and tilemap layers goes through one moveItem, and a tilemap cell is one named type (#85)
game-maker / gate (push) Successful in 1m42s
game-maker / suite (push) Successful in 6m9s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 16:01:12 +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)
game-maker / gate (push) Successful in 1m40s
game-maker / suite (push) Successful in 5m56s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 08:01:07 +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)
game-maker / gate (push) Successful in 1m50s
game-maker / suite (push) Successful in 5m59s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 21:35:29 +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)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m43s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 19:00:03 +02:00
adminandClaude Opus 5 d3563897d8 Two compilers that walk a graph the same way walk it through one emitter (#85)
game-maker / suite (push) Failing after 2m22s
game-maker / gate (push) Successful in 2m53s
Refactoring round two: the particle and shader compilers share emitGraph.ts (cycle detection,
duplicate names, emit order) and keep only their rules. FontLibrary and TextureLibrary sit on
FileLibrary (base URL, loading/failed bookkeeping, listeners); SoundLibrary keeps its own
contract. The three Create*Command share ImportFileCommand, the three renames share
RenameCommand - class names stay. bandBounds() in framing.ts and portNameField() in
portSection.ts replace in-file clones, and three comments that told history now state the rule.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 19:28:28 +02:00
adminandClaude Fable 5.1 cc6db5f350 Three stores, three importers and three pickers that differ only in their type are one of each (#85)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m46s
Refactoring round one: HttpFontStore/HttpSoundStore/HttpTextureStore collapse into a generic
HttpFileStore over a FileStore contract; fontImport/soundImport/textureImport share assetImport
with an ImportKind per sort; ImagePicker/FontPicker/SoundPicker sit on FilePicker and describe
only their row. The group/comment drag logic leaves GraphCanvas for annotationDrag.ts (with its
own unit test), declaredRows.ts replaces the duplicated row build in particles.ts and shaders.ts,
and dead code in font/sound/compile/emission/transform/actions is gone. README: asset list,
check count 958, the two-job CI, the Scenes wiki page.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 17:38:54 +02:00
adminandClaude Opus 5 36ccc7626f A box drawn around a part of the graph is part of it, so a fit frames it and a band catches it (#95)
game-maker / suite (push) Successful in 6m22s
Fit measured the nodes alone: a group drawn around them was cut off, and a graph holding nothing
but a comment framed the empty origin. It now frames both sorts together.

The rubber band ignored boxes entirely. It catches them now, into the *same* selection as the
nodes — `nodeIds` and `annotationIds` side by side — so one drag moves all of it, one Delete
removes all of it, and one undo takes it back. A box counts only when the band holds all of it,
where a node counts on touching: a group wraps the nodes it holds and therefore overlaps every
band drawn over any of them, and since it drags those nodes along, catching it by accident would
be felt at once.

A node inside a selected group is moved once, not twice — `travellers()` collects everything one
gesture carries and lets each thing appear in it a single time.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 14:23:56 +02:00
adminandClaude Opus 5 b9f1a9d319 A graph that grew past one screen needs somewhere to say what a part of it is for (#38)
game-maker / suite (push) Successful in 6m13s
The graph could hold any number of nodes and said nothing about which of them
belonged together. Groups and comments are two separate things, as decided in
the issue: a group is a titled box that carries the nodes it encloses, a
comment is free text that carries nothing.

Both live as optional arrays on Graph, not as registry nodes. A comment that
were a real node would run through the interpreter, show up in the drop
palettes and be compiled into a shader — the wrong place for a piece of text.
As arrays on Graph they exist in all four graph kinds at once, and a document
without them means exactly "no groups", so no format bump.

Membership is computed when the box is grabbed, never stored: the center of a
node inside the box travels with it, and a node dragged out is simply out. A
box inside a box travels with the outer one, its own nodes included. A group
is grabbed by its title bar only — its body stays transparent to the pointer,
or a rubber band could never be drawn across the nodes it holds. Deleting a
box deletes the box; the nodes stay where they are, because a box that
silently took ten nodes with it would be the most expensive surprise in the
feature.

The color is a free picker, and the title color follows from it: relative
luminance per WCAG, threshold at 0.179 where the two contrast ratios meet —
not 0.5, which would pick white on mid grey where black reads better.

Resizing snaps the far edge to the grid, not the width, so the corner that is
not being dragged stays put. The minimum size rises in whole steps for that
reason: 80 is no multiple of 24, so a box squeezed to the stop would have sat
off-grid in exactly the mode meant to keep it on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 11:24:34 +02:00
adminandClaude Opus 5 3b039384c4 A search that ignores what a thing is called is no search, so the name wins (#43)
game-maker / suite (push) Failing after 10m23s
Typing "variable" into the node palette landed on `Run behavior`, because the
filter weighed label, type and description alike and then sorted by category.
`searchRank` in `src/ui/search.ts` now ranks a match: exact label or type, then
prefix, then label, then type, and only last a hit that lives in the
description alone. Category and alphabet order within a rank. The searchable
`Menu` uses the same function, so searching means the same thing everywhere.

The `+` menu grew to fifteen entries in declaration order. It is built in two
alphabetical groups now -- the types that go into a scene, then the ones that
stay in the library -- with a separator between them, the split `isPlaceableType`
already draws. `ASSET_TYPES` itself stays untouched: it is also the
serialisation and check order. A search flattens the groups and drops the lines.

Popups were capped at fixed heights (320 menu, 260 palette, 340 pickers) while
the canvas had room to spare. `Popup.roomFor()` measures its own chrome and
takes the window height minus a tenth at each end. Placement clamps
asymmetrically: the bottom margin is enforced, the top is only a budget, so a
menu anchored near the top stays at its button instead of being pushed off it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 10:21:20 +02:00
adminandClaude Opus 5 7babf88636 A state change is something the graph can react to, so the machine announces it (#53, #54, #55, #57)
game-maker / suite (push) Successful in 10m58s
Four issues that all reach for the same line: how the current state is
read and written. Splitting them into four commits would mean four
states of the tree that do not compile, so they arrive together.

#55 start state — the machine asset carries an optional `start` holding
a State node's id. Right-click a state to set or remove it, a ring in
the node's title says which one it is. A dead id (the state was deleted)
reads as "no start", so nothing has to clean up after a deletion.

#53 entered/exited — `On state entered` and `On state exited`, one exec
output per state. Every change now goes through a single `setState`
that reports it; BehaviorSystem delivers it after the exec flow that
caused it, `exited` of the old before `entered` of the new, round after
round until the queue is empty, with a cap that stops a ping-pong graph
with an endless-loop error. A local machine tells the instance that
switched, a global one tells every instance holding a matching event
node. The start state fires `entered` too: per instance for a local
machine, once per run for a global one.

#57 reading — `Current state` with `name` for showing and `id` for
comparing, `Is in state` with one boolean per state. Neither has a
`run`, so `read` learned `def` and `lookup`, and the catalog test knows
this third kind of node.

#54 seeing it — during a run the state machine tab marks every state
some instance is holding faintly, and the one held by the selected
scene object's instance strongly.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 06:18:20 +02:00
adminandClaude Opus 5 98fa9907fd A drop asks the area the pointer already uses, so a port at the very edge is still the node
`nodeUnder()` recomputed the node's face as `0 <= x <= w`, while the pointer events follow the
`hitArea`, which reaches `PORT_HIT_RADIUS` past the edge. An input port sits at exactly x = 0, so the
global point rounded back landed a hair outside: the drop counted as one on empty canvas, the node
palette opened and swallowed every later click – four checks of step 6 at once. `NodeView` now
answers from that same `hitArea`, and the step also checks that no palette is open.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:14:57 +02:00
rootandClaude Opus 5 68c92daaa6 A transition carries a name, so a state needs no visible port (#52)
game-maker / suite (push) Successful in 10m22s
A state keeps its `in`/`out` exec pins in the model and the editor never draws
them. That is the whole trick: connecting, undo, deleting a state and saving all
keep working untouched, because `normalizeGraph` filters nodes and never edges,
and no edge ever checks its port key against a NodeDef. Only two places change --
`NodeView.redraw` stops drawing the row, and `portAt` refuses to hand one out, so
an invisible pin cannot be grabbed either.

Transitions are drawn by right-clicking a state, `Make transition`, then clicking
the target. The armed mode takes the same shape as a live drag, so the existing
preview draws it with no second code path, and it dies with Escape, a click on
empty canvas or a switch to another asset.

Removing the pins removed the only handle a transition had: edges have no
hit-test anywhere, and the pin right-click was the sole route to Disconnect.
The inspector's TRANSITIONS OUT / TRANSITIONS IN lists are therefore not a
convenience, they are the delete path.

`GraphEdge` gained an optional `label`, which `normalizeGraph` has to pass
through explicitly or a saved name is dropped on load. `State transition`
replaces `Next state`: it takes the machine on an input port and the name from a
picker, and resolves against the *current* state. Names are deliberately not
unique across a machine -- two states may both have an `alarm` -- so a node named
`alarm` moves whichever state has one, and an empty name follows the single
unnamed edge.

The geometry moved to a Pixi-free `transitions.ts`: a gap to the box border, and
a fan that puts a pair of opposite edges beside each other instead of on top of
each other. Keeping it as plain maths is what let a screenshot bug become a unit
test -- an earlier pin-to-pin line ran under the target node and took its
arrowhead with it, because `nodeLayer` sits above `edgeLayer`.

One limit stands and is not fixed here: `ConnectCommand` rejects a second edge
between the same two states ("Already connected"), because every transition
hangs off the same two ports. With names, `A --alarm--> B` beside
`A --seen--> B` is a sensible pair, so this is worth its own issue.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:05:18 +02:00
root a041322a0e An edge to a vanished port needs a handle, so the port stays as a ghost (#60)
game-maker / suite (push) Successful in 10m7s
Four ways erase a derived port and take no edge with them: deleting a state,
deleting the `State machine` literal, deleting `Behavior start`/`end`, deleting
the asset. The common cause is `RemoveNodeCommand` clearing only its own graph,
so the fix sits in `drawnDef` (graph/nested.ts) and touches no delete site.

A right-click on an edge goes through `view.portAt` only — there is no curve
hit-test. Without a port row such an edge is not merely invisible, it is
unreachable, so the ghost row is the handle Disconnect hangs on.

`resolveDef` stays untouched: it is the truth for interpreter, compiler,
ConnectCommand and dropTarget, so nothing runs or connects through a ghost
without a second guard.
2026-09-14 11:50:36 +02:00
rootandClaude Opus 5 fbb2d157f0 A held preview is rebased, not paused, and it wears the asset's own rows (#86)
game-maker / suite (push) Successful in 9m42s
Three reports plus one found on the way.

Hold only froze the *picture*: the preview computed a fake second while drawing,
the library clock kept counting underneath, so letting go jumped to "how much
would have passed by now". That is the flip side of the formula model — a thing
that is a function of the clock is not stopped, its origin is moved.
ParticleField.rebase() does that; hold(null) calls it with the second stood at.
The Hold label now mirrors the preview's state instead of its own click history,
so dragging the slider (which holds too) reads `Run`, and Restart puts a held
preview back to 0.00 s rather than leaving it on the second it stopped at.

previewProps only read defaultsFor('particles'), so the panel showed the type's
defaults while the inspector showed the asset's rows. AssetBase.props is a full
bag on a graph asset as well — asset.props now lie over the defaults, the
asset's texture is resolved instead of always drawing a white square, and the
slider's span follows its lifetime. The span is re-read in tick(), because the
rows are edited in the inspector and the tab hears nothing about it.

The preview moves from under the graph to beside it, past a draggable splitter:
a graph is read across, so width is what it can spare and height is not.
AssetTabEditor grows a body() hook for that — the base class still stacks header,
strip and canvas, a subclass may put something next to the canvas.

Found by the full run, not reported: the graph canvas's empty-state hint ran
38 px past its frame now that the preview takes 280 px away. It is cut with
truncate() like any other label.

816 checks (809 + 7).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 07:03:51 +02:00
root 0f9e1611d1 A particle is a function of its age, not a thing that is stepped (#73)
game-maker / suite (push) Failing after 4m22s
The asset type `particles` is placeable and carries a graph at the same time —
`behavior` was the blueprint. Because a continuous emitter gives birth to particle n
at time n/rate, the whole field is a function of the clock rather than of the frames:
no ring-buffer bookkeeping, exact time jumps, reproducibility as a measurable property.

compile.ts follows compileShader's frame but emits JS closures into a Float64Array
instead of GLSL, and without eval; a node with two consumers is evaluated once.
Drawing is one Pixi ParticleContainer per source, so one draw call.

Collision, wind and braking in flight are out for good — that is the price of the
formula model, not an omission.

The tab count goes from nine to ten, which is exactly the case #84 was built for one
day earlier: at 1280 px the row no longer holds every tab, so guard 14b now asks for
hidden.length > 0 instead of === 0.
2026-09-14 05:44:25 +02:00
rootandClaude Fable 5.1 42cafa7543 Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
game-maker / suite (push) Failing after 3m59s
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:41:14 +02:00
rootandClaude Opus 5 c47fd5e4dc Console panel: capture console.*, timestamped lines, resizable (#50)
A log layer (src/editor/console/log.ts) keeps a 500-line ring buffer and
wraps console.log/info/debug/warn/error, still calling the original. Notices
and behaviour runtime errors go straight to the layer instead of through
console, so editor tests stay quiet and errors can render red. world.log is
untouched: it is per-run structured state that runtime tests and e2e read
directly, not a text stream.

The panel sits under the visible tab, resizable with Splitter('y'), with a
CONSOLE header and a clear button. Each line carries its wall-clock time in
its own dimmed column, so locate() still finds the message text.

The taller centre area drops the graph fit zoom to 0.60, which broke six e2e
checks that assumed one screen pixel is one graph unit and that a fixed
offset from the canvas centre is empty. They now ask __gm.emptySpot(),
__gm.graph.emptySpot() and __gm.graph.zoom() instead of guessing.

locate/locateAll added the unscaled Pixi text width to the global position,
so click points in the scaled graph canvas landed too far right; they use
getBounds() now.

check.sh: 831 tests. Full e2e: ALL PASSED - 671 checks. Smokes 24/19/20.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 19:35:40 +02:00
rootandClaude Fable 5.1 e7d82bd1a9 State machines: asset, tab, State branch and Set state nodes (#51)
A state machine is an asset whose graph holds one `State` node per state
(no ports, name as title), edited in a new "State machine" tab that reuses
the graph canvas: right-click places "State n", snap toggle shared with the
Behavior tab via SnapToggle. `statemachine` is a value kind like texture
(port, literal node, variable, struct field, tagged list item).

Behaviors use it through `State branch` (one exec output per state) and
`Set state` (one exec input per state; the interpreter now hands `run` the
entry port). States live per behavior instance in NodeContext.states, with
no initial state. Ports derive from the inline picker or a wired
`State machine` literal; BehaviorLookup became GraphLookup with
behavior(id) and machine(id).

The Graph tab is labelled "Behavior" (key unchanged). Unit tests
(state-machine, kinds, catalog, ports), e2e step 26 and README added.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 18:00:23 +02:00
rootandClaude Opus 5 3ed8b68ecf Describe every value kind in one table instead of spreading it over the code
A kind like colour or texture used to be spelled out in five parallel
lists, its port type, its empty value, its glyph, its label and its list
tag - 22 literal places for texture alone. core/properties/kinds.ts now
holds one row per kind and the rest is derived from it, so adding a kind
is one row. The five literal nodes collapse into literals.ts, the six
kind menus into one helper.

Number, Text, Boolean is now the one order everywhere; the variable and
port menus used to list Boolean before Text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 14:47:17 +02:00
rootandClaude Opus 5 656d61f187 Edit the graph during play and watch values and flow run through it
The graph was only locked by five edit-mode guards in GraphCanvas. The
running game reads the graph by reference each frame, so a new node, edge,
changed value, disconnect or undo takes effect from the next frame. Stop
discards these edits like everything else changed in play. A new On start
node does not fire for a behavior that has already started.

During play every data output shows the value it last produced, in the
highlight colour and refreshed ten times a second. Values are kept per
graph, because node ids are only unique within one; with several
instances the most recent value wins. The Variables node reads the live
variable bag, so only its own outputs are kept, as a snapshot.

Each time an exec edge fires, a bead runs along it in 0.3 s, at most one
every 0.15 s per edge, following the same curve the edge is drawn with.
Beads run on game time and freeze while paused; the game logic is
unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 21:19:07 +02:00
rootandClaude Opus 5 0376ae175d Title a collapsed Variables or Properties node by what it does
Collapsed, the node reads "Set 2 variables", "Get width" or "No properties";
expanded it is always "Variables" / "Properties". The Properties node shows
its object type (and behavior) as a line under the title instead.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 19:53:43 +02:00
rootandClaude Opus 5 7c63c884ef Replace the five variable nodes with one Variables node
A single node now lists any number of variables. Every entry is an output
that reads the current value whenever it is pulled; an entry switched to
Set is also an input and is written when the flow arrives. Exec pins only
exist while at least one entry writes, and all inputs are read before any
write, so one node can swap two variables.

Get/Set variable, Get/Set variables and Variable are gone. Old project
files are converted on load: each old node becomes a Variables node with
the same variables, edges and typed values.

A written port without a typed value now shows the zero of its kind on
the node body, matching what the inspector shows and what the run writes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 16:56:24 +02:00
rootandClaude Opus 5 854ae2e756 Add Get/Set properties nodes and a breadcrumb for opened sub-behaviors
Get properties / Set properties work like their variable counterparts:
one port per chosen property, an unconnected input writes its inline
value. A port chosen from the built-in list keeps that property's field
and default (height starts at 100, color is a colour field). "object" is
reserved for the fixed input, checked by the command and on load.

The property picker names the owning type ("Sprite width"), and text
fields can now carry a suggestion list; Get/Set property use it.

Double-clicking a call node shows the path of opened behaviors under the
graph header. Clicking an entry jumps back and trims the path; choosing
a behavior any other way hides it. Reopening a behavior already on the
path steps back to it instead of repeating it. The bar shows before the
graph switches, otherwise it clips the graph that was just fitted.

The "Add node..." header button is gone; nodes come from the context menu.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 15:07:07 +02:00
rootandClaude Opus 5 e9fa592078 Add the Variable node and show the variable name in node titles
Get/Set variable nodes now title themselves "Get <name>" / "Set <name>", and
the new Variable node just "<name>"; the title is the same folded or open,
and a collapsed node shrinks to it. The redundant "Variable: <name>" row is
gone unless the variable was deleted ("<name>?" is the only hint then).

The Variable node sets its value when an exec flow arrives and exposes the
value at any time. Its output is read when a downstream node pulls it, not
frozen at the write, so count = count + 1 is one Variable node plus an Add.
Get variable keeps reading once per pulse: switching it would change the
behaviour of existing games.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 13:34:09 +02:00
rootandClaude Opus 5 8f92a06c84 Consolidate duplicated editor code, trim comments, refresh README
Split GraphCanvas (1076 -> 831 lines) into EdgeLayer and graphMenus;
the port and marker menus were the same list and are now one function.
Value specs of the inspector and the list tab share valueSpecs.ts, and
the remaining copies (compound commands, type glyphs, typed asset
lookup, name rule, play/editor world setup, marquee) are merged.

Four copies had already drifted apart; merging them fixes:
- "Disconnect N links" in the port menu is one undo step, not N
- "+ Add collider" is hidden on a placed container instance, as in
  the hierarchy menu, instead of always failing
- a bool property coerced from the text "false" becomes false
- a port command on an unknown node type reports instead of crashing

Comment-only edits leave the bundle byte-identical. README corrected in
35 places (step limit, jump-run clock, suite duration, 409 body, ...).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 11:00:30 +02:00
rootandClaude Opus 5 1e2285c545 Let a graph node collapse to its title bar
A chevron in front of the title toggles it without touching the selection,
and right-click offers Collapse node / Expand node for the whole selection
as one undo step. A collapsed node draws its title bar alone; every link of
one side meets at a single point on it, and hidden links there share one
mark per side, since per-port marks would stack on the same pixels. It has
no ports to grab, so a link dropped on it connects nothing.

Like hiding a link this is drawing only: collapsed is saved on the node and
an expanded node leaves no trace in the project file.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 08:59:19 +02:00
root 4b47741fac Graph: optionales Grid-Snapping beim Ziehen von Nodes
Ein Toggle in der Graph-Kopfzeile lässt gezogene Nodes auf dem 24er-Raster
einrasten – derselben Größe, die den Hintergrund zeichnet. Einschalten bewegt
nichts; die Regel greift erst beim nächsten Zug. Bei Mehrfachauswahl richtet
sich jeder Node für sich aus, statt einem gemeinsamen Versatz zu folgen, der
die alten krummen Abstände mitschleppen würde.

Die Entscheidung liegt als reine Funktion in framing.ts, wo die übrige
Graph-Geometrie schon wohnt, und ist dort wie im Browser gepinnt.
2026-09-10 17:14:37 +02:00
root 3c76106fd2 Let a Sequence grow an output as you connect the last one
The Outputs setting is gone. A Sequence now keeps one free output below the
last connected one: nothing plugged in is one output, connecting the spare
grows a new one, unplugging the bottom edge shrinks it back.

It counts the last *connected* port rather than the number of edges, so
unplugging a middle one leaves a gap instead of silently dropping an edge.

Removing the setting also removes a bug it caused. Typing in the Outputs field
did nothing and the arrow keys did nothing, while dragging the value worked:
onInput fires per keystroke, the preview writes into node.params, that emits
'project', and Inspector.refreshValues() sees the node's signature change --
the port list is part of it -- so it rebuilds and destroys the row being typed
in. A drag survives because it keeps receiving globalpointermove on the old
widget. refreshValues() has no focus guard where refreshLive() does; the trap
is still there for the next typed field that changes a node's shape.

Ports that depend on the edges around a node mean derivePorts needs the graph,
not just the params, so resolveDef and portSignature take it too. And a node
whose ports are derived cannot know how many it has from its type, so run is
handed the definition resolved for it.
2026-09-10 08:32:14 +02:00
root 2cf788eedd Let a value be a bundle of named fields
PropertyValue was number | string | boolean | list. A struct joins it, which
costs two things the typechecker found rather than I did.

An object on a data edge used to mean a live entity, so asEntity would have
taken a struct for one and asString would have read .name off it. EntityHandle
now carries a symbol brand – a symbol so no field name can impersonate it, and
it never serializes, which suits a thing that exists only while the game runs.
It is built in exactly one place.

String(value) would have written a struct as [object Object] at 39 call sites.
They go through textOf(), which is identical for primitives.

normalizeGraph dropped everything but primitives from node params, so the List
node lost its value on every save ([3,1,4] round-tripped to undefined).
Variables were spared: they have a schema, params have none.
2026-09-10 08:14:18 +02:00
rootandClaude Opus 5 11981b40d0 Give the three asset tabs one base, and move the viewports into the editor
src/viewport/ held three classes only src/editor/ ever used, and framing.ts sat
under graph/ although the scene view wants the same bounds sum. The graph, the
texture and the container tab repeated the same header, subscription and
disposal code with two silent divergences: the graph tab said "nothing shown"
with null instead of '', and the texture tab refell back to the first asset on
a selection change but not on a project event.

These arrive together because GraphCanvas ties them: it reads framing from its
new home, hands its fold marks to folding.ts, and its '' change is what
GraphEditor must agree with.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 07:14:38 +02:00
rootandClaude Opus 5 3ab8d88ad6 Let On key down repeat while the key stays held
A held key fired once and then nothing, so sliding a Tetris piece sideways or
walking a menu meant building a timer next to every key node. Two settings on
the node do it now: Repeat after and Repeat interval, both in milliseconds so
the usual values stay whole numbers (300, 50) instead of 0.3 and 0.05. A delay
of 0 keeps the node exactly as it was, an interval of 0 means every frame.

The browser's own auto-repeat is deliberately not used - Input.press has always
dropped it - because its delay and rate are an operating-system setting of the
player's, not a game's. The repeat is built from the measured hold time instead,
per node, so two nodes on one key keep their own clocks. The rule itself is a
pure function in keyRepeat.ts and is checked without a world.

Both rows stay off the node body while the delay is 0: two lines of "0" on every
key node in every graph would be noise, and the screenshot said so. NodeDef gains
hiddenParams for that; the inspector still shows them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 22:44:00 +02:00
rootandClaude Opus 5 4b0919a224 Let a link be hidden, and shown again by selecting either end
A link can be folded away from the canvas: instead of a curve running clear
across the graph, each end grows a short stub with a mark naming the node at
the far side. The curve comes back while either of its two nodes is selected,
so following a connection is a click rather than a search, and a link carrying
a live pulse is always drawn so the trace keeps its thread.

Marks are collected per port, not per link, because several hidden links on one
port used to stack stubs, dots and labels on identical pixels. A bundle reads
"Move +1" and its dot selects every node the port feeds, as one undo step.

The whole thing is one optional flag on the edge; the interpreter never sees it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 22:19:59 +02:00
rootandClaude Opus 5 a9c3111377 Let a variable hold a list
A variable could only be a number, a text or a yes/no, so every set of values had
to be smuggled through a string - which is where Tetris got its unreadable
"03066326048763714" colours from. A list is now a value of its own, with an item
kind (number, text, yes/no, colour) that decides how the inspector reads the one
comma-separated line it is typed as, and eight nodes to work with: List, Fill,
Count, Item at, Set item, Sub list, Join lists, Index of.

Two traps came with it. An array is typeof 'object', so every place that told a
value from an entity had to learn the difference, or a list would have been
passed around as a game object. And a value was compared by identity in three
places - with lists that marks everything as an overridden property after each
reload, so those comparisons now compare contents.

There is no list of objects: a list is written to the project file and an object
is a live handle that no reload survives. A set of objects stays a list of names.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 21:26:31 +02:00
rootandClaude Opus 5 c6f907b4e0 Make a call node say why it does nothing, and easier to place
A behavior node that cannot run looked exactly like a healthy one: no
start node, no behavior picked, a deleted behavior or a self-call were
all silently skipped. The call still had to be forgiving at runtime -- a
dangling reference must not abort a game -- so the fix is diagnosis, not
an exception: describeProblem() names the one reason, the node draws it
in red under its title, and the inspector repeats it where you pick the
behavior. A missing end node is deliberately not a problem: a call is
always synchronous, and the end node only decides which values come back.

Two ways in: a behavior dragged from the asset panel lands in the graph
under the pointer, and double-clicking a call node opens the graph it
runs. Both reuse machinery that already existed -- the asset panel
already starts the drag, and list views already report double clicks.

The e2e module needed its assets at the head of the asset list: after 18
modules the list is long enough that a newly appended row scrolls out of
view, and the press then lands on the panel behind it, starting no drag
at all. That looked exactly like a rejected drop and cost two full runs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 20:40:56 +02:00
root 6702ff8abe Let a behavior be a node in another graph
A behavior that has a Start and an End node can now be dropped into any
other graph as a node of its own. What is declared on the start node
becomes the inputs of that node, what hangs on the end node its outputs;
the port list is derived from the sub graph, not copied, so declaring a
port in one graph grows the node in the other without touching it. The
node carries the behavior's name and the palette lists behaviors by
name, so a call is one grab instead of a node plus a dropdown.

An embedded behavior has no object and therefore no place for
variables: every call starts on the asset defaults and communicates
only through its ports. That is the conservative direction - state can
still be added later, and shared state already has a home in a behavior
object in the scene. Node ids are unique per graph only, so each call
gets its own pulse cache; without that, two graphs would collide.

Renaming a port used to silently drop the value typed on the calling
node. It is carried along now, project wide, like the edges.
2026-09-09 20:01:49 +02:00
root e0d43e12aa Pan with the middle button, select several nodes, and fit properly
Three things the graph view did differently from the scene view, or not
at all:

Panning moves to the middle button, which works from anywhere – a node
under the pointer included, since NodeView now lets that one button
bubble up. Shift-drag on empty canvas pans too. The left button pulls a
rubber band instead and no longer pans.

Nodes can be selected several at a time: by band, by ctrl/shift-click,
moved together, deleted together, each as one undo step. The selection
model gains `nodeIds` alongside the objects' `objectIds`.

Fit really fits. It used to pin the zoom at 1 and merely centre, so a
graph larger than the view always left nodes hanging out, and it sized
every node with one guessed height although real ones vary with their
port count. Both sums now live in editor/graph/framing.ts as pure
functions, which is what made the defect testable at all.

The band selects any node it overlaps rather than one whose position it
contains, unlike the scene view: nodes are large rectangles, and a band
drawn visibly across one has to catch it.
2026-09-09 14:29:30 +02:00
root 14562cf157 Keep the dragged edge on screen while the palette picks its node
Releasing an edge over empty space opened the node palette but dropped the edge
drawing, so the connection being made was invisible exactly while its target was
being chosen. The finished drag is now held in `pendingDrop` and drawn like a
running one until the palette closes, by pick or by Escape.

The e2e check for the Escape path exposed a real defect underneath: `Popup.open()`
blurs the focused widget, `close()` did not. A field inside the popup therefore kept
the keyboard bridge's DOM focus after the popup was gone, and every later Delete or
Ctrl+Z went into that invisible input. The suite caught it one check later ("Delete
removes the node and its edge" found the node still there). `close()` now blurs,
mirroring `open()`.

Verified remotely on the Windows host: 287 editor checks and 24 jump-and-run smoke
checks, no failures.
2026-09-09 12:42:40 +02:00
root ebad3fd530 Make an edge drag say where it will land, and offer nodes when it lands nowhere
Dragging an edge now rings the port it would connect to and snaps the line
there. A drop on a node's body takes that node's first free compatible port,
or the last compatible one when none is free, replacing its link. A drop into
empty space opens the palette filtered to the node types the edge could reach
at all, and the picked node arrives wired - node and link as one undo step,
so a single undo takes back the whole gesture.

The decision of what fits what lives in core/graph/dropTarget.ts as pure
functions, tested directly; the canvas only draws the answer. The palette
takes an optional filter rather than knowing about drags.

Verified remote on the Windows box (GPU): ALL PASSED, 284 checks.
2026-09-09 12:29:57 +02:00
rootandClaude Opus 5 4d84231b9f Trim needless comments and fix the picker width
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>
2026-09-08 15:52:05 +02:00
rootandClaude Opus 5 f16801aef3 Add a decimals option, fix dropdown overflow and the texture filter
- 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>
2026-09-08 15:05:28 +02:00