c0879930004cfd88739e33146f56fd445a7e49fd
51
Commits
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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> |
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79a04e6764 |
Edit a Parametric EQ in its node, let the wheel only zoom graphs (#381)
The small curve below the EQ node's rows (#375) only showed the bands. Like the Compressor since #380, the node now shows the editor of its tab between its inputs and its output, and is worked right there. A double-click on the node still opens the same editor in a tab. Two wishes for the nodes with a panel came on top and share the same files, so they are in this commit as well: the numbers below the Compressor's knobs read as plain labels (#382), and the wheel over a node zooms the graph instead of turning a value (#383). #381, the EQ in its node: - EqPanel holds the curve, the band's numbers and the help line, taken out of EqEditor. The tab puts its one panel under a header, each EQ node has a panel of its own at 720 x 360 (EqFace). - A press on the curve neither picks nor moves the node. A double-click on the curve adds a band, one on the title or the edge opens the tab. - In the node a press on the Type or Slope button stays with the button, so the node is not picked or moved. - The spectrum runs in the node while it is in the picture. The tab lets go of the tap once, like the Compressor's, and Editor.tick lets every unseen tab and graph go before any seen one listens. - The count of bands moved from the tab's header into the band row, so the node shows it as well. - The node picture of #375 is gone with its only user: NodePicture, EQ_PICTURE and NodeView's drawing of it. #382, the numbers below the Compressor's knobs in its node: - A Knob with typed: false shows its number as a centred Label without a box, in the panel's ink. The ratio reads 4:1 (ratioText). - The label is as high as its text and sits up in the dial's open bottom, right under the ends of the scale. - Label takes a colour of its own. #383, the wheel in a graph: - GraphCanvas takes the wheel on the way down and stops it there. It zooms over a node too, and no knob or curve in a node sees it. - The tabs keep their wheel: a knob's step, a band's Q and the zoom of the EQ's dB. Found on the way: - A Menu opened below a button in the zoomed graph would have been placed by the button's own height. openBelow now takes the bottom edge as drawn. - The band row did not lay out its labels after a text change when its own size stayed. In the tab a later resize hid it, in the node "Band 1" and the count were missing. The row now lays out itself. - Handle and point positions for the checks were unscaled. They now go through toGlobal and hold at the graph's zoom. Tests: - Unit parametric-eq: 16 tests. The #375 tests now check eqCurvePoints and eqRangeOf directly. compressor-view: ratioText. - e2e 34 (atx): ALL PASSED, 125 checks (3 new: the EQ panel and its ports, editing in the node, the spectrum in the node with the tab open). The Compressor node's check reads its numbers as labels and 8:1. Both node checks now expect the wheel to zoom the graph and leave the ratio, the Q and the dB zoom alone. - The unseen-tab check now leaves for the Scene tab, since the node in the graph listens to the same tap. - Counter-check: the tab letting go of the tap every unseen frame stalls the node's spectrum with the tab open (1 frame against 22, probe on stein2). - Gate (atx): CHECK EXIT 0, 283 files, 4357 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1f2b64fb4c |
Show a Compressor's panel in its node, its tab on a double-click (#380)
The panel of #379 opened in a window of its own and replaced the tab. The user wanted the device in the graph instead, and the tab of #378 back on a double-click. The switch Hardware look goes again. - A node can show a face instead of its rows (`NodeFace`). Its inputs sit on the left of it and its outputs on the right, in the middle of the height. Each side is as wide as its longest port name. - A Compressor node shows the panel at full size, 820x280 graph units. Its settings and numbers are not listed as rows, the panel has them. - The knobs and the lever work in the node. A drag, a notch of the wheel and a double-click are one undo step each. A press on them neither picks nor moves the node, and the wheel does not zoom the graph. The number below a knob is only shown, typing stays in the tab and the inspector. - The meter and the LEDs run while the node is in the picture of a sound FX or instrument graph that is seen. Out of the picture, folded or hidden, the node lets go of its taps. - The window of one size, `fixedSize`, `refit`, `keptSize` and the rule that kept a Compressor out of the tab row are gone again. - A knob's drag as one undo step lives in `nodeParamDrag.ts` now, for the tab and the node. The numbers of a node and what auto-gain says moved to `compressorView.ts`. Found and fixed on the way: - The tab and the node listen to the same taps. The tab let go of them on every frame it was not seen, so the node's meter stood still while the tab was open. Now the tab lets go once, and in a frame everything unseen lets go before anything seen listens. Tests: - Unit: compressor-view (2 new), documents (the test of `keptSize` is gone with it) - e2e 34 (stein2, melektaus-atx was off): ALL PASSED, 122 checks. The four checks of #379 are now four of the node: ports beside the panel, knobs and lever in the node, the needle when played (21.7 dB with the tab open), and the double-click opening the tab. - Gate (stein2): CHECK EXIT 0, 283 files, 4356 tests - Counter-checks: an old auto-gain number read as off turns exactly its unit test red. A tab that lets go on every frame leaves the node's needle at 0 dB and no LED lit (probe on stein2). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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687377682c |
Draw the EQ's curve in its node and a spectrum behind it (#375, #374)
Both were asked for in #367 "for later". The node of a Parametric EQ now shows its curve in small, and its tab shows what passes the node while it is seen. #375, the curve in the node: - NodeDef has an optional `picture`: a height, and shapes made from the settings as plain point lists (guide, area, line). It is general, the Parametric EQ is its first user. - NodeView draws it in a box below the rows, again only when the box or the settings change. A drag in the EQ tab changes them, so the node follows it live. - Without a band the box stays, flat on its 0 dB line, so the node does not grow at the first band. - The axes of the curve, `eqCurvePoints` and `fillShapes` move from editor/soundfx/eqView to core/soundfx/parametricEq. Tab and node draw the sum from the same function. #374, the spectrum: - A node marked `tapped` gets a `tap` stage in front of its own stages and one behind them when compiled, in a sound FX and in an instrument alike. Its id is asset and node, since a copied asset keeps its node ids. - A tap is a gain of 1. SpectrumTaps (new, viewport/spectrum.ts) holds the tap of every voice and bus while it plays. - While the EQ tab is seen, in the tab row or in a window, the taps of that node feed one analyser per side (8192 points). Nothing is made before a tap of the node plays, so no AudioContext is opened early. - The tab draws both behind the curve, on a scale of 0 to -96 dBFS: the sound coming in faint and grey, the sound going on in the colour of a sound port. The analyser smooths it, and once the sound has gone the sum still hands it silence, so it falls away. - Once the tab is not seen, Editor.tick lets the analysers go, like the meters of the Song tab. - A tap does nothing to the sound, so `stats().last.stages` leaves it out, and a bypassed EQ keeps its taps. Decided on my own: - Every sound passing the node counts: Play of the sound FX tab, an instrument's keys, a song, a run. The issue proposed that. - The spectrum has no labels of its own. Its scale is in the wiki. Tests: Gate (melektaus-atx) 275 files, 4247 tests (11 new), EXIT 0 e2e 34 (melektaus-atx) ALL PASSED, 98 checks (2 new), twice Counter-checks, each put back by copy and compared with cmp: - The node's curve drawn without its bands: 2 unit tests fail. - The spectrum without the loudest bin between two points: 1 fails. - SpectrumTaps.stop leaving the taps linked: 1 fails. - Taps that never feed the analyser: e2e 34 fails in exactly the spectrum check (frames 0). Run in the container only. The screenshots of the second run were looked at: the blip as one peak behind the curve, and the dip at 4 kHz in the node. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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7a17030472 |
Give every sound FX effect a Bypass and a Wet (#354)
A node could only be taken out of a sound FX by unplugging it, and only six of them could be blended with the sound they get. Every effect now has both, in the sound FX graph and in the instrument graph alike. The Mix, the Input and the Output have neither. - Bypass is a checkbox setting. A bypassed node is left out when the graph is compiled, so it costs nothing and holds nothing back. The graph draws it faded, and its body says "Bypass: true". - Wet is a number input like the others. It can be a parameter, be moved by Set sound FX parameters and, where the node allows it for its other numbers, follow an Envelope. - A blend is a stage of its own (`wet`) around what the node adds. The sound as it came in is held back as far as the node is late, so a Compressor, a Limiter or a Vibrato do not comb it out. - The six nodes that had a Mix keep their key `mix` and only call it Wet. Saved values, parameters and edges stay as they were. - The Delay crossfades now: the sound alone at 0, the sound and its echoes in full at 0.5, the echoes alone at 1. Before, the sound was always in full and `mix` was the echoes. - The Pitch takes its semitones by Wet instead of blending, through a share `times` on the amount that an instrument binds as well. Findings: - A Delay saved before this sounds different. It sounds the same at half its old value. The two chip presets with a Delay (Echo Lead, Bell) are halved to keep their sound. - Project cbbf160bb7e8 has two Delays (mix 1 and 0.5). They are left as they are. Tests: - Unit: soundfx 65 (8 new), sound-library 107 (3 new), instrument 35 (1 new), envelope 13. Two delay tests and the filter ports test follow the new numbers. - Counter-checks: 8, each turns its test red. - e2e 34 (melektaus-atx): ALL PASSED, 83 checks (2 new). The ping-pong check at wet 0.25 measures what it did at mix 0.5. - Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4154 tests. - After the gate the derived ports of a blend are asked for once instead of twice: typecheck, lint and the three unit files green again (113 tests). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f46b2316f2 |
Make 8-bit sounds without a file with a Chip node in instruments (#329)
An instrument could only play sound files so far. The Chip makes the sound of a note itself, the way old game consoles and sfxr did: a raw wave and what its frequency does over the note. A laser, a jump or a pickup is now an instrument and ends by itself. - Chip node with wave (square, triangle, saw, sine, noise and the periodic noise of the NES), follow note, frequency, duty, duty sweep, slide, delta slide, min frequency, vibrato, arpeggio and repeat. It counts in Hz, semitones and seconds, not sfxr's 0 to 1. - It runs as a third processor in the FX worklet. The math is a plain class, ChipPlayer, tested in Node. Every sample is worked out 8 times and averaged, as sfxr does. - Frequency and duty are AudioParams, so an Envelope can move them and a parameter can tune them while the note plays. A Pitch behind a Chip moves its frequency directly, without the phase vocoder. - Below its min frequency a Chip ends and tells the page. Without the worklet it is silent and its note ends at once. - An Envelope with sustain 0 now ends its note once the decay is over, for every source under it, Samples too. Before, a note with duration 0 ran on silently until a Stop sound. - A note made of Chips alone needs no file. playNote and the wait for the bytes no longer drop it for having none. - Inputs that do nothing as things stand are grey in the inspector. idleParams is told which inputs are connected, so a connected one always counts. The credit names sfxr (Tomas Pettersson, MIT) and jsfxr, which turned out to be public domain, not MIT as the plan in #329 said. Tests: - Unit chip (new) 12, sound-library +4. All of tests/core, tests/viewport, tests/editor/graph and tests/editor/inspector: 178 files, 2953 green. - Counter-checks: semitones read as /24 turn 4 chip tests red. Without the sustain rule and the file check 4 library tests fail. - e2e 34 (melektaus-atx): ALL PASSED, 60 checks (2 new). Offline in Chrome a square at 220 Hz plus 12 semitones and duty 0.25 gave 329 periods in 0.75 s, up 0.249. 64 noise voices for 2 s rendered in 2.0 s, about 63 at once. Live a 0.2 s note with sustain 0 was gone after 0.26 s. - Gate (melektaus-atx): CHECK EXIT 0, 255 files, 3962 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9c71eb1a0d |
Shape notes with an Envelope and move numbers with its curve #335
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> |
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8a4e4a6762 |
Play sounds as notes of an instrument asset #331
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
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297fca3e94 |
Show Direction and Curve of a node only where they matter
An animation key shows Direction only for one of the ten curves and the Curve row only for Curve. Lerp and Set sound FX parameters hid them on the node body, but the inspector still offered both rows for every easing, so a linear Lerp had a Direction to pick that did nothing. - A node definition can name `idleParams`: settings that do nothing at the current values. The node body and the inspector both leave them out. - `hiddenParams` stays as it was. It only trims the node body, the inspector keeps those rows (the Order of an event, the mode of Find), so it could not take this job. - Lerp and Set sound FX parameters use `idleEasing` (formerly `hiddenEasing`) for it. - The idle settings are part of the node signature of the inspector. Picking an easing that needs Direction or Curve rebuilds the section, and the row appears. Tests: - easing-curves: 14 tests (+1), node-catalog: 381, green - e2e 06 (149 checks, green) checks that a new linear Lerp has no Direction and no Curve row in the inspector. Picking Cubic brings the Direction row, and Out is picked there as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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183f356c99 |
Let a game hand values to the parameters of a sound FX #311
A sound FX played the same every time: its numbers were settings of the nodes. Now the Input declares parameters with a default, every number of Gain, Pitch and EQ is an input they can feed, and a Play sound hands in values for them. - Input declares number parameters in the inspector, each with a Default (DeclaredPort.default, SetPortDefaultCommand). They are outputs of the Input. Input and Output count as terminals now, one of each per graph. - Gain, Pitch and EQ take their numbers at inputs under the keys the settings had, so saved graphs sound as before without a migration. Each value is held to its range however it arrives. - The compiler gives an FxPlan with the parameters still open. fxChainOf fills them in when a voice starts. The player still only sees an FxChain. - New behavior node Sound FX parameters: names an FX and picks its parameters like a Variables node picks variables. Each picked one is a number input that starts at the FX's default. Its output has the new port type fxparams, which only fits Play sound's fx params. - Play sound warns when the parameters name another FX than the one it plays. Names the FX does not know are left out. - Renaming a parameter at the Input renames it in every Sound FX parameters node naming that FX, edges and values included. - The Sound FX tab has a number field per parameter in its header. Play uses those values, they are never written into the asset. - A value counts from the start of a voice. Changing a playing voice is #315, a Mix node is #316. Tests: - soundfx.test.ts 22 (+11): parameters in the plan, held values, a 0-by-default stage, EQ band, save with defaults, wrong port types, default command with undo, Sound FX parameters into Play sound, defaults of picked ones, node problems, mismatch, rename with undo - node-catalog 368 (+3): Play sound fx params, Sound FX parameters - e2e 34: ALL PASSED - 28 checks (+2: header field plays depth 5, a Sound FX parameters node gives the game's voice depth 7) - Gate on melektaus-atx: typecheck, lint, prettier clean, 240 test files, 3636 tests green - Counter-check: with fxChainOf ignoring the values and the rename not followed, 5 of the new tests fail. - Browser probe: header fields, inspector Default and the picked parameter looked at in two screenshots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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de14f0f9e2 |
Play a sound through a graph of gain, pitch and EQ effects #311
A sound could only be played as it was uploaded. A Sound FX asset is
a node graph like a shader: Input, effects, Output. Play sound has a
new input fx that sends the voice through it.
- New asset type soundfx ("Sound FX"), not placeable, with a graph
and its own tab. The heading in the asset panel is "Sound effects",
so it does not take the click meant for the + menu entry.
- Nodes in core/soundfx/nodes.ts, category sound, port type audio
that only fits audio: Input, Output, Gain (dB), Pitch (semitones),
EQ (80 Hz and 12 kHz shelves, peaks at 250 Hz, 1 kHz and 4 kHz).
- compileSoundFx walks back from the Output with the shared graph
emitter. An input takes one edge, so the result is one line: a
pitch and a list of gain and filter stages. A node without input
or a graph without Output reports a problem on the node.
- Pitch is the playback rate of the source. It applies to the whole
sound and also changes its length, the node description says so.
- The BehaviorSystem resolves fx and hands the line to the AudioSink.
An fx that is missing or does not compile plays the sound dry.
- SoundLibrary wires source, stages, volume, destination in that
order. stats().last now also names pitch and stage count.
- The tab header picks one of the project's sounds and plays it
through the graph as it stands. Stop there ends only its own voice.
Tests:
- soundfx.test.ts (new, 11), sound-library (9, +2 for the wiring),
node-catalog (+1 for fx), graph and asset-groups adjusted
- e2e 34: ALL PASSED - 26 checks (+5: + menu opens the tab, palette,
2 effects, tab Play and game Play through the FX at -12 st)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 239 of 240
test files green. The red one was sound-library (its fake
AudioContext had no playbackRate), fixed afterwards, gate not
re-run in full.
- Counter-check: without the audio rule in portsCompatible the port
test fails.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2aa635f453 |
Keep an output's name readable beside a long inline value (#306)
An input and an output in the same port row were cut to fit each on its own. The input text could reach x = 123 and the output label could start at x = 83, so a long inline value ran under the output's name. At Animation playing a long animation name covered "progress". - The output label is placed first and keeps its room. The input text is cut with an ellipsis 6 px before it, as decided in the issue. - The rule is a pure function in src/editor/graph/portRow.ts. A row without an output keeps the input's old limit of 108 px. - The value a run shows beside an output uses the same rule. Its left edge can no longer lie right of its right edge. - New test hook __gm.graph.rowSpans(nodeId) gives each row's input and output text as cut and placed, in node units. - NODE_WIDTH stays as it is, as decided in the issue. Tests: - Gate: 230 files, 3520 tests (6 new in port-row.test.ts). - e2e 6: all passed, 149 checks (148 + 1). - Counter-check: with the rule switched off, the input text reaches x = 121.4 under "progress" at x = 114.1, and the new check fails. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f03ca0d382 |
Draw a shader in passes with a Pass node (#301)
A Blur stops at radius 8 in one pass, and bloom needs a softened copy of the picture beside the original. A Pass node cuts the graph: what feeds it is drawn into a picture of its own first, and the nodes that read a picture read that one when it feeds them. - Pass has color and alpha like the Output, a Resolution setting (Full, Half, Quarter) and a picture output. Texture color, Texture alpha, Sample texture, Blur and Texture size get a picture input. Unconnected it is the wearer's own picture, so the original stays readable beside any pass. - picture is a port type of its own. It plugs only into a picture input, not even into an any port. - The walk shared by the compilers can stop at a node (cut). The shader compiler draws each Pass it meets as a fragment of its own, earlier passes first. A ring through a picture says Feeds itself, and more than 8 passes say so at the node. - A pass draws untinted. The tint comes on when the last part reads a picture, so a particle source draws its passes once for all of its particles (user decision). - A pass's picture is the wearer's picture and its Padding, at the pixels of the picture times Resolution, at most 2048 per side. It is read with the picture's own filter and continues past its frame as the Output's Edge says. - PassPictures keeps one render texture per pass and wearer. It draws again only when picture, size, Padding or a uniform changed. A field's picture is a render texture that changes under the same id, so a field draws its passes every time. - Sprite, sliced sprite, text, particle source, field shader and the Shader tab's preview all draw passes. syncShader takes a fixed picture for a 9-slice, which holds its corners but keeps the margin. - texelAt and blur take the sampler they read. Existing shaders compile to the same program apart from that argument. - A field shader's Blur and Texture size count a pixel as a unit of the frame (uPixelScale), not of the screen. Before, a field's blur grew when zooming out and shrank when zooming in. This came with #170 and #300 and is fixed here because passes inherit it. - tools/perf-shaders.mjs and tools/perf-field-shaders.mjs measure two passes with GM_PERF_PASSES=1 and GM_PERF_PASS_RESOLUTION. Below Full an open Pass shrinks the picture first, as the wiki's recipe does. Found on the way: - Destroying the pictures before the shader made Pixi warn that a texture was still bound. The shader goes first now, and a picture of a new size is resized rather than replaced. - Two passes in a row could draw plain white the first time. Pixi builds the code that binds a program's resources once and finds them by position. A pass of one graph is often the same program as a pass of another with fewer slots, so it bound a placeholder. Every shader now declares all 8 pass slots and its uniform group. Tests: - Gate on melektaus-atx: 225 files, 3480 tests (3467 + 13), exit 0. - e2e 28 and 31 on melektaus-atx: 97 checks (94 + 3) and 44 checks (43 + 1), all passed, no Pixi warning in the console. - 28l-vii: a Blur across, a Pass and a Blur down draw the 5x5 spot of a Blur of Both (difference 0.000). On a grey sprite a pass's picture added to the original is 231/60/60, each tinted once. Two Passes in a row after a graph with one show red and green, not white. - 31v-iii: a Blur of 8 fades a field's frame edge over 8.0 units at 50 % and at 200 % zoom. - Counter-checks: a tinted pass fails 1 unit test. Pictures never bound fail both e2e checks (spot 0.20 instead of 0.04, 243/158/158). Pass slots by the number of passes draw #ffffff, and a field without its pixel scale ramps over 16 and 4 units: exactly the two new checks fail. - e2e sum 1716 is counted, not yet measured (1712 + 4). - Measured on stein2 (HD 630, one run per row): 50 field shaders at radius 8 go from 11.4 to 41.3 fps in two passes, 44.4 at radius 16 (three passes at Half). 800 sprites at radius 8 go from 13.9 to 24.5 fps. At radius 4 one pass stays faster from 400 sprites on. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6d79cf59a3 |
Move a large graph instead of drawing it again (#292)
In a graph of many nodes the frame rate dropped while panning, and more so while one node was dragged. Every pointer move rebuilt every box, every text and every curve, and a drag also announced a changed project, so the panels rebuilt along with it. - Panning and zooming move the picture. GraphCanvas.applyView sets position and scale and draws anew only the grid and the rubber band. It used to call redraw(). - A node draws its box and makes its texts only when what they show has changed. NodeView keeps a signature of what redraw reads and one of what rebuildTexts reads, and returns early while they hold. - A drag does not announce a changed project. GraphDrags writes the model on every pointer move and asks the canvas once a frame to follow (GraphCanvasHost.moved). state.preview() waits for the command of the release. - Nodes outside the picture are not drawn. inView in graphView.ts is the rule, cull() applies it after every redraw and every change of the view. - The graph is a render group, and box and pins go into the batch. The mask sits on a container above the group, on the group itself it would be panned and zoomed along. - The rubber band and the drop mark of a dragged behavior are drawn on their own (drawBand), without a redraw of the graph. Measured in the CI image with 388 nodes and 540 links, fitted to the canvas, 240 pointer moves 16 ms apart: - Pan, script per move: 25.2 ms before, 2.0 ms after - Pan: 4.4 frames per second before, 18.7 after - Drag a node: 2.7 frames per second before, 22.4 after - The still picture: 9 frames per second before, 21 after Not solved: the still picture of such a graph stays at 21 frames per second in the test browser. What is left is the drawing itself, and the frame rates are those of that browser, not of a desktop GPU. Tests: - Gate on melektaus-atx: 207 files, 3121 tests (3114 + 7), exit 0 - e2e 4,6,18,19,20,23,24,26,28,31,36,43,51,53 on melektaus-atx: 542 pass, 1 fail. The fail is module 51 after module 43, an order the suite does not have, and it fails the same way without this change. Module 51 alone: 12 checks, all pass. - No full run and no smokes. The sum of 1660 (1656 + 4) is reckoned, and the CI workflow is switched off. - Seven unit tests: six for inView in tests/editor/graph-view.test.ts and one in frame-preview.test.ts - Four e2e checks in block 6z-xii of module 06: pan, drag, zoom in and fit, a changed value - Seven browser counter-probes fail 2 to 3 checks each Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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32a0af6e2c |
Put the text and boxes of the interface on device pixels
On a screen scaled to 125 % or 150 % the editor looked soft beside a page the browser draws itself. The layout counts in whole CSS pixels, and most of those fall between two device pixels there. The GPU averages both: text loses its edges, and a 1 px line becomes a pixel and a half of mixed colour. Now text and boxes are rounded to device pixels, and a line is one device pixel wide. - ui/pixelGrid.ts holds the rule. crispText() makes a text with Pixi's roundPixels, crisp() does the same for a Graphics of upright boxes, and hairline() is the width of one device pixel. - Every text of the interface is made with crispText() instead of new Text(). - crisp() only rounds where the scale is not a whole number. At 100 % and 200 % nothing changes. - drawControlBox, drawHeaderBar and drawSectionBand draw their lines a hairline wide and flush with the edge. The widgets that draw lines of their own do the same. - Two bands share exactly the line they draw, and a column still ends on a whole pixel. - The stage is nudged by 1/32 px where the scale is not whole. At 150 % every odd pixel is an exact half, and without the nudge one band came out a row shorter than its neighbours. - Curves, icons and everything of the game stay unrounded. Rounding their points would bend them. - The harness takes deviceScaleFactor as an option, and the hooks deviceColumn, edgeContrast and pixelGrid read the frame as the screen gets it. Not in here: the subpixel smoothing a browser gives its own text. Pixi draws a text into a transparent picture first, and there only greyscale smoothing is possible. Measured at 150 %, edge contrast before and after: top bar 31.5 to 47.8, the lists on the left 68.6 to 86.4, inspector 27.6 to 38.4. At 100 % it is 46.5, 90.1 and 37.9, and the picture there is the same as before pixel for pixel, apart from the fps display. Tests: - Gate on melektaus-atx: 206 files, 3114 tests (3104 + 10), exit 0 - Full run on melektaus-atx: 1655 of 1656 checks passed, smokes 24/19/21. The one that failed was a condition of the new step 62 itself: it scrolled an inspector that had nothing to scroll. The step now makes the window lower for that reading. - e2e 61,62 after that fix: 14 checks. The full run was not repeated, and CI is switched off for now. - Ten unit tests, nine in tests/ui/pixel-grid.test.ts - Eight e2e checks in the new step 62, which runs at 150 % - Eleven unit counter-probes fail tests - Four browser counter-probes fail their checks. They ran before the fix to step 62 and were not repeated for it. - Screenshots looked at for 125 % and 150 % Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1d18862ed6 |
Give unconnected node inputs the default the node shows (#234)
A new node handed null to every unconnected input that had no port default, even a Bool. The inspector showed false, 0, "" or an empty list at the same time, so what the node read was not what the editor said. 97 of 135 inputs of the built-in nodes were affected. - inlineValue() falls back to the default the inspector shows. One place covers every node, also future ones and saved projects. - A default list is handed out as a fresh copy per read, so a node that edits its input in place cannot change the shared default. - The node shows the value it reads: an empty text or list as (empty), an object or struct input without a link as (null). Live values while playing use the same words. - A key input without a key keeps showing a dash, like the key field in the inspector. - Visible changes in old projects: To text without input gives "" instead of "0", Select and First not empty give "" instead of null. Tests: - 8 new unit tests in tests/core/inline-defaults.test.ts, among them one over all built-in nodes that no typed-in input reads null. - The e2e check in module 6 reads the rows of an unlinked Name of node. The check sum stays the same. - ./check.sh: 167 files, 2434 tests, exit 0. e2e 6: 117 checks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d444b27fae |
Let behaviors read and set tilemap cells while the game runs (#135)
A behavior could move sprites around but had no way to look at or
change the tilemap it was standing on. Doors, breakable blocks and
"is there ground ahead?" checks all need that.
- New nodes Tile at, Set tile, World to cell and Cell to world. The
conversion honours position, rotation, scale and mirroring of the
placed map. A small Tile literal node lets a graph compare what it
read against a fixed tile.
- The layer is picked by name from all tilemap layers in the project
through a new field kind. "First layer" takes the map's first one.
Because layer is an input, a text can also be wired in.
- Each placement keeps only its edited cells in liveTilemap.ts,
layered over the asset's cells. A second placement of the same map
stays untouched, and the asset itself is never written.
- A read sees a Set tile from earlier in the same flow. Drawing picks
up the edit at once and neighbouring autotile edges adapt.
- Solids see the edits straight away, so a Move in the same frame
already hits the new cell. Rapier rebuilds its shapes on the next
step.
- After Stop the map is back to what was painted. The editor run shows
the edit in the scene view while it lasts and does not touch the
project.
- An unwired tilemap input means no map, like Get position. Cells
outside the grid are refused and done reports false.
Tests:
- ./check.sh: 155 files, 2271 tests, CHECK EXIT 0 (before 2245).
- tests/core/tile-access.test.ts (14), one physics test for a floor
set at runtime, catalog entries for the five nodes.
- e2e 39,40: all passed, 86 checks (before 81), five new in 40s.
- Counter-checks: collision ignoring edits fails 3 unit tests, the
solids cache missing same-tick edits fails only the "at once" test,
drawing ignoring edits fails the 2 drawing checks, the editor run
not reporting a new tile fails only its check.
- 40s uses a still tile. The animated fixture tile redraws every frame
and hid the last counter-check at first.
- Check total 1351 + 5 = 1356, computed. CI confirmed 1351 at
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056a622524 |
Refactoring round 6: shared sheet canvas, fewer copies (#85)
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
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d7a2521ca7 |
A port can take its type from what is plugged into it (#207)
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
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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)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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> |
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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> |
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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>
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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. |
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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. |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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>
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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>
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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> |
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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. |
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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> |
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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> |
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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> |
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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. |
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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. |
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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> |
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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> |
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5a6af74e44 |
Add textures for sprites
Images are uploaded to a content-addressed blob endpoint and stored as data/textures/<sha256>.<ext>; the project only keeps the file name. The sprite points at a texture asset through an ordinary property of the new kind `asset`, so instance overrides, "Apply to container", "Reset to asset", undo and `Set property` work without any extra code. The new kind also replaces the ad-hoc asset picker the graph nodes faked as an enum. Import goes through + -> Texture, drag & drop onto the canvas or Ctrl+V. Images wider than 2048px are downscaled client-side and re-encoded to WebP if needed, because nginx caps uploads at 1MB; an image that already fits is uploaded byte for byte so pixel art is never resampled. The sprite colour default changes from red to white, since colour tints the texture multiplicatively and a tint of white shows an image as it is. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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6168df41f8 |
Show number fields with three decimals and snap dragging to the step
Number fields derived their display precision from `step`, so `step: 1` (X/Y/Z, width, height, font size) rendered a stored 100.234 as "100" — and because `onChange` parses the text, touching the field wrote the rounded value back into the project. `formatNumber` now renders every number with three decimals, independent of `step`, which is left to control the scrub and arrow-key increment only. Dragging now snaps to the increment's grid (`snapToStep`), so a scrub at `step: 1` always lands on whole numbers even from a fractional start, while Alt (x0.1) and the 0.1-step fields keep their precision. Typed values and arrow keys are untouched. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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> |
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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> |
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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> |
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91ee2feadd |
Spawn node: place assets at runtime into the play copy, Spawner demo behavior
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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9060da615a |
Replace Move 'per second' setting with a dt data input
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |