The twelve sections of the 992-line README are now wiki pages
(https://git.nockal.com/meleki/game-maker/wiki, wiki commit 9be1294),
content unchanged. The README keeps what it is, the quick start and
an index of the pages.
Pause is a sub-state of play, not a third mode: the toolbar button and
Ctrl+Enter stop ticking the world, the clock included. A held frame still
drops the input edges, so resuming does not fire a pause worth of keys in
one go.
The editor run missed the case it is most wanted for. hasEditorRun only
looked at the stored scene objects, so a behavior inside a placed
container never started one; the world now builds from resolveObjects and
writes back through objectRef, keeping the move as an instance edit
instead of baking the instance out.
Keys and clicks go to the run while the Game tab is on screen, where no
key means anything to the editor, and are handed back on leaving it -
held keys released, so nothing keeps walking unpressed.
Three things the graph view did differently from the scene view, or not
at all:
Panning moves to the middle button, which works from anywhere – a node
under the pointer included, since NodeView now lets that one button
bubble up. Shift-drag on empty canvas pans too. The left button pulls a
rubber band instead and no longer pans.
Nodes can be selected several at a time: by band, by ctrl/shift-click,
moved together, deleted together, each as one undo step. The selection
model gains `nodeIds` alongside the objects' `objectIds`.
Fit really fits. It used to pin the zoom at 1 and merely centre, so a
graph larger than the view always left nodes hanging out, and it sized
every node with one guessed height although real ones vary with their
port count. Both sums now live in editor/graph/framing.ts as pure
functions, which is what made the defect testable at all.
The band selects any node it overlaps rather than one whose position it
contains, unlike the scene view: nodes are large rectangles, and a band
drawn visibly across one has to catch it.
The Container tab reuses SceneViewport against any object holder, so a
container template is edited exactly like a scene. Right-click no longer
changes the selection, which previously made nesting impossible: opening
the menu on a container loaded it, and "Place in container" then targeted
itself.
Template edits (move, rename, override) now reach already-placed instances
per slot, through a shared templateSync used by both the apply path and the
plain object commands. Copies the user has touched keep their own value.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A new Texture tab next to Scene/Game/Graph shows a texture sheet and lets
frames be drawn on it: drag to create, move, resize via eight handles, edit
name and rect in the inspector, Delete to remove. Every change is a command,
so one gesture is one undo step. "Slice..." cuts a grid from columns and rows
with optional offset and spacing, previewing the resulting frame count and
cell size live.
Sprites pick a frame instead of the whole texture through the same `texture`
property: it now holds either a texture id or a frame id. Frame ids come from
the same generator and are document-wide unique, so one picker, one property
and one set of instance overrides cover both cases, and every sprite written
before this still means the same thing.
A Graphics fill ignores a Pixi sub-texture's frame and draws the whole image,
because it derives its uvs from the shape bounds and the inverted style
matrix. The cutout is therefore a matrix (`viewport/textureFill.ts`), which
keeps a sheet at a single GPU upload no matter how many of its frames are on
screen at once.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>