Commit Graph
10 Commits
Author SHA1 Message Date
root b87fcdfbad Mark overrides in gold instead of bold, and up the hierarchy
An inspector label whose value deviates from its base was drawn bold, which is
easy to miss next to the regular labels and says nothing in the hierarchy, where
a folded subtree could hide a change entirely.

The colour now lives as a theme token (`override`, #f2c84b) used by both the
inspector labels and the hierarchy rows. Whether a row deviates is decided by
`src/core/properties/deviation.ts`: `objectDeviates` compares an object against
what it follows -- the container template for content, the asset otherwise --
and `deviationMarks` carries the mark up to every ancestor, so a folded subtree
still shows that something inside was changed.

`deviationMarks` takes the stored holder, not the resolved one: in the resolved
view container content looks like an ordinary object and `instanceTargetOf`
would compare against the asset, marking every instance.

Covered by 3 unit tests and 5 e2e checks, including one that strips an object's
own overrides to prove the row stays gold for a deviating child and restores
them byte for byte. Full suite remote on the RTX 4070: 275 checks, all passed.
2026-09-09 10:54:25 +02:00
rootandClaude Opus 5 6bedc948be Make the viewport label size one setting
Scene labels used `small` (11 px), the Texture tab used `body` (13 px). Both now
read `Theme.viewportLabelSize` through two tokens that differ only in colour.

Dropping the per-frame `label.style.fill` assignment matters: textStyle() returns
shared cached instances, so with both views on one token it would have recoloured
the scene labels too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 16:59:17 +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 f140c2fd77 Fix findUsages/undo/node-lookup bugs, split Viewport and Editor, share command and inspector helpers
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 09:22:49 +02:00
rootandClaude Fable 5.1 1eb28314cf Refactoring: one file per node, consistent comments, shared helpers, split large modules
- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with
  shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry
  separated, writeTyped() replaces duplicated typed writes
- Comments: one style (JSDoc on non-obvious exports, // for decisions and
  traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars
- Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts,
  commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code
  removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe,
  Input.axis, setMode, titleText, World.worldPosition, unused ctor params)
- Editor: Inspector split into inspector/ sections, App.ts into Editor.ts +
  debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared
  "Add collider" action, unified type labels/swatches
- UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers,
  Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes
- Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib
  (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections
- Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 08:37:22 +02:00
rootandClaude Fable 5.1 0b78382bcc Multiselection and container assets: create container from selection, template instances
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 17:40:51 +02:00
rootandClaude Fable 5.1 6ecb20cf02 Trigger colliders and Move and slide against solid colliders
- Collider property isTrigger (no blocking, still reports enter/stay/exit)
- Node 'Move and slide' with blocked x/y outputs, axis-wise resolution
- axisSeparation/axisCorrection geometry for box/box, circle/circle, box/circle
- Amber outline for trigger colliders in the viewport
- Demo mover uses Move and slide; E2E step 15b, 7 new unit tests

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 15:38:14 +02:00
rootandClaude Fable 5.1 0a59513b74 Collider asset type, CollisionSystem and collision nodes
- Asset type 'collider' (box/circle) placed as child of a body object
- 'Add collider' shortcut (hierarchy context menu + inspector)
- CollisionSystem with enter/stay/exit pairs, sibling colliders excluded
- Nodes: On collision enter/stay/exit, Is touching
- Green outline in edit mode, hidden in play

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 15:25:04 +02:00
rootandClaude Fable 5.1 922774778b Behaviors with Blueprint-style node graph, graph editor tab and BehaviorSystem
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 12:44:43 +02:00
rootandClaude Fable 5.1 5a46124454 Initial commit: Game Maker phase 1
Canvas-only 2D game editor/runtime built on PixiJS v8 + Vite + TypeScript.

- core: asset model (Scene/Camera/Sprite), scene objects with sparse
  overrides, property schema + resolve, command stack (undo/redo),
  serialization and project store interface (16 unit tests)
- ui: custom in-canvas widget toolkit (panels, fields, color picker,
  list/scroll, popup) with a hidden <input> keyboard bridge
- editor: asset/hierarchy panels, schema-driven inspector, toolbar
- viewport: box rendering, camera frame, selection gizmo, drag/zoom/pan
- runtime: world/entity instantiation for play mode, input, camera follow
- api: PHP JSON project store with revision counter (409 on conflict)
- tools: CDP-based e2e smoke test

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 10:07:06 +02:00