Commit Graph
22 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 c087993000 Edit a Filter in its node and resize EQ and Filter nodes (#385)
A Filter sounds like one band of the Parametric EQ, but it keeps what
the EQ cannot: linked numbers, the all-pass and +-40 dB. So it stays a
node of its own and gets the EQ's editor with itself as the one band.
The editors also stop running out of their room: what does not fit is
left out instead of being cut.

- The curve of the EQ is now BandCurve with a host the EQ and the
  Filter both fill. CurvePanel holds what their panels share.
- FilterPanel shows the Filter as one band. A drag of its handle sets
  frequency and gain as one undo step. A number fed by a link is
  greyed out and the drag leaves it alone.
- A double-click on the Filter's title opens the same in a tab of its
  own. Delete there does nothing, the node stays.
- The Filter is tapped like the EQ, so its node and its tab draw the
  spectrum of what passes it. A tap is two gain nodes per voice, the
  analysers are made only while someone listens.
- EqFace and FilterFace are one CurveFace now, given the panel.
- EQ and Filter nodes have a corner to resize them, drawn like the
  floating window's. The size is saved on the node as `size`, each
  drag is one undo step, the least is 240 x 120.
- In the node the help line is gone. The row of numbers comes in only
  once the curve keeps 120 px of height. A group of the row that does
  not fit is not drawn, the one on the right first.
- A frequency or dB label that would run into the one before it is
  left out.
- The all-pass is drawn flat. The curve's maths takes every shape a
  Filter has.

Found on the way:
- The instrument presets set nodes 240 apart. A Filter with its
  editor is about 700 wide and covered the Bitcrusher, so a Filter
  now takes four columns.

Tests:
- Unit: 8 new (filter band, resize command and save, fitting rules),
  stage lists with a Filter now hold its taps
- e2e 34 (atx): ALL PASSED, 130 checks (4 new)
- Gate (atx): CHECK EXIT 0, 284 files, 4367 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 14:30:00 +02:00
adminandClaude Opus 5.5 daeffe0f9d Route the tracks of a song through a graph (#350)
game-maker / gate (push) Successful in 3m47s
game-maker / suite (push) Failing after 14m20s
Every track of a song went straight into its output. Now the Song tab
has a second view, Routing: a graph with a node per track and one
Output, the links between them sends. A track can go into other
tracks, into several at once, and a link has its own volume and the
point of the track it taps.

- The song asset has a graph like an instrument (SongTrack, SongOutput).
  heldSongGraph keeps it in step with the tracks on load and in
  SetSongCommand: a node per track named after it, one output, a new
  track and every track of an old song linked to the output. Links of
  gone tracks, doubled links and links closing a loop are dropped.
- A link carries an optional send (volume in dB, tap). The inspector
  shows Volume and Mode for a picked link of a song: Post volume (Post
  pan), Pre volume (Post FX), Pre volume (Pre FX). SetSendCommand.
- NodeDef has two new flags. `fixed` nodes are never added or deleted
  by hand. Links between `acyclic` nodes may not close a loop, checked
  in canConnect, dropTargetPort and ConnectCommand.
- songBuses gives each track its sends instead of one `into`, and a
  bus `song:<song>:<track>:#items` for its own items. That bus is what
  solo closes on a track that only passes a soloed one on.
- Mute and solo now act on the sends (trackGates). A muted track passes
  nothing on, on any tap. A soloed track is heard with what goes into
  it, through the tracks it goes through, their own items silent.
  Only sends on a way through a soloed track stay open, so a track
  going into it and into the output is heard through it only.
- SoundLibrary: a bus has either `into` or sends. Each send is tap,
  delay, level, target. busLatency takes the latest way (arrivalOf),
  and each send is held back so all ways of a track arrive together
  (sendDelays). Taps are wired again whenever a chain comes or goes.
- The Song tab has Timeline and Routing in its header. The routing
  uses GraphCanvas with an empty palette. A track linked nowhere shows
  "Goes nowhere". Delete takes links, never a track node.
- Game playings route the same way, the output being the master of
  the playing.

Decided without asking: a send ranges -60 to +12 dB like a track,
default 0 dB Post. Mute closes the sends, the track's own level stays.

Found on the way: the inspector built the Mode row with the send as it
was when the rows were made. Setting Volume and then Mode wrote the old
volume back. Both rows now read the current send when they change.

Tests:
- Unit song-routing (new): 13 green. Sound library: 4 new, 94 green.
  11 counter-probes (loop on load, canConnect, solo, solo past the
  soloed track, mute, preFx latency, graph sync, delete guard, delays,
  taps, glide), each red.
- Existing tests adjusted to the new bus names and send shape: song,
  bus-fx, song-play, graph registry, edge description.
- e2e 65 on melektaus-atx: ALL PASSED, 43 checks (5 new). The first
  run caught the inspector bug. Counter-probe with the old closure:
  2 FAILED.
- Gate on melektaus-atx: typecheck, lint, format clean, 2 tests red
  (registry rule, edge shape), fixed and rerun locally: 56 green.
- Not rerun after the per-send solo fix: e2e 65 and the gate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:18:09 +02:00
adminandClaude Opus 5.5 f3ae19431a Make an 8-bit sound with a Preset, Randomize or Mutate (#329)
game-maker / gate (push) Successful in 3m25s
game-maker / suite (push) Failing after 14m27s
A Chip could play a sound, but finding a good one meant typing a dozen
numbers. sfxr's buttons do that in one click: a kind of sound drawn
anew every time, a wild draw, or a small nudge. The Instrument tab now
has the same, and plays the result at once.

- Preset menu with Pickup, Laser, Explosion, Powerup, Hit, Jump and
  Blip. It puts a new graph in place of the instrument's, as one undo
  step: Notes for all 128 notes, Chip, Envelope, Filter, Bitcrusher,
  Output. The Chip keeps its own frequency with follow note off, so
  every key plays the same effect, and sustain 0 ends it by itself.
- The presets are sfxr's generators, worked out into Hz, semitones and
  seconds with sfxr's own formulas, in chipPresets.ts. sfxr's envelope
  holds and falls in a line, ours falls quick at first. So the decay
  is three times sfxr's hold and fall.
- Randomize draws every number of the Chips, Envelopes, Filters and
  Bitcrushers anew, as sfxr's randomizer does. Waves, filter types,
  the Bitcrusher's mix and an Envelope's from and to stay.
- Mutate moves each of those numbers a little, one in two. A 0 stays
  0, so nothing that was off comes on.
- An input fed by an edge is left alone by both. Both are grey while
  the graph has none of those nodes.
- Audition, off by default as in the Pattern tab, plays the note last
  played again 150 ms after a change to the graph rests.
- Preset, Randomize and Mutate always play that note, for up to 2 s.
- ReplaceGraphCommand swaps nodes and edges and keeps groups and notes.
- The info on the right of the header kept 220 px and was cut off
  with the four new buttons. 140 px still fit "No sound picked".

Not done: punch, filter sweeps and the phaser of sfxr (#341).

Tests:
- Unit chip-presets (new) 7. Counter-check: a wrong Hz formula and
  fed inputs not left alone turn 3 of them red. Unit tests of the
  instrument tab, graph commands and sound FX nodes: 49 files, 851
  green.
- e2e 34 (melektaus-atx): ALL PASSED, 64 checks (4 new): Preset,
  Randomize and Mutate, Audition, three undos back to the Sample.
- Screenshot with a Laser preset: the header fits at 1280 px, the
  chain is fitted, the Chip is a saw with its duty grey.
- Gate (melektaus-atx): CHECK EXIT 0, 256 files, 3969 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 23:29:39 +02:00
adminandClaude Opus 5.5 9c71eb1a0d Shape notes with an Envelope and move numbers with its curve #335
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Successful in 15m58s
Without an envelope a note set in hard and broke off 10 ms after its
end. An instrument now has an Envelope node with attack, decay,
sustain and release. On the way of the sound it is the volume. Its
output "value" moves a number of the note with the same curve, from
"From" to "To", for a filter sweep among others. A new Filter node
gives that sweep something to move.

- Envelope (instrument only): attack a straight line, decay and
  release ease out and are 60 dB of the way at their time. A release
  takes 10 ms at least. Defaults 0.005 / 0.1 / 1 / 0.1.
- The end of a note goes to the Envelope instead of the 10 ms fade. A
  Gate or Loop Sample under it plays on through the release, "Loop,
  then release" leaves its loop too, and the voice ends with the
  release. A One-shot under an Envelope of its own plays through.
- A note ending before attack and decay releases from the level it
  has reached. Chrome holds it with cancelAndHoldAtTime, Firefox gets
  the level worked out from the shape.
- New port type "envelope" (coral). It fits only a number input that
  says it can follow one (PortDef.followsEnvelope): Filter cutoff and
  resonance, Pitch, Gain, the EQ bands and Mix. Not the Delay, not the
  Envelope's own numbers. portsMeet() decides it for ConnectCommand,
  the drag and the drawn edges.
- On the audio thread every Envelope of a note is one
  ConstantSourceNode. A number it moves gets the curve through a
  WaveShaper, in equal ratios for a cutoff and a gain. A number an
  Envelope moves is no longer reached by a parameter.
- Filter (sound FX and instrument): low-, high- or band-pass, cutoff
  in Hz, resonance 0 to 1 as a Q. A low- or high-pass is flat at 0
  and rises 20 dB at 1, a band-pass goes from Q 0.7 to 20.
- Stop sound with "let ring" lets a note with an Envelope fall away
  in its release. Without it, and with Stop in the tab, it is cut.
- The same note again during a release is a voice of its own.
- The Envelope's numbers are set when the note starts. They can come
  from velocity or a parameter, later changes do not bend the note.

Tests:
- envelope.test.ts (new, 12): curve, ratios, Filter Q, compiling an
  Envelope, its value into each number, a Delay refused
- sound-library +7: attack and decay on the clock, release from the
  level reached, One-shot held, Stop sound with and without let ring,
  a cutoff and a pitch moved by the curve
- e2e 34: ALL PASSED, 50 checks (+2). Offline in Chrome the curve
  rendered 0.5 / 1 / 0.5005 at 0.05 / 0.1 / 0.3 s, released at 0.5 s
  it was 0.0158 at 0.65 s and 0.0005 at 0.8 s, released mid-attack it
  fell from 0.5 to 0.05 in 0.1 s. A Gain moved 0.25 to 1 was 0.5
  halfway. A looped note of 0.2 s with a release of 1 s was gone
  after 1.32 s.
- Five counter-checks (release end, One-shot hold, the follows check,
  ratios, pitch sum) failed 3, 1, 1, 2 and 2 tests.
- Gate on melektaus-atx: CHECK EXIT 0, 245 files, 3812 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 13:54:46 +02:00
adminandClaude Opus 5.5 8a4e4a6762 Play sounds as notes of an instrument asset #331
game-maker / suite (push) Failing after 2m40s
game-maker / gate (push) Successful in 3m14s
A sound could only be played as it was, one at a time. An instrument
is a node graph that makes a note a sound: Notes nodes bring the note
in, Samples play sound assets for it, the effects of a sound FX shape
it and the Output sums the layers. Its tab plays it from a keyboard,
a behavior with Play note. It is what patterns and songs (#330) will
play.

- New asset type instrument, under the heading Music, not placeable.
  A new one starts as Notes into a Sample into the Output.
- Notes are counted as MIDI does: 60 is C4, names like C#4, sharps
  only, the lowest C-1. Notes has From and To, outputs any, note,
  frequency and velocity, and with Single notes a trigger per note,
  each with an optional name for a drum kit.
- New port type trigger, only into the trigger of a source. Inputs
  can take any number of edges now (PortDef.many): a trigger, and
  the Output, which plays everything into it side by side.
- Sample plays a sound asset. Follow note shifts it by note - root
  through the pitch worklet of #317, so it keeps its length. Gate
  fades it out at the end of the note, One-shot plays through. Loop
  runs between Loop start and Loop end, also in the worklet.
- Parameters declares the instrument's own parameters with a
  default. Sound FX sends the sound through a sound FX asset, its
  parameters as inputs, the sound set in where its Input was.
- compileInstrument walks the graph once per note. A trigger is on
  only for the notes it stands for, a silent source silences what it
  alone feeds, a Mix with a silent side is the other side. velocity
  and the parameters stay open for the voice. Builds are cached per
  note until the graph or a sound or FX it names changes.
- The player takes a note as one voice of several layers, each way
  with its own file and volume. release fades the gated ways out,
  one-shots play on. playNote can release after a duration.
- Play note plays one note with velocity, volume, duration and
  detached, and hands out voice for Set sound FX parameters and
  Stop sound. Velocity is always loudness. Instrument parameters
  picks values for the instrument's parameters like Sound FX
  parameters does for an FX, renames follow.
- The tab has the graph, a header field per parameter, Stop, and
  128 keys below. Keys without sound are grey. A key plays while it
  is held. Focused, the computer keyboard plays as in a tracker by
  KeyboardEvent.code, the arrows move the octave.

Findings:
- A label of the keys set fill on the shared small text style and
  darkened every small label of the editor. Caught in a screenshot
  before the commit, the keys have a style of their own now.
- Suite task 523 on cf6799a failed two checks of e2e 34 that timed
  audio by the page's clock: a 2.95 s echo tail was gone after 1 s,
  and Quad in was further along than 0.7 s allow. Both time on the
  audio clock now through a new hook __gm.sound.clock().

Tests:
- instrument.test.ts (new, 22): notes, asset, palette, round trip,
  compile per note, drum kit, zones, Mix, velocity and parameters,
  Sound FX node with rename, problems, cache, Play note, the keys
- sound-library +7 (layers, release, duration, early release, loop
  region in buffer and worklet), pitch-player +2 (loop region),
  node-catalog +4, graph adjusted. 582 tests in the touched files.
- e2e 4 and 34 on melektaus-atx: ALL PASSED, 34 with 44 checks (+7)
- Gate on melektaus-atx: CHECK EXIT 0, 243 test files, 3750 tests
- Counter-checks: any always on, release ending one-shots, Sound FX
  inputs ignored, loop region ignored. 3, 2, 1 and 1 tests failed.
- Browser probe on stein2: keys, held key, Single notes names and
  the header looked at in screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:07:40 +02:00
adminandClaude Opus 5.5 4e6aeb5f72 Query objects in bulk and filter, count or test a list (#259)
game-maker / gate (push) Successful in 3m36s
game-maker / suite (push) Failing after 10m6s
The object queries only ever returned one object: Object by name,
Child by name and Find all stop at the first hit. Getting every coin,
every child or every item that passes a test needed a For each with
its own bookkeeping. These nodes return the whole set as a list of
Object, so For each and Find can use item straight away.

- Objects by name returns every scene object with that name in scene
  order.
- Children by name returns every match below object, nearer levels
  first, the same order as the singular node.
- Children returns the direct children, with recursive all of them
  level by level.
- Objects of asset returns every instance of an object asset or
  container by the same rule as Is asset, spawned ones included.
- All four take a snapshot. Destroyed objects are never in it,
  disabled ones are, as with the singular nodes.
- Find has a Mode setting: First, All, Any and Count. First is the
  default and hides the row, so existing graphs look the same.
- Match follows the mode of its paired Find: done with items and
  indices, done with any, or done with count. An unpaired Match shows
  First, since the pairing only comes from the wiring.
- First and Any stop at the first hit, All and Count walk the list.
- Changing the mode drops edges at outputs the Match no longer has,
  in one undo step. SetNodeParamCommand now cleans the whole graph,
  but only edges that were valid before the change.
- The palette entry "filter" adds a Find set to All with its Match.

Found on the way:

- After adding the filter entry, "find" + Enter picked Filter. The
  entry has node type Find, counted as an exact hit, and the tie went
  to the alphabet. The search now ranks by the entry id. e2e 6z-v
  caught it.

Tests:

- ./check.sh: 188 files, 2746 tests, CHECK EXIT 0.
- find-modes.test.ts with 11 tests, 11 catalog cases for the four
  nodes, the asset input guard now expects 3.
- e2e 6z-vii with 3 checks: filter from the palette, Count picked in
  the inspector drops the items edge, a run logs 2, 2, 2, 3, 4, "0, 2".
- GM_STEPS=1-6: all passed, 278 checks.
- Counter-checks fail as expected: every mode stopping early (2),
  Match ignoring the mode (6), cleanup on the own node only (1), no
  recursion (2), no inOrder (2), old ranking (1). In the browser a
  Match ignoring the mode fails both editor checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 15:43:03 +02:00
adminandClaude Opus 5.5 2aaca01929 Find the first matching item with a Find … Match block (#255)
Searching a list with For each needs the test result wired back into
break on the left of the loop node. The wires then run across the node
and the graph reads badly. Find … Match keeps the whole search flowing
left to right, while the test in between stays a free graph.

- Find takes exec and list and offers item and index. It sets them to
  each element in turn and has no exec output of its own.
- Match reads its bool input match once per element. The first true
  value continues at found with item and index of the hit. No hit or an
  empty list continues at not found with an empty item and index -1.
- The pair is derived from the wiring and stored nowhere. A Match
  belongs to the Find whose item or index its test is built from. Copy,
  paste and undo therefore need no extra code (findBlock.ts).
- An unpaired Find or Match, two Matches on one Find and a Match fed
  by two Finds show a warning on the node. At run time the flow ends at
  an unpaired Find and the console says so.
- Adding Find from the palette places its Match 480 px to the right in
  the same undo step.
- The graph draws a quiet frame behind Find, Match and the nodes of the
  test. Literals feeding the test from outside stay outside the frame.
- The test consists of data nodes only, like the break of For each.

Tests:
- ./check.sh: 184 files, 2694 tests, CHECK EXIT 0
- e2e GM_STEPS=1-6: ALL PASSED, 272 checks
- New find-match.test.ts with 12 tests, 2 catalog cases, e2e 6z-v
  with 3 checks using a real mouse.
- Counter-checks: ignoring the test fails 4 unit tests, no ambiguity
  check fails 2, framing everything fails 1. In the browser, no frame
  and no Match from the palette each fail their check.
- Check total in README: 1517.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:33:25 +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 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
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
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 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 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 b6a609ae24 Let a node work out its own ports
Ports that vary per node already existed, but only for the three nested-behavior
types, and the rule for them sat as a switch on type names in nested.ts – the
one place in the project that knew node types by name. It dissolves into two
optional contracts on NodeDef, so a type carries its own rule:

  declaresPorts  the node holds an editable list, shown as a section in the
                 inspector – behavior start/end, and now Pack/Expand
  derivePorts    the node computes them from its settings – Sequence from a
                 count, Run behavior from the behavior it names

Sequence gains an Outputs setting (2 to 26). Its keys stay a, b, c and count on
with d, e, so the edges of the sequences already out there survive.

A param can now take a port away, and the edge on it would stay: it draws as
nothing yet survives every save, and comes back to life if the port returns.
SetNodeParamCommand takes those edges with it, which also closes the same leak
that switching a Run behavior node's target has always had.

The port editor addresses its node by id rather than by type, so two Pack nodes
can live in one graph, and it calls the rows Fields when they are not a
behavior's signature.
2026-09-10 08:14:18 +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
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
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 d54a620ebd Add ESLint and Prettier, and close the node test gaps
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
  measured against the existing style); Markdown excluded because table-cell
  padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
  "this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
  tests in one go.

Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.

Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
  when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
  checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
  events now; the DOM handlers are thin adapters.

Compare fell back to == without a configured operator although the schema
default is <; aligned.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 10:02:22 +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 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