Commit Graph
14 Commits
Author SHA1 Message Date
adminandClaude Opus 5 c17b2b5426 Plugins are switched on and off in a Plugins tab, the server keeps the state in data/plugins/plugins.json, and switched-off plugins are never delivered (#114)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m43s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 20:15:51 +02:00
adminandClaude Opus 5 57a97ba94f Plugins in data/plugins are loaded at startup and can add a tab with a read-only node board, and the demo plugin shows every asset as a node (#113)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m43s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 19:00:03 +02:00
admin 7e5003b590 A test that waits for a deadline somebody guessed is waiting for the wrong thing, so it waits for the editor (#93)
game-maker / suite (push) Successful in 6m48s
The suite spent 88% of its step time asleep: 564 s of steps, 496 s of
them in sleep(n) - fixed spans estimated by hand and then copied from
step to step. That is why it was slow, and why it flickered.

The signal is afterFrames(count, timeout) in ui/render.ts, exposed as
__gm.afterFrames(). It wakes the loop itself, because an editor that
draws nothing would never redeem a promise of a frame, and it gives up
after a timeout instead of hanging the run. settle() in the harness
waits two drawn frames (~32 ms) instead of 150-300 ms and falls back to
sleep(150) when the hook is missing (an old build): silently not
waiting would make every later check a coin toss.

Every action goes through it now - click, doubleClick, wheel, drag,
dragAsset, press, typeText, select, mutate, undo, redo - and with that
about 550 sleep() calls behind those actions became redundant, helpers
that are nothing but a mutate in a coat included. What a frame cannot
answer got its own condition instead: waitUntil(expr), play()/stop()
waiting on __gm.state.mode rather than on 300 ms, saved() for the
autosave (the two hand-written polling loops sampled at 300 ms for
something that arrives after a second), and showTab() as a real tool -
47 places called evaluate("__gm.showTab(...)") raw, and 24 of them
waited for nothing at all and read the old panel.

564 s -> 243 s of step time, the waiting share 88% -> 76%. Three kinds
of wait were kept, and each one bit when it was taken away: loading
bytes (textures, fonts), game time that a repaint cannot stand in for
(time scale, shader and particle clocks, the live values a running
graph carries), and the inertia the scroll step measures on purpose.

Two things the new speed uncovered, both real: 25-animation read the
frame menu unfiltered and had frozen an incomplete list (the CI failure
on c990dbc), and 33-render-on-change measured idleness while the
autosave of the step before was still painting - it waits for
saveStatus to leave dirty/saving now, so it measures that nothing
happens any more instead of that it waited long enough.
2026-09-16 08:08:10 +02:00
adminandClaude Opus 5 3b039384c4 A search that ignores what a thing is called is no search, so the name wins (#43)
game-maker / suite (push) Failing after 10m23s
Typing "variable" into the node palette landed on `Run behavior`, because the
filter weighed label, type and description alike and then sorted by category.
`searchRank` in `src/ui/search.ts` now ranks a match: exact label or type, then
prefix, then label, then type, and only last a hit that lives in the
description alone. Category and alphabet order within a rank. The searchable
`Menu` uses the same function, so searching means the same thing everywhere.

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 10:21:20 +02:00
admin 5671a38044 A game that stays silent is only half a game, so a sound is an asset like any other (#45)
game-maker / suite (push) Successful in 12m1s
Sounds follow the road fonts already paved: the file goes to the server
content-addressed under its sha256, the project keeps a named asset that
points at it, and nothing is ever re-encoded. The format is read from the
file's own signature, not from what the browser claims - the same .m4a
arrives as audio/mp4, audio/x-m4a or as nothing at all.

Playing is two nodes. "Play sound" takes the asset and may raise or lower
its volume; every call is its own voice, so two jumps in a row are two
jumps heard. Its loop input is a choice of three - from the asset, on,
off - because a checkbox has to spend one of its two positions on "not
set" and would lose a case: an asset that loops could then never be
played once.

Below the graph core stays browser-free: NodeContext hands out an asset
id, BehaviorSystem resolves it against the project and folds the asset's
own volume and loop into the call, and only viewport/SoundLibrary knows
about Web Audio. A run without a sink plays nothing instead of throwing.

The CI browser is muted, so the ear is no witness: the debug hook counts
started and stopped voices, and step 34 reads that counter.
2026-09-15 07:54:28 +02:00
adminandClaude Opus 5 80dd82349d The + menu holds fourteen types now, so scrolling one into view belongs to the scaffold (#91)
game-maker / suite (push) Successful in 10m31s
`Variables` pushed `Font` under the menu's mask edge: `locate` still finds the entry, a click there
lands on nothing, `__gm.fontPicker()` is null and reading `.captions` throws. Only step 31 carried
the scroll workaround, so step 30 fell. The helper moves to `lib/scaffold.mjs` as `pickAssetType()`
and both steps use it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:14:57 +02:00
rootandClaude Opus 5 4feb4c2cf6 A step opens a tab the way a person has to, through the menu when it is hidden
CI run 35 was red: the suite died after step 15 with `widget with text
"Container" not found`. Nothing in the editor broke — the tenth tab (#73) pushed
Container behind the `»` button at the test window's 1280 px, exactly the case
#84 was built for, and three steps still clicked the tab name directly.

openTab(t, tab) in tools/e2e/lib/scaffold.mjs asks tabRow() whether the tab is
hidden and goes through the menu when it is, so the fix lives in one place rather
than in every step that opens a tab. The LABELS record moves there as TAB_LABELS,
since both the helper and 14-overflow need it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 07:03:40 +02:00
root 0f9e1611d1 A particle is a function of its age, not a thing that is stepped (#73)
game-maker / suite (push) Failing after 4m22s
The asset type `particles` is placeable and carries a graph at the same time —
`behavior` was the blueprint. Because a continuous emitter gives birth to particle n
at time n/rate, the whole field is a function of the clock rather than of the frames:
no ring-buffer bookkeeping, exact time jumps, reproducibility as a measurable property.

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

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

The tab count goes from nine to ten, which is exactly the case #84 was built for one
day earlier: at 1280 px the row no longer holds every tab, so guard 14b now asks for
hidden.length > 0 instead of === 0.
2026-09-14 05:44:25 +02:00
rootandClaude Opus 5 86b5363a01 Fonts: a new asset type, picked from the server or dropped in, worn by text objects (#74)
game-maker / suite (push) Successful in 9m10s
A font asset holds a file and nothing else, the twin of a texture: the server keeps it
content-addressed under data/fonts/{sha256}.{ext}, with the format read from the file's own
four-byte signature (finfo reports fonts inconsistently across libmagic versions). A text
wears one through its ordinary Font property, so overrides, reset, undo and the Properties
node come for free; no font means the editor's own typeface.

The picker lists everything the server holds and renders each row in the face it offers.
The family name is gm-font-<hash16>, never the name inside the file, so two "Regular" cannot
collide. WorldViewport.syncText is the single place that draws it, which covers scene, game
preview and play at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 20:09:59 +02:00
rootandClaude Fable 5.1 016e83c9b5 Transform: scale, rotation and mirror as properties, world transform as a matrix chain, oriented colliders (#76)
game-maker / suite (push) Successful in 9m5s
Four new rows on sprite, text, collider and container (block TRANSFORM):
scale, rotation in degrees clockwise, mirrorX, mirrorY. As properties they
get override/reset/apply, loading of old projects, write-back after play and
the Properties node for free; camera and behavior have none.

The hierarchy composes T*R*S per level (composeAlongChain replaces
sumAlongChain), so children rotate and scale with their parent. Reparenting
and grouping keep the look (carriedTransform). Drawing goes through
placeNode, the gizmo is a polygon, cull and objectRect use the AABB, drags
are computed in the parent's system.

Colliders are oriented boxes: SAT for box/box, box-circle in the box frame;
exitDistance replaces axisSeparation/axisCorrection, moveAndSlide moves along
the object's own axes.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 17:25:06 +02:00
rootandClaude Opus 5 c47fd5e4dc Console panel: capture console.*, timestamped lines, resizable (#50)
A log layer (src/editor/console/log.ts) keeps a 500-line ring buffer and
wraps console.log/info/debug/warn/error, still calling the original. Notices
and behaviour runtime errors go straight to the layer instead of through
console, so editor tests stay quiet and errors can render red. world.log is
untouched: it is per-run structured state that runtime tests and e2e read
directly, not a text stream.

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

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 18:00:23 +02:00
rootandClaude Opus 5 8f92a06c84 Consolidate duplicated editor code, trim comments, refresh README
Split GraphCanvas (1076 -> 831 lines) into EdgeLayer and graphMenus;
the port and marker menus were the same list and are now one function.
Value specs of the inspector and the list tab share valueSpecs.ts, and
the remaining copies (compound commands, type glyphs, typed asset
lookup, name rule, play/editor world setup, marquee) are merged.

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 11:00:30 +02:00
rootandClaude Opus 5 787a19d525 Give the e2e steps one place to build their fixtures
Steps 18 and 20 both hand-rolled the same object-plus-behavior scaffold, down
to lane offsets that nothing kept distinct. Step 19 claimed in a comment that it
cleaned up after itself but never checked it – the only one of the four that
did not.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 07:14:17 +02:00