Commit Graph
118 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 d39bf83ea9 Pick the frame's outline when adding a collider to a sprite (#218)
game-maker / gate (push) Successful in 2m49s
game-maker / suite (push) Successful in 13m30s
"Add collider" on a sprite always made a box of the sprite's size,
even when the sprite's picture is a frame that has a collision outline.
The outline then had to be picked by hand as "Frame collision".

- newColliderProps in colliderCommands.ts is the rule as a pure
  function. A sprite whose picture is a frame with an outline gets a
  collider with shape "frame" and that frame. Anything else keeps the
  box of the sprite's size.
- The frame is the one the sprite shows when the collider is added,
  also when only this placement overrides it.
- Decided here, the issue says nothing about size: a frame collider is
  as big as its frame, so a sprite drawn bigger or smaller with the
  same proportions gets the collider's scale set to match.
- Decided here as well: a sprite stretched out of the frame's
  proportions keeps the box, because an outline cannot be stretched
  in one direction.

Tests:
- Gate: 198 files, 2914 tests (2911 + 3), exit 0
- e2e 8,42: 46 checks passed (42: +1 for 42e-ii)
- Three new unit tests in tests/core/collider-parts.test.ts: the
  frame with undo, the scale with an overridden frame, and the cases
  that keep the box
- 42e-ii goes through the context menu: "Frame collision" with scale
  2 on the sprite wearing the wedge frame, a box on a sprite without
  a picture
- Five unit counter-probes fail, 1 to 2 tests each. They ran on
  stein2, not in the container.
- The browser counter-probe fails 42e-ii with shape "box"
- The e2e sum of 1617 is calculated (1616 + 1). Neither the full
  suite nor the smokes ran for this state.
- Vector art has no test of its own, it takes the same branch as a
  whole texture.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 15:03:05 +02:00
adminandClaude Opus 5.5 cfd288c4b7 Halve the frame time of a playing scene with a tilemap (#284)
The performance panel showed Physics and Editor as the large parts of
a frame in a scene of 222 entities. Nearly all of it came from a
tilemap that only stands there.

- Whoever writes cells in place now says so with cellsChanged. Only
  then does cellsVersion compare the content. The comparison ran about
  60 times per frame and was the largest single item at 14 percent.
- The four writers call it: the painter during and at the end of a
  stroke, PaintTilesCommand on execute and on undo. A new writer that
  forgets it stays invisible.
- The game view is drawn once per frame in play. With an animated tile
  in view it was drawn twice, once by the run and once by animate().
  animate() now gets the redraw count from the start of the tick.
- TilemapField builds the geometry of a mesh only when its source
  changes: the cells, the tile size, the origin or the image. For that
  groupByTile and layerRows return the same objects for the same list.
- PhysicsSystem skips a tilemap whose source and switch are unchanged.
  The switch is kept because a map that starts switched off would
  otherwise have dead colliders once it is switched on.
- World.syncToModel looks entities and assets up in a map per pass
  instead of a linear search per object.

Measured on stein2 with a copy of the reference project, ms per frame:
Physics 2.64 to 0.97, Drawing 6.89 to 2.56, Editor 1.95 to 1.31.

Left open: syncToModel still mirrors every entity every frame. That
is its own issue.

Tests:
- Gate: 198 files, 2887 tests (2883 + 4), exit 0
- e2e 1-17,28,33,39-43,59: 810 checks passed, 40 has +3
- Smokes: 24 / 19 / 21, exit 0
- Three unit tests wrote cells directly and now call cellsChanged
- Eleven counter-probes fail. Two did not at first: the stroke needed
  a check of its own, the physics test has to start with the map
  switched off. That last one was repeated on stein2 only.
- e2e total 1613 is computed, not measured in a full run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 09:52:57 +02:00
adminandClaude Opus 5.5 5e21d473a4 Fix references into nested placements and on asset delete (#285, #286)
Two findings from #269. A reference from a container into a placement
nested in it was dead from the start, and deleting an asset left
references to the objects it took along showing "(missing)".

- A reference is stored the way its holder shows the object. In a
  container tab that is q~x for content of a nested placement q.
- referenceCandidates translates it when the container is placed: in
  placement r, q~x becomes r~q/x. pathOfId and idOfPath in instance.ts
  do the mapping, objectChoices offers the same spelling the other way.
  The rule holds at any depth.
- Storing q/x as proposed in #285 was dropped. The container tab would
  then have had to translate its own ids.
- No migration. All projects and snapshots hold three references, none
  of them with ~ or /.
- Create container lets a reference to content of a member placement
  follow it. It was left dead before.
- Paste lets such a reference point into the copy. It kept pointing at
  the original before. Both go through the new renamedReference.
- Delete asset records what every holder shows before the cascade and
  clears every reference to an object that is gone afterwards, with
  dropReferencesToGone from #269. The row shows None, undo restores
  the references (#286).

Tests:
- Gate: 198 files, 2882 tests (2873 + 9), exit 0
- Unit object-references: 26 passed (17 + 9)
- e2e 1-17,57: 566 checks passed, 57 has +57i and +57j
- Six unit counter-probes fail between 1 and 3 tests each
- The browser counter-probe fails 57i and 57j as described in the
  issues
- e2e total 1609 is computed, not measured in a full run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 07:28:49 +02:00
adminandClaude Opus 5.5 214218d1b2 Clear references to a template object in every scene on delete (#269)
Deleting an object in a container tab only cleared references inside
the template. Placements in scenes and other containers kept their
instance edit and showed "(missing)" in the inspector.

- shownObjectIds records which objects every holder shows before the
  delete. dropReferencesToGone compares that with the state after it
  and clears each reference that no longer resolves.
- A reference is resolved from its own place with referenceCandidates,
  the same way the runtime does. One rule covers instance edits,
  nested placements and full ids like p~crate.
- A cleared instance edit is dropped when it now says the same as the
  template's own value. Without such a value a marked None stays, as
  if picked by hand, and Reset hands the row back to the template.
- All cleared references come back with a single undo.
- References that were already dead in saved projects stay untouched.

Findings, not fixed here:
- A reference from container D into a nested placement q is stored as
  q~<id>, but the copy is named r~q/<id> in every placement of D. The
  runtime finds nothing, so that reference is dead from the start.
- Delete asset removes placed objects by cascade but does not clear
  references to them.

Tests:
- Unit object-references: 17 passed (13 + 4)
- Gate: 198 files, 2873 tests, exit 0
- e2e 1-17,57: 564 checks passed, 57 has 13 (+1 for 57h)
- Five unit counter-probes and one browser counter-probe fail as
  expected
- e2e total 1607 is computed, not measured in a full run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 22:35:51 +02:00
adminandClaude Opus 5.5 0f6e628616 Check the declared type when a graph writes a typed variable (#271)
A list variable with an item type only kept its shape in the editor.
A graph could write any list into it at runtime, and the List node had
no type at all. Now the declaration decides what a write may store.

- Writing a list into a typed list variable leaves out every item that
  does not have exactly the fields of the type. The rest is written and
  the console names each item that was left out, like Add item does.
- The same rule holds for typed list fields inside a struct variable
  and for lists inside typed items, at any depth.
- A typed struct variable refuses a struct with a field the type does
  not have, and a value that is no struct. A struct with missing fields
  still merges in as before, so a partial Pack keeps working.
- The check runs in the Variables node (own variables and Variables
  assets) and in the Properties node when it sets a behavior variable
  of another object.
- Ports learn their declaration through GraphLookup: what a variable
  declares about its type, and which behavior owns a graph. The rule
  itself lives in the new src/core/graph/typedValues.ts, fitsType moved
  there from SetItem.
- The List node gets a Type setting. With a type its items are shaped
  and marked, follow the struct asset, count when the type is deleted
  and offer Split into fields in For each. The mark never reaches the
  running game.
- A type on a List node holding something other than structs is
  refused with a console line.
- Setting the List node back to None removes the marks, unlike a list
  variable. A node list has no per-item type row, so marked items could
  never be freed there. Undo brings everything back.
- tests/core/kinds.test.ts looked for the value as the first parameter
  of a literal. Type now comes first on the List node, so the test
  finds the value by its key.

Tests:
- Gate: 198 files, 2869 tests (2856 + 13), CHECK EXIT 0
- e2e 55: 19 checks (+55j write at runtime, +2 for 55k List node)
- e2e 54: 16 checks, smokes 24 / 19 / 21
- Five mutations, each fails between 1 and 4 tests
- e2e total 1606 is computed (1603 + 3), no full run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 22:08:22 +02:00
adminandClaude Opus 5.5 6d4247ebf8 Paste where the view shows it, editor offsets included (#263)
Paste mixed two frames. The pointer comes from the Scene View, which
draws every object moved by the editor offsets of it and its parents.
Paste turned that point into a local position through the parents'
plain world transform, so the copy landed beside the pointer by the
offset of the parent it went into. Without a pointer, an original with
an offset of its own had its copy placed beside its game position,
which the view does not show.

- A copied root now remembers where the view showed it
  (`ClipRoot.shown`, from `editorTransform`) instead of its world
  position.
- New `editorLocalPositionFor` in `properties/transform.ts` turns a
  shown point into a local position through the parent chain with the
  editor offsets, as the view draws it. Paste uses it.
- The copy itself still gets no editor offset of its own, as since
  #240. In the game it stands where it was drawn, minus the offsets of
  its parents.
- Re-parenting under a parent with an offset still keeps the game
  position, so the object jumps in the view by that offset. That is a
  different rule from paste and is left as it is.

Tests:
- Unit (clipboard, groups, references, transform): 50 passed, 2 new.
- e2e 51 on melektaus-atx: ALL PASSED, 12 checks, 1 new (51f).
- Gate on melektaus-atx: 195 files, 2829 tests, CHECK EXIT 0.
- Counter-checks: without the paste fix both new unit tests fail
  (copy at 540/470 instead of 500/500) and 51f fails by exactly the
  60/-40 offset. With the root remembering its world position again,
  the own-offset unit test fails.
- No full run. The e2e total of 1591 is 1590 plus 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:36:30 +02:00
adminandClaude Opus 5.5 9b5eeaab57 Empty a deleted tile's cells on every tilemap (#268)
Deleting a tile left the cells painted with it in the tilemaps. They
drew nothing, blocked nothing and did not show in the delete dialog,
but still read as a tile for "Tile at" and stopped a fill.

- DeleteAssetCommand empties the cells of a deleted tile on every
  layer of every tilemap in the same step. Undo puts the tile and its
  cells back together.
- The delete dialog counts them, for example "3 cell(s) on 1
  tilemap(s) are painted with it and become empty." (cellsPainted).
- presentTile treats a cell naming a missing tile as empty. "Tile at"
  (World.tileAt) and floodFill use it, so cells already in existing
  files read and fill as empty. There is no migration.
- The brush, the rectangle and the fill check the tile in hand. A
  tile deleted after it was picked no longer paints new invisible
  cells, the editor says "Choose a tile to paint with." instead.
- Unchanged on purpose: the picker still reports such a cell as
  naming a tile that no longer exists, and erasing removes it.

Tests:
- ./check.sh: 195 files, 2823 tests, CHECK EXIT 0 (+6).
- GM_STEPS=39,40: ALL PASSED, 100 checks (4 new in 40t).
- Full e2e sum is now 1590 (1586 confirmed by CI on round 8, plus 4).
- Counter-checks, all fail as expected: 5 in unit tests (delete
  without emptying, undo without cells, fill and "Tile at" without
  presentTile, wrong map count) and 3 in the browser (dialog without
  count, delete without emptying, brush without the check).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:00:22 +02:00
adminandClaude Opus 5.5 14972d057f Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
game-maker / gate (push) Successful in 3m53s
game-maker / suite (push) Successful in 11m55s
Recurring cleanup round over the code since round 7 (bc688f3). The
issue now also asks to fix bugs and small inconsistencies found on the
way, so unlike the rounds before, this one changes behaviour in a few
places. Duplicated code in api went from 23 clones with 228 lines to
none (jscpd, at least 50 tokens). In src it stays at 22 clones with
271 lines, the same before and after.

Bugs:
- nginx served project and snapshot files as they were, so anyone who
  knew a project id could read it without signing in. Every file the
  API writes now goes through AtomicFile (temp file, mode, rename).
  Projects, snapshots, releases, accounts and sessions are 0640, and
  nginx answers 403 for them.
- Any signed-in account could delete a shared image, font or sound,
  which projects of other accounts may wear. Deleting one is now for
  administrators only. The editor never deleted a file, so the
  client's delete is gone.
- Two saves of one project could run at once. The lock file was
  removed after each save, so a waiting save and the next one locked
  different files. The lock file now stays, and deleting a project
  takes the lock as well.
- Bytes that are no picture got a 500 instead of a 422, because the
  error handler also threw for warnings silenced with @.
- A session file was rewritten in place. A request reading it at that
  moment found it empty and was signed out. It is replaced atomically.
- Delete did nothing for a shape picked in the vector art list. Delete
  now goes through removeSelection, one case per kind of selection,
  and a kind without a case fails the type check.

Inconsistencies:
- Escape on a question does what its Cancel does. Cancel on "Delete
  project?" and "Restore snapshot?" leads back to the picker or the
  list like the other questions did, and so does deleting a project.
- Editor texts use American spelling throughout, like the port names:
  48 British spellings in 45 lines (colour, centre, initialised).
- objectName and groupName replace eleven copies of "own name, else
  the asset's" and three of "Group". One copy fell back to the object
  id instead of "?".

Duplicates, dead code, comments:
- routeFiles serves images, fonts and sounds instead of three copies.
  HashedFileStore holds what the three stores shared: keeping a file
  under its hash with its name, listing and deleting. The stores keep
  only which bytes they take and what a record says.
- AtomicFile replaces nine copies of temp file plus rename.
- removeShapes is the one way the canvas, the inspector button and
  Delete take shapes out.
- GraphInterpreter.fire was called by tests only. The 54 calls use a
  helper in tests/helpers.ts now.
- FileStore.delete, HttpFileStore.delete and the PluginApi type were
  unused. A doc comment in actions.ts sat above the wrong function.

Checked and left as is:
- solidCells is used by tests only. It is the per-cell view before the
  merge into rectangles, the one place the largest-scale rule shows.
- An undo checker ran all 124 commands of the unit tests and compared
  the project before and after undo. The only differences are empty
  ports, groups and notes lists where there were none, which the file
  format drops anyway.

Docs:
- README: the check sum.
- Wiki, own commit: API (admin-only deletes, 422, file modes, lock
  file), Home (the "Not yet" list named three things that exist),
  Concepts, Keyboard, Vector art, Architecture and Development, and
  the 38 characters Gitea flagged as ambiguous on eight pages.
- .gitignore: the lock files, and pasted-*.png in any folder, which
  keeps the screenshot archive out.

Tests:
- ./check.sh: 195 files, 2817 tests, exit 0 (+2 for the name helpers).
- PHP: accounts 52 in the web container and 53 in the CI image with
  the race test (+2), snapshots 15 (+1), releases 20.
- Full e2e run: ALL PASSED, 1586 checks (+6 in 12, 47, 49 and 50).
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks. The example
  project files were restored byte for byte afterwards.
- The file stores of HEAD and of this commit give byte-identical
  output for the live folders and for store, list and delete in a
  throwaway folder.
- Counter-checks, all fail as expected: a 500 for bad bytes fails 12,
  no admin check fails 49, removing the lock file again loses saves
  in 3 of 3 runs (151 to 170 of 321), Delete ignoring shapes fails 47,
  Escape that only closes fails 50, and dropping the shape case fails
  the type check (TS2366).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:12:55 +02:00
adminandClaude Opus 5.5 bc688f3efc Refactoring round 7: split BehaviorSystem, fewer copies (#85)
game-maker / gate (push) Successful in 3m50s
game-maker / suite (push) Successful in 12m3s
Recurring cleanup round over the code since round 6 (056a622), 105
commits. Behaviour is unchanged. Duplicated code in src went from 29
clones with 229 lines (0.32 %) to 14 clones with 109 lines (0.15 %),
measured with jscpd and the same settings as round 6.

- BehaviorSystem.ts shrinks from 941 to 589 lines. Collecting the
  pulses (keys, timers, collisions, animations) moved to
  behaviorPulses.ts. The NodeContext the nodes receive moved to
  behaviorContext.ts. Imports from outside stay the same, TimeScaled
  is still exported from BehaviorSystem.ts.
- PointKindButton and drawPointGrip replace the "Point:" button with
  its menu and the point and handle drawing that the curve and the
  vector art tab each had on their own.
- lerpVec, cubicAt and splitCubic in src/core/util/vec.ts replace four
  copies of the cubic curve and two de Casteljau splits.
- mapNested in Properties.ts is the one walk over lists and structs
  that liveObjects and objectRefs did separately. withFieldRenamed
  and withoutField replace three copies of renaming a struct field
  and two of removing one.
- jsonBody and staleRevision build the JSON body and turn a 409 into
  StaleRevisionError for all stores. The auth store turns a 401 into
  its error in one place.
- Smaller helpers: structAssetFrom for the two "Make struct type"
  commands, shownObject in the inspector, selectedItem for the size
  gizmo and the polygon corners, solidTiles in the tilemap collision,
  requireVariablesAsset and requireBehaviorVariable.
- Left as is on purpose: the plain forwarding from the collision and
  physics systems to Solids, the pointer wiring of the canvases and
  the identical last lines of the two make commands.
- Removed unused code: tilemapTileIds and tilemapsUsing were never
  called since #128 and #131. EditorState.runtimeProject became unused
  with GameRun in #266. The assetId getter of the make commands was
  read only by a test.
- 60 values used only in their own file lost their export. The shader
  and particle node catalogues stay exported as in round 6.
- Five comments that told history now describe the current state. The
  doc comment of BehaviorSystem sits on the class again.
- README lists the struct, clip area and curve assets and mentions the
  game link from #266.

Findings:
- Deleting a tile that is painted on a tilemap leaves its cells in
  place, and they draw nothing. The delete dialog does not mention the
  tilemaps. That was probably the job of the unused tilemapsUsing.
  Left as is, because fixing it changes behaviour.
- The solid filter for tile surfaces was untested. A bent filter
  stayed green. A new test in tests/core/surface.test.ts now fails
  against it.

Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (one test removed with
  tilemapsUsing, one added for tile surfaces).
- Full e2e run: ALL PASSED, 1580 checks.
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks, all passed.
  The example project files were restored byte for byte afterwards.
- Counter-checks, 12, all fail as expected: 10 in unit tests (among
  them mapNested, splitCubic, cubicAt, staleRevision, the stay pulse,
  the late timer and the time scale), 2 in the browser (Point button
  always enabled fails 47, selectedItem without a hit fails 29).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:16:37 +02:00
adminandClaude Opus 5.5 94c1055895 Throttle what the editor shows while a game runs (#265)
game-maker / gate (push) Successful in 3m40s
game-maker / suite (push) Failing after 11m9s
With the behaviors fixed, the scene Performance test still ran at
about 23 fps with 500 entities. The rest of the frame went to the
editor: every spawn or destroy rebuilt the hierarchy with all its
rows, redrew the scene view behind the game tab and refreshed every
panel. The game itself is cheap. What the panels show of it now
follows a preset in the project settings.

- New section While playing in the project settings with three
  presets: Live, Balanced and Minimal. Every project reads as
  Balanced, including those saved before the setting existed.
- Live keeps today's behavior. Balanced brings hierarchy and panel
  values up to date 4 times a second and stops redrawing the hidden
  scene view. Minimal updates hierarchy and values only on pause and
  throttles the graph tabs as well.
- The graph and state machine tabs stay live under Balanced. At 4
  updates a second the beads on exec edges stutter, and the tabs
  draw only while on screen. This differs from the issue proposal.
- The game itself is never throttled. Pause, step and stop bring
  every panel up to date at once, and a change of structure that
  falls between two updates is kept for the next one.
- The rule lives in editor/playThrottle.ts as panelPolicy and
  PanelClock. PlaySession asks it after every frame.
- Objects spawned at the top level go into a hierarchy group named
  after their asset, so hundreds of gold pieces fold into one row.
  Groups start folded.

Measured on a throwaway copy of Performance test, 3 s each, fps:

- About 500 entities: Live 38.6, Balanced 56, Minimal 60.6.
- About 315 entities: Live 56.9, Balanced 60.5, Minimal 60.6.
- p95 frame time at 500 entities: 60 ms, 41 ms and 23 ms.

Tests:

- ./check.sh: 193 files, 2799 tests, CHECK EXIT 0.
- GM_STEPS=1,18,59: ALL PASSED, 54 checks.
- Full e2e run (local): ALL PASSED, 1562 checks.
- tests/editor/play-throttle.test.ts: presets, update rates, kept
  structure changes, flush, spawn group and loading old projects.
- New e2e module 59: preset chosen with the mouse, measured update
  rates, scene view behind the game tab, Minimal with pause.
- Module 03 now expects spawned objects in their group row after the
  next update.
- Counter-checks: 4 in unit tests and 2 in the browser, each failing
  as expected.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 11:53:04 +02:00
adminandClaude Opus 5.5 0c41cb97b1 Clip the children of an object to a clip area (#260)
game-maker / gate (push) Successful in 3m43s
game-maker / suite (push) Failing after 11m7s
An inventory grid could not scroll, because nothing could cut a child
off at an edge. A game also had no way to hear the mouse wheel. Both
are needed for a scrolling list, a dialog text or a window with more
content than room.

- A new object type Clip area has width and height and turns, scales
  and mirrors with its parent. The size gizmo drags width and height.
- Everything below a clip area, on every level, is drawn only inside
  its rectangle, in the Scene view as in the game. Nested areas cut to
  their intersection. The rule works on a convex polygon, so a turned
  area cuts right as well.
- On click, Is hovered and On mouse wheel do not hit a cut-off part.
  The Scene view does not pick it either.
- In the Scene view the area is a dashed frame that is grabbed only at
  its edge, so a click inside lands on the content. The eye under
  Shape hides the frame. In the game the area is invisible.
- While an object below an area or one of its parents is selected, the
  Scene view shows the cut-off part at 30 % opacity and it can be
  grabbed there. The rule lives in core/properties/clip.ts.
- The Properties node knows the type Clip area.
- The new event node On mouse wheel fires by the rule of On click. Its
  delta counts in notches, positive is down, and a frame's turns
  arrive as one value. It also gives x and y.

Limits:

- Only sprites and texts show the faded rest. Tilemaps and particles
  are cut and can be grabbed when open, but are not shown faded.
- Masks by texture shape are out, as noted in the issue.

Tests:

- ./check.sh: 2773 tests, CHECK EXIT 0.
- Full e2e run (local): ALL PASSED, 1549 checks, measured.
- tests/core/clip-areas.test.ts: 12 tests for the cut rule, scene and
  game, save and load, hits, the wheel with and without owner, the
  notch conversion and the open rule.
- e2e 58, 5 checks with real mouse and wheel: the scene cuts (74 of 74
  red inside, 0 outside), a click on the cut part picks nothing, the
  selected rest is faded and grabbable, the game cuts, one notch
  logs 1.
- e2e 04 and 46 count the object types and the eye rows. They now
  include Clip area.
- Counter-checks: 6 in unit tests and 3 in the browser, all fail as
  expected. The originals were restored and checked with cmp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 07:08:00 +02:00
adminandClaude Opus 5.5 4e6aeb5f72 Query objects in bulk and filter, count or test a list (#259)
game-maker / gate (push) Successful in 3m36s
game-maker / suite (push) Failing after 10m6s
The object queries only ever returned one object: Object by name,
Child by name and Find all stop at the first hit. Getting every coin,
every child or every item that passes a test needed a For each with
its own bookkeeping. These nodes return the whole set as a list of
Object, so For each and Find can use item straight away.

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

Found on the way:

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

Tests:

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 15:43:03 +02:00
adminandClaude Opus 5.5 f84defb9b6 Pick an object of the same scene for an Object variable (#258)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 10m2s
An Object variable could only be set by a graph while the game runs.
A placed object always showed "(null)", although the other objects of
its scene are there to choose from and the runtime can already find
any object by its id. Now the placed object stores a reference to one
of them, and the running game turns it into the real object.

- Stored as {"$object": "<id>"}. The empty placeholder stays as it
  was, so old projects load unchanged and empty still means "(null)".
- The row of an Object variable on a placed object is a dropdown with
  None and every object of the scene, indented like the Hierarchy.
  The same goes for Object fields in structs and Object items in
  lists, also in the Variables and List tabs.
- The behavior asset keeps "(null)". An asset has no scene, so "Apply
  to asset" is gone from Object rows.
- The runtime resolves the reference when the Variables or Properties
  node reads it. A destroyed target reads as null, a missing one shows
  "(missing)" in the row.
- Inside a container only objects of the same container are offered.
  The reference keeps the template id, so every placement finds its
  own copy.
- Deleting the target clears the reference in the same undo step.
  Paste points references inside the pasted group at the copies and
  leaves outside references alone. Create container and Unpack carry
  references along with the new ids.
- A value a graph writes while running stays in the run. The scene
  keeps the picked object, also in "Run in editor".

Found on the way:

- Setting an override coerced every object slot to empty, in plain
  values, struct fields and list items. The shared objectPlace() now
  keeps the reference.

Not done:

- No eyedropper to pick in the scene, the dropdown is enough for now.
- Deleting a template object in the container editor does not clean up
  references in other scenes. They read as null there.

Tests:

- ./check.sh: 187 files, 2724 tests, CHECK EXIT 0
- e2e 1-9, 51, 57: ALL PASSED, 389 checks
- e2e 1, 57 on the final bundle: ALL PASSED, 17 checks
- 13 unit tests in object-references.test.ts, 5 checks in e2e 57
- Counter-checks: 8 unit breaks fail their tests, the browser break
  without a pick list fails 57b-57d

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:35:17 +02:00
adminandClaude Opus 5.5 e8b3ac0a3b Keep behavior variables private to their own graph (#257)
game-maker / gate (push) Successful in 3m40s
game-maker / suite (push) Successful in 10m56s
A behavior often needs working state such as a timer or a counter.
Until now every variable showed up on each placed object and in the
Properties menu, so the inspector filled up with values nobody should
touch. A private variable works like any other inside its graph but
is not offered anywhere outside.

- Each behavior variable gets a lock switch next to Keep. It starts
  off, so existing projects stay as they are (`privateVariables`).
- A placed object shows no private variable, neither in the
  inspector nor while the game runs. If all are private, it says so.
- Switching a variable to private drops its overrides on every
  placed object in one undo step. Switching back does not restore
  them.
- A running game does not write a private value back as an
  override, and a project change during the run does not reset it.
- `+ Property` no longer offers private variables. A port that
  names one by hand still reads and writes it without a warning.
- The default value of a private variable is read-only in the asset
  inspector. Its shape (name, fields, type, delete) stays editable.
- Keep is now a pin icon instead of a word. With the lock added, the
  header of a list variable had no room left and the lock covered
  `+ Item`.

Not done: the animation track picker still offers private variables.

Tests: ./check.sh -> 186 files, 2711 tests, CHECK EXIT 0.
e2e 1,19,20,21,56 -> ALL PASSED, 119 checks. New module 56 has
7 checks with a real mouse. Counter-checks fail as expected: unit
without the write-back filter, the sync guard, dropping overrides or
loading the flag. Browser with all variables on the object, an
unfiltered menu, or no value lock.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:54:57 +02:00
adminandClaude Opus 5.5 cf6565d108 Start new behavior variables with Keep switched off
Keep is a choice the author makes per variable. Switching it on for
every new variable meant most behaviors carried state across runs that
nobody asked for, and the toggle had to be turned off by hand.

- AddVariableCommand no longer adds a new variable to keptVariables.
  Keep is only switched on by hand.
- Existing projects are unchanged. Their keptVariables stay as saved.
- The comment in Asset.ts describes the new default.
- The counter fixture in keep-state.test.ts now keeps count
  explicitly instead of relying on the old default.

Tests:
- ./check.sh: 2706 tests, CHECK EXIT 0
- e2e 1, 6, 19: ALL PASSED, 172 checks
- 19c-ii expects [] after adding, then ["var1"], [] and ["var1"]
  after undo, all clicked with the real mouse
- Before the fixtures were adjusted, 8 unit tests failed on the new
  default

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 12:02:40 +02:00
adminandClaude Opus 5.5 38e0f656be Split a struct output into one pin per field (#256)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Successful in 10m45s
Reading one field of a struct needed its own Expand node, even where
the graph already knows the struct type. A split output shows the
fields directly on the node, so a Find … Match test becomes a single
Equals and the wires keep running left to right.

- Right-clicking an output pin offers "Split into <Type> fields" when
  the type is known and "Split as …" for every other struct asset.
  The output is replaced by one pin per field with the field's kind.
- The type is known for typed struct variables, typed Pack/Expand,
  fields of another split and item of For each, Find, Match and Item
  at over a typed list (portSplits.ts).
- Right-clicking a field pin offers "Recombine". Splitting drops the
  edges of the whole output, recombining drops the field edges. One
  undo step brings them back.
- The split is stored as GraphNode.splits and saved with the graph.
  Copy and paste carry it along.
- Field pins follow the struct asset like a typed Expand. A new field
  gets a pin, a removed field loses pin and edge, a renamed field keeps
  its edge. Deleting the asset keeps the last fields. The delete dialog
  counts splits, so it now says "node(s)" instead of "Pack/Expand
  node(s)".
- Renaming a variable carries its split and the field edges along.
- At run time the node still produces the whole value. A field pin
  reads its field like Expand, a missing field reads as empty.
- Limits: outputs only, one level, behavior graphs only.

Tests:
- ./check.sh: 185 files, 2706 tests, CHECK EXIT 0
- e2e GM_STEPS=1-6,54,55: ALL PASSED, 303 checks
- New port-splits.test.ts with 12 tests. e2e 6z-vi with 3 checks
  using a real mouse: split Find.item, wire item.Name into the test
  and Match.item.Amount into the log (logs 7), recombine.
- Counter-checks: without field reads in the interpreter, without
  rename in the split, without moving edges on rename and without
  cleanup on field removal one unit test fails each. In the browser,
  without field reads nothing is logged and without type inference
  the split entry is missing.
- Check total in README: 1520.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:33:38 +02:00
adminandClaude Opus 5.5 2aaca01929 Find the first matching item with a Find … Match block (#255)
Searching a list with For each needs the test result wired back into
break on the left of the loop node. The wires then run across the node
and the graph reads badly. Find … Match keeps the whole search flowing
left to right, while the test in between stays a free graph.

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:33:25 +02:00
adminandClaude Opus 5.5 b0d0868f55 Give a list one struct type so every item keeps its shape (#254)
game-maker / gate (push) Successful in 3m28s
game-maker / suite (push) Successful in 10m38s
A list of structs used to let every item carry its own fields. Adding
an item meant typing the same fields again, and nothing kept the items
in step with the struct asset from #253. A list can now name a struct
type for its items, and the asset keeps them in shape.

- A list variable and a list field get the row Items with Mixed, every
  struct asset and Make struct type. Make struct type collects every
  field any item has, so no item loses a field.
- A typed item carries its type under the key `$struct`
  (ITEM_TYPE_KEY). listItems does not count it as a field.
- A list that holds anything but structs refuses a type, also when
  the offending item sits in an override. The console names the list
  and the count, and the list stays as it was.
- In a typed list `+ Item` adds an item with the defaults, without the
  kind menu. Field names are locked, values stay editable.
- The rows of a typed item take their kind from the struct asset
  (declaredKind in InlineList.ts). An asset field shows the asset
  picker instead of a text field, as reported in the issue.
- A struct item in a mixed list gets its own Type row. Switching a
  list back to Mixed keeps the type on each item.
- syncStructTypes brings marked items into shape and carries renames
  into them, also inside overrides and nested lists. One undo step.
- The delete dialog of a struct asset also counts typed lists.
- The game never sees the key. World and sharedState strip it with
  withoutItemTypes and bagWithoutItemTypes, so a struct stays a
  plain object at runtime.
- Add item and Set item get the setting Type. With a type they only
  accept a struct with exactly its field names (fitsType in
  SetItem.ts). Anything else is left out and logged.
- The item indent from #252 is back to its old width, the narrow one
  squeezed the value fields.

Not done: writing a variable does not check the type, and the List
node offers no type.

Found on the way: a test helper in list-of-structs.test.ts called
nodes without params. It now passes the same arguments as the
interpreter.

Tests:
- ./check.sh: 183 files, 2679 tests, CHECK EXIT 0
- e2e GM_STEPS=1,21,22,32,54,55: ALL PASSED, 150 checks
- e2e GM_STEPS=1-6,21,22,32,54,55 before the follow-up: 404 checks
- New: tests/core/typed-lists.test.ts, e2e module 55 with 13 checks
- Counter-checks bite in unit and browser, originals restored by cmp

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 07:23:00 +02:00
adminandClaude Opus 5.5 61bbb96a96 Define a struct once as an asset and reuse its shape (#253)
game-maker / gate (push) Successful in 3m30s
game-maker / suite (push) Successful in 10m33s
A struct used to declare its fields wherever it stood. The same shape
in two variables meant typing it twice, and Pack/Expand copied it once
without staying in sync. A Struct asset now holds the shape in one
place, and every struct that picks it as its type follows it.

- New asset type "Struct" (not placeable, group Structs, own icon).
  The inspector shows its fields with name, kind and default value,
  and "Open" shows them in the variables tab.
- Struct variables and struct fields get a Type row: own fields, any
  Struct asset, or "Make struct type". With a type the fields come
  from the asset and cannot be added, renamed or removed there. The
  values stay per variable, overrides on placed objects still work.
- Pack and Expand get the setting Type. With a type their ports are
  the fields of the asset and read-only in the inspector.
- A change to the asset reaches every typed place in one undo step
  (syncStructTypes). A new field arrives with its default. A removed
  field goes along with its port, edge and typed value. A renamed
  field keeps its value in variables, overrides and on ports with
  edges, also through nested types.
- Undo for these edits records plain assignments (Recorder), because
  the reach of a change is not known in advance.
- Cycles such as Loot in Loot, also through another type, are refused
  and not offered in the picker.
- Deleting the asset names how many places use it. Afterwards each
  place keeps its fields as its own.
- Loading reshapes a stale copy in a project file to its type.
- "Make struct type" creates an asset from an existing struct and
  links the place to it.

Differs from the plan:

- A changed default value applies to new fields and newly typed
  places only. Existing values stay.
- Removing a single field shows no warning. Undo brings it back.

Typed lists are left for #254. Lists stay dynamic for now.

Found by e2e: after deleting or renaming the type the inspector did
not rebuild and kept showing the old name. Fixed, the check was red
before.

Tests:
- ./check.sh: 182 files, 2661 tests, CHECK EXIT 0
- GM_STEPS=1,4,21,22,54: ALL PASSED, 176 checks
- 14 unit tests in tests/core/struct-types.test.ts
- New e2e module 54 with 14 checks, real mouse. Module 04 counts
  23 asset types.
- Counter-probes: without the rename pass 4 unit tests fail, without
  reshaping values 8, without the cycle rule 1. In the browser,
  without spreading changes and with + Field despite a type, 3
  checks fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 06:04:40 +02:00
adminandClaude Opus 5.5 393b8ec7f9 Build your own easing curve and use it on keys and Lerp (#247)
game-maker / gate (push) Successful in 3m44s
game-maker / suite (push) Successful in 10m25s
The built-in eases cover the usual shapes, but a game often wants its
own: a coin that bounces twice, a door that overshoots and settles.
A new asset type holds such a curve, and keys and the Lerp node can
pick it instead of a built-in ease.

- New asset type "curve": points like in Vector art, x is t and y is
  the value. A new curve is the straight line from (0, 0) to (1, 1).
- One pure evaluation in src/core/model/curve.ts serves the timeline
  preview, the running game and the Lerp node.
- The curve always has one value per t. The end points stay at t 0
  and 1, points cannot pass each other, and a handle that reaches past
  its neighbour is shortened along its direction. Loading a hand-edited
  file applies the same rules.
- Curve tab: click on the line to insert a point that keeps the shape,
  click on free space to put one there, drag points and handles,
  double-click or Delete removes, Alt-click toggles round and sharp.
  Every step is one undo step.
- Presets: all 30 built-in eases plus Linear, fitted with adaptive
  subdivision. Each stays within 0.4 % of the built-in ease.
- Preview: a dot runs along the curve once a second, a second dot
  shows only the value. The Preview button stops it.
- Animation keys get "Curve" under Easing with a curve picker. Lerp
  gets "Curve" under Ease, and its result may overshoot b.
- A missing or unpicked curve runs linear. The inspector says so, the
  node shows it as a problem, and deleting a used curve warns with the
  number of keys and Lerp nodes.

Tests:
- ./check.sh: 180 files, 2612 tests, CHECK EXIT 0
- GM_STEPS=1-6,25,53: ALL PASSED, 309 checks
- New e2e module 53 with 13 checks, all with the real mouse. Expected
  values come from its own Bezier evaluation.
- Counter-checks bite: without Bezier evaluation 4 unit tests fail,
  without handle clamping 2. In the browser, a key that cannot find its
  curve, a click that sets no point and a handle drag that moves the
  point all turn checks red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 15:58:05 +02:00
adminandClaude Opus 5.5 53fa63441b Group scene objects in the hierarchy, for the editor only (#241)
game-maker / gate (push) Successful in 3m58s
game-maker / suite (push) Failing after 9m58s
A scene with a hundred crates fills the hierarchy with a hundred rows.
Groups bundle top-level objects under one folder row that folds away.
They exist for the editor only. Parenting, positions and the game do
not see them.

- Model: a scene or container template holds a list of groups, an
  object may carry a groupId. Old projects load unchanged. Loading
  drops empty groups and members that are no longer top level.
- Only top-level objects can join a group. Parenting a member takes it
  out of the group, and Undo puts it back. There are no groups in
  groups.
- Order: treeOrder lists the members together, where the first one
  stands. The same order decides drawing at equal z, in the editor and
  in the game, so the hierarchy and the picture cannot disagree. The
  stored object list stays untouched when grouping.
- Hierarchy: a group row shows a folder icon, the name and the member
  count. Clicking it selects all members and keeps it folded. Selecting
  a single member elsewhere unfolds it. Folding lasts for the session.
- Create with "Group..." in the object menu. A name dialog asks first,
  so creating is one Undo step and Cancel creates nothing.
- The group menu has Select members, Rename... and Ungroup. The object
  menu adds "Remove from group".
- Drag and drop: onto the group row appends, into a gap between members
  inserts there, next to a row outside leaves the group. Dragging the
  group row moves all members as a block. The drop rules live in
  hierarchyDrop.ts as a pure function.
- Copy and paste keeps a top-level copy in the group of its original.
  A container built from group members takes their place in the group.
- Clicking an object that is already selected together with others now
  keeps only that object selected. ListView narrows the selection on
  release, so a drag starting on such a row keeps the selection.

Not checked in the browser: groups in the container tab, "Remove from
group", Ctrl-click on a group row and a drag out of a multi-selection.
The code path covers them.

Tests:
- check.sh: 177 files, 2552 tests, CHECK EXIT 0
- e2e 1, 51, 52: ALL PASSED, 31 checks (new module 52)
- 19 new unit tests in object-groups.test.ts and hierarchy-drop.test.ts
- 9 counter-probes, all fail as expected (7 unit, 2 in the browser)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 01:17:46 +02:00
adminandClaude Opus 5.5 2b89292eb4 Copy and paste scene objects and graph nodes (#240)
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Failing after 9m5s
Copy and paste only existed for animation keys. Building a scene or a
graph meant placing every object and node again by hand, even when the
same arrangement was needed twice.

- Ctrl+C copies the selected objects with their whole subtree, or the
  selected nodes with their links, groups and comments. Ctrl+V pastes
  into the scene, container or graph of the visible tab.
- The copy is a snapshot in the editor's own clipboard, in memory. It
  holds asset ids, so the system clipboard is not used. It is cleared
  when another project opens.
- A paste lands under the mouse pointer when it is over the view, and
  keeps its arrangement. Otherwise it lands one grid step beside the
  original. Each further copy that still exists moves one step on, so
  an undone copy does not count.
- Objects get new ids for the whole subtree. They paste into the one
  selected object and keep their look under the new parent. If that
  object is the original or an earlier copy, the paste lands beside it
  instead of nesting deeper with every Ctrl+V.
- A placed container stays a container. Content copied out of a
  container pastes as plain objects. Pasting a container into its own
  template is refused.
- Nodes paste only where the palette would offer them. A second Start
  or End, a State in a behavior or a behavior calling itself is left
  out, and a notice names what was dropped.
- Menus: Copy and Paste in the object menu, a new Paste menu on empty
  scene space, Copy in the node and box menus, Paste in the palette.
- Ctrl+V still imports a picture from the system clipboard when the
  copy does not fit the tab. While objects are copied, the scene and
  container tabs use Ctrl+V for them, as the timeline does for keys.

Not checked in the browser: paste in the container tab, in state
machine, shader and particle graphs, and from the hierarchy menu. The
shared code path covers them.

Tests:
- ./check.sh: 175 files, 2531 tests, CHECK EXIT 0
- e2e 51 (new): ALL PASSED, 11 checks with real keys and clicks
- 13 unit tests in tests/editor/clipboard.test.ts, one of them pins
  the grid step after undo found during e2e
- 7 counter-checks all fail as expected (6 unit, 1 in the browser)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:25:51 +02:00
adminandClaude Opus 5.5 0c5ac32b59 Let structs and lists nest to any depth (#239)
game-maker / gate (push) Successful in 3m52s
game-maker / suite (push) Successful in 10m24s
Structs and lists were capped at two fixed levels (list of structs,
struct with a list field). Anything deeper was dropped silently on
load, in node settings and when written to a variable. The cap came
from an early design choice, not from a technical need, so it is
lifted completely instead of adding a third fixed level.

- One kind list NESTED_KINDS replaces ListItemKind and
  StructFieldKind. The flat special cases in listItems.ts are gone,
  every value goes through one recursive path.
- A struct inside a struct is declared, like a top-level struct.
  Values coming in over an edge are brought into that shape. Struct
  items in lists still take their fields from the value.
- New valuePath.ts addresses any nested spot by keys and indices.
  ListSlot.field is now ListSlot.path.
- Field commands (add, rename, remove) take the path to the struct.
  They change declaration, own value and all overrides in one undo
  step, as before on the top level.
- Inspector: "+ Field" offers Struct and List on every level. A
  nested struct is a header row with its own "+ Field", its fields
  are indented one step further.
- List tab: a list item shows "n items" and opens one level deeper.
  The title shows the path, e.g. "Listy · nums · [3]".
- Pack in Pack now writes a struct into a struct field instead of
  text. Objects are kept at any depth and stripped at every exit.
- A list edit in a struct field without an existing object override
  now starts from the shown value instead of an empty struct.
- Old projects load unchanged. Save, load and save again gives the
  same result.

Tests:
- ./check.sh: 172 files, 2498 tests, CHECK EXIT 0
- e2e 21 + 22: ALL PASSED, 90 checks (new 21d-iii, 22f-ii,
  21d and 22f updated)
- 20 new unit tests in nested-values.test.ts and
  nested-list-slot.test.ts, three tests that pinned the old cap
  turned around
- 6 counter-probes, each fails 1 to 8 tests, originals restored
  and checked with cmp
- Not covered: a nested struct inside a struct item in the list
  tab has no e2e click

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:33:20 +02:00
adminandClaude Opus 5.5 8b44f97c35 Let a child sort with its parent so its Z stays local (#232)
game-maker / gate (push) Successful in 3m7s
game-maker / suite (push) Failing after 8m51s
An animated or set Z of -1 on a weapon put it behind everything on Z 0,
not just behind the player holding it. A child can now opt in to being
drawn at its parent's place, so its own Z only orders it against the
parent and its siblings.

- New property "Sort with parent" on sprites, texts and particle
  emitters, shown in the inspector right under Z. It is a normal
  property, set on the asset and overridable per object.
- With it on, the rest of the scene sees only the parent's Z and, where
  the layer sorts by Y, the parent's feet. Below 0 the child is drawn
  behind the parent, from 0 on in front.
- It works across levels: a grandchild with the switch hangs on the top
  object of the chain.
- It has no effect under a parent that is not drawn itself (container,
  behavior, camera, collider) or under a tilemap.
- New assets start with it on, saved ones read as off, so old projects
  draw unchanged. For that a schema row now has "initial" next to
  "default". The gold "changed" mark and reset follow "initial", so a
  fresh sprite is not marked as changed. No load migration is needed.
- parentGroups() in drawOrder.ts gives a slot only to the top of a
  chain and inserts the children there. Editor, play mode and picking
  all use it, so they agree.

Tests:
- 10 new unit tests in tests/viewport/sort-with-parent.test.ts.
- 8 existing tests list the sprite rows or defaults and got the row.
- New e2e check 5b-ii clicks the switch and checks order and undo.
- Counter-checks, all originals restored by cmp: switch ignored fails
  7, children not sorted by Z fails 6, no chain fails 1, "initial"
  ignored fails 9, row missing in the inspector fails e2e 5.
- ./check.sh: 166 files, 2426 tests, CHECK EXIT 0.
- e2e 5: ALL PASSED, 13 checks. Check total 1398, computed only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:08:09 +02:00
adminandClaude Opus 5.5 454d202109 Let each variable of a behavior choose whether calls keep it (#229)
game-maker / gate (push) Successful in 3m13s
game-maker / suite (push) Failing after 8m46s
The first version of #229 put a Keep state switch on the Run behavior
node. The user wanted it where the variable is declared instead. Whether
a value lives on belongs to the variable, not to every call site.

- The node switch keepState is gone again. RunBehavior, CallResult and
  nested.ts are back to what they were before #229.
- BehaviorAsset.keptVariables lists the kept names. It lives on the
  asset and not in PropertyDef, because that is the schema of every
  inspector row.
- A variable added from now on starts with Keep on. Variables in
  existing projects start with Keep off, so old projects run unchanged.
- SetVariableKeptCommand flips the switch as one undo step. Add, remove
  and rename carry the list along. Loading drops names that are not
  declared.
- The interpreter keeps only the listed variables, per Run behavior
  node and per object as before. The others start at their defaults.
- Local state machines in a called behavior start empty on every call
  again, as before #229. Global and scene machines are unchanged.
- The inspector shows a Keep button in each variable row of a behavior.
  Its state is part of the asset signature, so a click redraws the row.
  Without that the button kept its old look until the inspector was
  reopened.

Found: the project Garden of Sacrifices still has keepState = true on
the call Player -> Character Movement. It is ignored now. Direction
there predates the switch, so Keep is off until set by hand.

Tests:
- ./check.sh: 163 files, 2392 tests, CHECK EXIT 0 (before 2388)
- tests/core/keep-state.test.ts rewritten, 15 tests
- e2e 19: ALL PASSED, 35 checks. 19c-ii now clicks the Keep button
  of a new variable: on when added, off by a click, on again, off
  after undo.
- Counter-checks, each fails its own test: keep list ignored (2),
  states kept (1), new variable not kept (8), rename drops the list
  (1), no Keep button (e2e 19c-ii).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:50:59 +02:00
adminandClaude Opus 5.5 89048413f1 Let a texture frame set where a sprite stands for Y sorting (#228)
A sprite sorted by Y stood on the bottom of its box. With a shadow or
empty rows under the feet that is too low, so a figure slipped in
front of a tree it should stand behind. The line belongs to the frame,
not the texture, because one texture can hold several sprite sheets.

- New field `sortLine` on a frame: whole image pixels up from the
  frame's bottom edge, 0 to the frame height. 0 is stored as nothing,
  so old projects stay the same. Shrinking a frame keeps the line
  inside it.
- `feetOf` in drawOrder.ts lifts a sprite by the same share of its
  box. Scene view, game view, play and picking all use it. In an
  animation the line of the frame shown right now counts.
- The texture tab draws the selected frame's line dashed in yellow
  with a knob left of the frame. At 0 the line shares the bottom edge
  with the nine-slice border and a resize handle, so the knob is
  tested first. A line inside the frame can be dragged directly,
  tested after the nine-slice lines.
- The inspector has a new "Sorting" section with a "Sort line"
  field. Dragging or typing is one undo step each.

Limit: frames of one walk cycle need the same value, set by hand.
Otherwise the figure changes its place in the order while walking.

Tests:
- ./check.sh: 160 files, 2356 tests, CHECK EXIT 0 (before 2350).
- 6 new unit tests in tests/viewport/sort-by-y.test.ts.
- e2e 37 and 39-43: ALL PASSED, 162 checks. New check 37b-ii drags
  the knob up 6 px and undoes it, plus the inspector row.
- Counter checks: if feetOf ignores the line, exactly the 3 order
  tests fail. If the knob cannot be grabbed, 37b-ii fails.
- The e2e sum in the README is 1380, counted, not yet seen in CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:34:37 +02:00
adminandClaude Opus 5.5 50854389bb Let a tilemap layer sort its rows by Y with the objects (#228)
A tilemap layer was one piece in the draw order, so a figure stood
either in front of a whole layer of trees or behind all of it. For a
top-down game the trees in front of the figure's feet have to cover
it and the ones behind must not.

- A new "Sort by Y" box under the layer list sets `sortByY` on the
  painted layer. Every change is its own undo step.
- Such a layer comes as one draw slot per row. On its `z`, the rows
  and all objects on that `z` are sorted by where they stand: the
  bottom of an object's box, the bottom of a row. Ties keep the
  hierarchy order, and other `z` values are untouched.
- A layer drawn as one piece and the map's own node stay behind the
  sorted ones on the same `z`, since neither has a single place to
  stand. Ground belongs on a lower `z` or stays unsorted.
- A new tile property "Sort offset" (whole rows, -16 to 16) lets a
  crown sort with the trunk below it.
- `TilemapField` draws a container per row for such a layer, and
  picking takes the row into account, so a click picks what is drawn
  in front. Scene view, game view and play share the same rule.

Limits: on a rotated map "down" is world Y. A layer sorted by Y costs
about one draw call per row and tile instead of one per tile.

Tests:
- ./check.sh: 160 files, 2350 tests, CHECK EXIT 0 (before 2340).
- 10 new unit tests in tests/viewport/sort-by-y.test.ts.
- e2e 39-43: ALL PASSED, 148 checks. New check 40p-iii ticks the box
  and finds the slot of row 0, undo brings back the whole layer.
- Counter checks: without the Y sort 5 unit tests fail, with the
  offset ignored 5, with no row in picking 1. If TilemapField draws
  no rows, exactly 40p-iii fails in e2e.
- The e2e sum in the README is 1378, counted, not yet seen in CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:32:37 +02:00
adminandClaude Opus 5.5 4b7e8614a8 Keep play start and game view scale in the project (#226)
Both settings lived in the browser's localStorage, so they did not
travel with the project and differed per machine. They now belong to
the project like the symbol scale. There is no migration, old projects
load with the defaults.

- New module src/core/model/playSettings.ts reads playFrom and
  gameScale on load. Unknown or missing values fall back to the start
  scene and 100%.
- src/editor/settings.ts is gone.
- Play starts in the project settings dialog is an undo step
  (SetPlayFromCommand). It is only recorded on a real change.
- The game view scale is saved with the project but is no undo step,
  so Ctrl+Z never undoes a zoom. A scale picked during play is written
  to the stored project and survives Stop.
- Save states of persistent Variables assets (saves.ts) stay in the
  browser on purpose. They are runtime data of the game, not settings.

Tests:
- 6 new unit tests in tests/editor/play-settings.test.ts: defaults,
  save and load, broken JSON, undo of Play starts, scale without undo
  step, scale picked during play survives Stop.
- e2e 03g checks the value in the project, nothing in localStorage and
  no new undo step. 35f also checks project.playFrom. No new checks,
  the sum stays at 1375.
- Counter checks: no write to the stored project in play, no read on
  load, and an undo step for the scale each fail exactly their test.
- ./check.sh: 158 files, 2332 tests, CHECK EXIT 0
- e2e 1-17,28,30,35,38-40,46: ALL PASSED, 752 checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 11:38:18 +02:00
adminandClaude Opus 5.5 5afb70a92e Let the project set the size of scene view symbols
game-maker / gate (push) Successful in 3m0s
game-maker / suite (push) Failing after 9m27s
Pixel art projects draw at very different sizes, so the fixed 18 px
icons of behaviors, containers and rigidbodies were too big in some
projects and too small in others. The size now lives in the project
settings and travels with the project.

- New field Symbol scale in the project settings dialog, below Play
  starts. It takes 0.1 to 4 with two decimals and defaults to 1.
- The value is stored as project.symbolScale. Older projects load
  with 1, and values out of range are clamped on load.
- Every change is its own undo step through a project command.
- The factor scales the icon size, the spacing of icons that share a
  spot, the label offset and the selection frame of icon-only symbols.
- The footprints in bounds.ts that Fit uses stay as they were. The
  hit area follows the icon, so clicks match what is drawn.
- uiHooks reports the icon size so e2e can measure it.

The e2e sum in the README is 1375. That is 1374 plus one new check,
and 1374 itself has not been confirmed by CI yet.

Tests:
- ./check.sh: 157 files, 2326 tests, CHECK EXIT 0 (before 2320).
- New tests/core/symbol-scale.test.ts with 5 tests (default, save
  and load, clamping, undo, icon frame), one more in
  project-settings.test.ts.
- e2e 46f: dialog opens with 1, 0.5 plus Apply gives a 9 px icon,
  undo gives 18 again. Module 46: ALL PASSED, 13 checks.
- Counter checks: without loading the value the save and load test
  fails. With the icon ignoring the factor exactly 46f fails. Both
  originals restored per cmp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 10:55:42 +02:00
adminandClaude Opus 5.5 abf3b1f618 Pick an existing collider or rigidbody from the object menu (#222)
game-maker / gate (push) Successful in 3m8s
game-maker / suite (push) Successful in 9m52s
"Add collider" and "Add rigidbody" could only create a fresh asset.
Reusing one meant creating a copy by hand, and a new box collider
never matched the sprite it was added to.

- "Add collider…" and "Add rigidbody…" open a second menu at the same
  spot: a search field, "Create new …", a separator, then every asset
  of that kind sorted by name. Enter takes the first match.
- An existing asset is placed as a shared child, not copied. An asset
  the object already carries is greyed out.
- The rule for when the entries are available lives in one place in
  the collider commands. An object without a resolvable asset is
  greyed out again, as with the old canAddCollider.
- "Fit to sprite" in the menu of a placed collider sizes it to its
  sprite and centres it (position 0,0, z kept) as one undo step.
- Fit writes overrides of that placement, not the asset, because a
  collider can now sit on several sprites. A value equal to the asset
  value clears the override instead.
- Fit removes the collider's own scale, swaps width and height near
  90 degrees and gives a circle the radius that fits (min/2). It is
  greyed out for polygon and frame outlines and off a sprite.
- Menu has no submenus, so a second menu opens instead, similar to
  "Add Component" in Unity. That costs one click more than before.

Tests:
- ./check.sh: 152 files, 2234 tests, CHECK EXIT 0 (before 151/2228).
- 6 new unit tests in tests/core/collider-parts.test.ts.
- 3 new e2e checks in 08a: submenu with search and greying, an
  existing collider via search and Enter, Fit on oc2.
- 09, 40 and 41 follow the new labels.
- e2e 1-16,39-41 on the final build: ALL PASSED, 596 checks.
- Counter-checks: no greying, existing asset ignored and fit without
  centring each fail at their own check. Breaking the override rule
  fails 2 unit tests.
- CI confirmed 1345 checks at 2cf7202 (task 265). New total 1348,
  calculated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 18:29:34 +02:00
adminandClaude Opus 5.5 487b3aa5b4 Painting over identical tiles no longer adds an empty undo step (#212)
game-maker / gate (push) Successful in 2m45s
game-maker / suite (push) Successful in 8m43s
A rectangle drawn over cells that already hold exactly that tile
pushed a command that changed nothing. Undo then seemed to do nothing
and the project was marked as modified. PaintTilesCommand.changes()
was meant to prevent that, but nothing called it since #128.

- New paintTiles() in tilemapCommands.ts returns the command for a
  finished stroke or fill, or null when no cell changes. It is the
  first caller of PaintTilesCommand.changes().
- All three paint paths in the Scene View go through it: brush and
  eraser, rectangle (both in endStroke) and flood fill (fillFrom).
- Flood fill was not affected, because floodFill already returns []
  for the same tile. The guard is there anyway, as the issue asked.
- A rectangle that changes even one cell stays a normal undo step.

Tests:
- ./check.sh: 145 files, 2190 tests, CHECK EXIT 0 (before 2187).
- 3 new unit tests in tests/core/tilemap.test.ts: same rectangle
  twice gives no command, a wider rectangle still does, a fill that
  finds nothing gives no command.
- 1 new e2e check in 40d: the same rectangle again, then one undo
  must take 9 cells to 0. A redo restores them for later blocks.
- GM_STEPS=39,40 on the final build: ALL PASSED, 81 checks.
- Counter-probe with changes(...) || true: exactly the two unit
  tests fail, and in the browser exactly the new check fails with
  {"afterUndo":9}. Original restored via cmp (IDENTICAL), rebuilt.
- Editor suite check total: CI measured 1312 at 0e85856, new total
  1313 (calculated) in README and wiki.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 08:56:17 +02:00
adminandClaude Opus 5.5 056a622524 Refactoring round 6: shared sheet canvas, fewer copies (#85)
game-maker / gate (push) Successful in 2m57s
game-maker / suite (push) Successful in 8m55s
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 d7c0b7c, not the 1307 counted for
  #164. The sum is now 1310 (1308 + 2), computed.

Tests:
- ./check.sh: 144 files, 2143 tests, exit 0 (before 2142).
- e2e 1-16,37,39-43,47,48 fresh: ALL PASSED, 729 checks.
- e2e 1-13,47,48 with the new checks: ALL PASSED, 518 checks.
- Counter-checks, each restored via cp and cmp: halved panning fails
  both new pan checks; unclamped mix fails 1 test, no blue channel 3;
  coarser hash 3; broken reorder undo 2; triggers setting forced on 2;
  bent ray length 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 06:57:43 +02:00
adminandClaude Opus 5.5 d7c0b7cfdb Variables and state machines can reset with every scene (#164)
game-maker / gate (push) Successful in 2m43s
game-maker / suite (push) Successful in 8m40s
A shared variable or machine used to live either per object or for the
whole run. Levels need a third lifetime: shared like global, but built
fresh from the declarations whenever a scene is loaded.

- New scope `scene` for Variables assets and state machines. A missing
  field keeps the old meaning: `global` for assets, `local` for
  machines, so existing projects do not change.
- Returning to a scene that was visited before is fresh as well. There
  is no memory per scene.
- A `scene` machine announces its start state again after a scene swap,
  so `On state entered` in the new scene hears it. A global machine
  stays quiet because it never left its state.
- The rule lives in two pure functions in `sharedState.ts`
  (`carriedForward`, `restartedAssets`). BehaviorSystem only calls them.
- The inspector shows a Scope dropdown on Variables assets and a third
  step on the machine dropdown, with a note on what `scene` means.

Decisions:
- `scene` and `persistent` exclude each other (variant A). The choice
  dialog was cancelled, so this is an assumption to revisit. A
  scene-scoped asset hides the Persistent switch, and switching to
  `scene` drops the flag (undo restores it). The guard sits in
  `isPersistent` itself, so no path can save values the scope throws
  away anyway.

Findings:
- `clickText('Scene')` hits the Scene tab, not the menu entry. One e2e
  check was red because of that, and its partner was falsely green
  because it compared `undefined` with `undefined`. Both use `clickLast`
  now.

Tests:
- ./check.sh: 144 files, 2142 tests, CHECK EXIT 0 (before 143 / 2133)
- 9 new unit tests in tests/core/scene-scope.test.ts
- e2e 32 fresh: ALL PASSED, 17 checks
- e2e 1-3,17,18,26,32,35 fresh: ALL PASSED, 213 checks
- 3 new e2e checks (35: scene-scoped asset resets on swap, 32h: dropdown,
  note, hidden Persistent switch)
- Counter-checks bite: ignoring `restarted` fails 2 unit tests and the
  new check in 35, the old announcement rule fails 1, dropping the scope
  guard in `isPersistent` fails 1. Originals restored, cmp IDENTICAL.
- Check sum 1307 (1304 + 3) is computed. Last CI measurement: 1293.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 06:06:53 +02:00
adminandClaude Opus 5 41772e53f7 Variables assets can keep their values from one run to the next (#166)
game-maker / suite (push) Successful in 8m21s
game-maker / gate (push) Failing after 3h5m52s
A game needs a high score or an unlocked level to survive the end of
a run. As agreed in the issue there are no save or load nodes. A
Variables asset gets a switch instead, and the existing Variables
nodes read and write the values as before.

- A "Persistent" checkbox in the Variables inspector. Toggling it is
  one undo step, and absent means not persistent.
- The behavior system loads the saved values at start and writes them
  after every frame that changed one, so a closed tab loses nothing.
- Values live in localStorage per project, not in the project file.
  Another browser or person starts fresh.
- Play and "Run in editor" save apart, so trying a behavior in the
  editor leaves the Play save alone.
- Saved values are read through the current declaration. A removed
  variable drops out, a new one starts from its default, and a changed
  kind is converted.
- "Clear saved values" in the inspector clears this asset in both
  areas. The main menu gets "Clear saved data" for the whole project.
  Clearing takes effect from the next run on.

Decisions:
- The switch covers the whole asset, not single variables. Mixing
  both means two assets.
- A changed default in the inspector shows only after the save is
  cleared. That is what persistent means.

Findings:
- The first e2e run died at "debug hook present" right after a Vulkan
  error from Chrome. The second run passed, so it was a GPU flake at
  start-up.

Tests:
- ./check.sh: 140 files, 2070 tests, exit 0 (before 138 / 2055).
- 15 new unit tests in tests/core/saved-values.test.ts and
  tests/editor/saves.test.ts.
- GM_STEPS=32,46 fresh: ALL PASSED, 24 checks. Six new checks in
  module 32 go through the UI. Module 46 knows the new menu entry.
- Counter-checks both fail as expected. Loading switched off: 2 unit
  tests and 2 e2e checks fail. Editor run writing into the Play area:
  1 e2e check fails.
- Check total 1278 (1272 measured by CI at bbbf341, plus 6).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 10:23:57 +02:00
adminandClaude Opus 5 bbbf34109b Lists duplicate, rename and edit values right in their rows
game-maker / gate (push) Successful in 2m20s
game-maker / suite (push) Successful in 8m25s
Name, opacity and Z each sat in a separate field below or beside
the list. You had to select a row first and then look elsewhere to
change it. Duplicating was a separate button or not possible at all.
Now the row itself carries everything.

- SortableList gets three optional callbacks. onDuplicate shows a
  copy button between the eye and the delete button. onRename opens
  a text field on double click, Enter or a click outside commits,
  Esc cancels, an empty name is ignored. value puts a NumberField
  into the row.
- Dragging on the number changes the value and never moves the row.
  A whole drag is one undo step, the canvas follows live.
- Copy and delete only show on the hovered and the selected row.
  Their space stays reserved, so nothing jumps on hover.
- Pixel layers: copy right above with the same pixels on all
  frames, rename, opacity in percent. The Name and Opacity fields
  below the list are gone.
- Pixel frames: copy right after, replaces the Duplicate button.
- Tilemap layers: copy with cells, Z and visibility, rename, Z in
  the row. The Name and Z fields in the panel are gone.
- Vector shapes: copy at the same place and select it, rename.
- New in core: DuplicateVectorShapeCommand,
  DuplicateTilemapLayerCommand, withLayerDuplicated and copyName
  ("X copy", "X copy 2"). copyName lives in src/core/util/names.ts
  because the model never imports from commands/.

Findings:

- Double clicking a shape that is not selected yet only selects it.
  The first click moves the list up, so the second click misses the
  name. Module 47 selects the row first.

Tests:

- ./check.sh: 138 files, 2055 tests, CHECK EXIT 0 (before 2052).
- GM_STEPS=47,48 (fresh, twice): ALL PASSED, 91 checks (before 86).
- GM_STEPS=39,40,47,48: module 40 green, 47 died on the rename
  check, which was a test fault and is fixed.
- Counter probes: a constant copyName fails the shape and pixel
  layer tests. A dead copy hit fails the copy check in 47.
- Check total 1272 in README and wiki, computed (1266 + 6).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 06:02:47 +02:00
adminandClaude Opus 5 66d6aafbb4 Pixel art can be drawn in its own tab with layers and frames (#130)
game-maker / gate (push) Successful in 2m24s
game-maker / suite (push) Failing after 7m40s
Textures are uploaded files named by their content, so they cannot
be edited in place. Pixel art is therefore its own asset type, like
vector art. Its pixels live in the project and the tab rasters them
into a texture that sprites, tiles and animations can use.

- New asset types Pixel art and Palette. The first pixel art of a
  project gets a palette with the 16 PICO-8 colours in the same undo
  step. Every pixel is a palette index, 0 is transparent.
- Each layer on each frame is its own file data/pixels/<sha256>.px.
  The project only holds the names, so undo swaps names. The browser
  computes the hash and uploads new cels before the project is saved.
- New route POST ?r=pixels in api/lib/PixelStore.php. It answers 201
  and 422 for broken data. data/pixels/ is git-ignored.
- Tools: pencil, eraser, fill (contiguous or all pixels of a colour),
  eyedropper, line, rectangle and ellipse (outline or filled), brush
  size 1 to 8.
- Layers can be added, deleted, renamed, reordered, hidden, faded and
  merged down. Frames can be added, duplicated, deleted and reordered,
  with onion skin and a small playing preview.
- Zoom 1x to 32x in whole steps, grid from 8x, a 3x3 tile preview and
  Resize... with a 3x3 anchor.
- All frames sit side by side in one image. Each frame is a region
  like a cut texture frame, so texture rows offer "Asset / Frame 2"
  and the context menu has Create animation from frames.

Decisions:
- Merging down drops the opacity of the upper layer. Indexed colours
  know no blends.
- Only the last palette colour can be removed. Otherwise the indices
  of every image using the palette would shift.
- Undo stores the whole layer per stroke instead of pixel diffs.
- Alt+click picks a colour. It is a mouse gesture, not a shortcut.

Follow-up issues: #197 import from texture, #198 selection and
flipping, #199 PNG export, #200 more tools.

Tests:
- ./check.sh: 136 files, 2049 tests (before 135 / 2011). 34 new in
  tests/core/pixel-art.test.ts, 4 from the icon tables.
- e2e module 48 fresh: ALL PASSED, 29 checks, console empty.
- Counter-probes bite: five on the unit tests, upload order (2 tests
  fail) and cels not uploaded in the browser (1 check fails).
- Check total 1259 in README is computed (1232 measured in CI + 27).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 17:33:44 +02:00
adminandClaude Opus 5 592ea942d9 Vector shapes can fill with gradients and textures (#186)
game-maker / gate (push) Successful in 2m14s
game-maker / suite (push) Failing after 7m14s
A vector shape could only be filled and outlined with one flat colour.
Shading, glows and patterned surfaces had to be faked with stacks of
shapes. Every shape now has a paint type for its fill and its outline.

- Fill type: solid colour, linear gradient, radial gradient or
  texture. Line type offers the same without texture.
- Colour stops are edited on a bar in the inspector, as agreed in the
  issue. A click on the bar adds a stop in the colour the gradient
  already has there, so adding never changes the picture. At least two
  stops remain.
- The new Paint tool in the tab shows two handles for the selected
  shape: axis start and end, centre and radius, or the corners of one
  texture tile. "Handles: Fill / Outline" picks which paint is edited.
- Moving a whole shape moves its gradients and tile with it. Every
  gesture is one undo step.
- A texture fill always tiles, because Pixi turns a non-repeating
  pattern into a repeating one anyway. When switched on, one tile
  covers the whole shape.
- Only uploaded textures and frames can be a fill, never a drawing.
  A drawing filled with itself would rasterise itself mid-raster.
- The fingerprint of a drawing includes the texture and frame a fill
  points to, so the picture redraws when the image is swapped.

Findings:

- graphics.destroy(true) also destroyed the textures of the fills.
  With a texture fill it deleted the tile slice and the next redraw
  crashed on reading 'scaleMode' of null. It is now destroy().
- The gradient cache destroyed old gradients itself, which gave 20
  Pixi warnings "destroyed while still bound". They are now handed to
  Pixi's texture GC with autoGarbageCollect switched on. The console
  of module 47 is empty again, the last CI log had 0 of them.

Tests:

- ./check.sh: 135 files, 2011 tests, exit 0 (before 134 / 1986)
- npm run build: exit 0
- GM_STEPS=47, freshly seeded: ALL PASSED, 54 checks (before 44),
  0 console warnings
- 25 new unit tests, 10 new e2e checks in block 47i
- Four counter-checks bite, originals restored and verified with cmp
- Check sum 1232 in README and wiki, calculated (1222 + 10)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 13:05:02 +02:00
adminandClaude Opus 5 1116818011 Vector shapes can be combined by union, subtract and more (#187)
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 7m51s
Building a shape out of simpler ones meant drawing the result point by
point. The Vector Art tab now selects several shapes at once and
combines them with a boolean operation into one ordinary shape.

- Ctrl/Cmd+click in the tab and Ctrl or Shift+click in the shape list
  add a shape to the selection. Shift stays pan in the canvas.
- A COMBINE block in the inspector offers Union, Subtract, Intersect
  and Exclude. Subtract removes every upper shape from the lowest one.
- The result replaces the lowest selected shape and keeps its name,
  colours, stroke and place in the order. It is one undo step.
- Curves are flattened to 0.2 canvas pixels, a circle gets about 48
  points. Open lines and single shapes cannot be combined, the buttons
  are off and a hint gives the reason. An empty result is rejected.
- Delete now removes every selected shape, and the selection drops
  shapes that no longer exist.
- The geometry comes from clipper2-ts 2.0.1, pinned. It has no
  dependencies and speaks even-odd directly. Only the engine module
  is imported, the bundle grows by 55 kB instead of 110 kB.

Findings:

- clipper2-js was tried and dropped. It pulls in Angular 15 with a
  high npm audit finding and no fix.
- Pixi finds holes by containment, not by even-odd depth. An island
  inside a hole would be drawn as a hole again. Result rings are
  emitted outer ring before its islands, and a test mirrors Pixi's
  rule.
- A depth sort turned out to be dead code in a counter-check and was
  removed. A pixel check in 47h stayed green without the subtract
  and now checks both colours.

Tests:

- ./check.sh: 134 files, 1986 tests, exit 0 (before 133 / 1968)
- npm run build: exit 0
- GM_STEPS=47, freshly seeded: ALL PASSED, 44 checks (before 39)
- 18 new unit tests, 5 new e2e checks in block 47h
- Five counter-checks bite, originals restored and verified with cmp
- Check sum 1222 in README and wiki, calculated (1217 + 5)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 11:56:41 +02:00
adminandClaude Opus 5 2d79230b55 A frame's collision outline can be generated from its pixels (#161)
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 7m42s
Drawing an outline by hand for every frame of a sheet is slow, and the
outline mostly follows the opaque part of the image anyway. The texture
tab now traces it: one click, a corner budget, and every Frame
collision collider and tile using that frame blocks with the result.

- "Generate collision..." sits in the texture tab header and is off
  while the texture has no frames.
- The dialog has Max points (default 8, 3 to 64), Solid from ... %
  alpha (default 50) and All frames of the texture. A live line says
  what Generate will write, and Generate stays off when nothing is
  solid enough.
- traceCollision walks each island of solid pixels along the pixel
  edges, then drops the least important corners until at most N are
  left and no stair step remains. A slope becomes one straight edge.
- An outline never crosses itself. Where the image would force that,
  the island's convex hull is taken instead.
- Crumbs under 1 % of the frame area are dropped unless they are the
  only island. Holes are not reproduced.
- Existing outlines are replaced. One frame or all frames is a single
  undo step.
- TextureLibrary hands out the sheet's RGBA data, and a pure function
  cuts a frame's region from it.

Findings:
- The wedge in the e2e fixture gets 4 corners, not 3. Its tip is one
  pixel wide in the image, and that real edge stays while corners are
  still free.

Tests:
- ./check.sh: 131 files, 1941 tests, CHECK EXIT 0 (was 130 / 1931).
- 10 new unit tests in tests/core/trace-collision.test.ts, including
  150 random shapes that must all be valid and within the budget.
- GM_STEPS=42, freshly seeded: ALL PASSED, 20 checks (was 16).
- Three counter-probes bite: no hull fallback, no stair threshold,
  dialog ignoring the alpha threshold.
- Check sum 1202 in README is computed (1198 + 4), CI measures it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 08:00:30 +02:00
admin 3d7ad65f34 Vector art has a tab to draw in, which is stage 3 of #129
game-maker / gate (push) Canceled after 37s
game-maker / suite (push) Canceled after 37s
Stages 1 and 2 gave the asset a model and a picture, but the only way
to put a shape into it was a test calling mutate.  The tab closes that
gap: what you draw there is what the sprite in the scene carries, with
no extra step, because the fingerprint changes and the picture registry
of #185 redraws.

- The tab has a header with Select, Pen, Grid and Fit, a chequerboard
  behind the canvas and the canvas itself as a frame.  It paints with
  the same commands as the rasterizer, paintDrawing being exported
  from viewport/vectorArtPicture.ts for it, so the tab cannot drift
  away from the picture.
- Pen sets points on a click and pulls the handles out on a drag, both
  of them mirrored; a click on the first point closes the ring and Esc
  ends an open line.
- Select drags a point, a handle or a whole shape, a click on an edge
  puts a point there, a double click takes one away, and Alt turns a
  corner round and back.  Delete removes the selected shape.
- The rules grew inside polygonEdit.ts instead of a second module, as
  the plan says, so a collider polygon and a frame outline get the
  same behaviour where it applies.
- A point on a curved edge splits the curve by de Casteljau instead of
  cutting it: both halves together draw exactly what was there before.
- A curved edge is walked instead of measured over its chord, or a
  click on the bow of a curve would grab nothing; the same walk carries
  the test for the inside of a ring.
- One gesture is one undo step.  The preview writes the model directly
  and the old state is put back on release before the command runs,
  which is the pattern the frame outlines of #141 already use.
- state.ts gained a selection kind "shape".  The inspector shows the
  rows of the asset for it, the shape list with colour, opacity and
  stroke being stage 4.

One counter-check was no counter-check: disabling the pen's closing
tolerance by multiplying it with 0 left the run green, and rightly so,
because the closing click lands on exactly the screen coordinate point
0 came from, so the distance is 0 and <= 0 is true.  Only an
unsatisfiable condition really switched it off, and then 2 checks fail.
A second trap on the way: a false && in front of the guard breaks the
TS narrowing, npm run build bails out, and two runs went against the
old bundle.

Tests: check.sh 127 files, 1878 tests, EXIT 0 (was 126 / 1860).
Full e2e suite ALL PASSED - 1172 checks, module 47 alone 17 (was 10).
18 new unit tests in tests/editor/ring-edit.test.ts and 7 new e2e
checks in blocks 47c and 47d.  Two counter-checks hold: no de
Casteljau fails 1 unit test, measuring a curve over its chord fails
another.  Originals checked back with cmp and rebuilt.
2026-09-20 21:34:14 +02:00
adminandClaude Opus 5 bdb3f066cf The asset type "vector art" exists as a model, which is stage 1 of #129 and shows nothing in the browser yet on purpose: a vectorart asset is not placeable, sits in the + menu and in the asset panel with its own icon (a curve between two points) and has no tab, so it behaves like a font - selectable, its rows in the inspector, a double click leading nowhere - because the tab is stage 3 and half an asset would only be in the way; the data model in Asset.ts is a shape built from rings (even-odd, so a shape may have holes, answer 6 in the issue), a ring being points with optional bezier handles in/out stored as an offset from the point and a closed flag (an open path is stroke only, answer 4), plus fill colour, opacity and an optional stroke (answer 5) - the two handles are kept apart instead of mirrored, because what "smooth" means is the editor's business and not the model's; canvas width, height and the filter are properties, so they get an inspector row and undo like any other, while the shapes are intrinsic data like the frames of a texture; the revision that #185 hands to the picture path is a fingerprint of what is drawn, not a counter, which is exactly why that key took a string token - no command can forget to bump it - and the name of a shape is deliberately left out of it, renaming changing no pixel; six undo commands in the new vectorArtCommands.ts (add a shape numbered in order, remove one which comes back to its old place - unlike a tilemap layer the last one may go too -, rename, move, write the rings as one step per gesture with the list copied, and set the style where stroke: null takes it away) and the pure function shapeOrderTarget for the four buttons of the planned inspector list (one forward, to front, one back, to back), which also serves dragging in that list; loading from a project file is strict - a point without numbers falls away, a broken handle leaves a corner behind, duplicate shape ids fall away like duplicate layer ids, a stroke of width 0 is no stroke - while a ring with a single point, which is what someone is drawing right now, stays; three findings on the way: JSON.stringify as the fingerprint was wrong because the same drawing came back from a project file as {points, closed} and was built as {closed, points}, so a reload would have rasterized the same picture under a new key (the fingerprint writes its fields in a fixed order now and a test measures that case), toNumber in serialize.ts turns any nonsense into 0 so the Number.isFinite checks ran into nothing and {x: 'far'} became the left edge instead of vanishing (shapes read numbers strictly via asFinite, 0 being a place on the canvas here), and "Vector art" would have been both a menu entry and the panel heading, which an existing test catches because a click by text would hit the heading - the group is called "Vector drawings" now while the menu entry stays "Vector art"; 20 new unit tests in tests/core/vectorart.test.ts and three counter-checks hold: the fingerprint back on JSON.stringify fails 2, reading the numbers loosely again fails 4, and not copying the ring list fails 1; no e2e check and the check sum stays 1157, only module 04 counting 19 asset types instead of 18 (#129)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 20:29:35 +02:00
adminandClaude Opus 5 ae3aa7d3bd Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
game-maker / gate (push) Successful in 2m0s
game-maker / suite (push) Successful in 7m17s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 17:24:42 +02:00
adminandClaude Opus 5 4f55f85ad4 Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the names a project starts with, so the three places that have to agree read the same function: the editor run through CollisionSystem, the Solids sweep per pair and Rapier, where the mask becomes the collider's interaction groups; the project file gained collisionLayers: ["Default"] (default one layer, no formatVersion bump), the collider schema two new kinds - layer as a dropdown of the project's layers and layerMask as a menu of tickboxes that stays open while it is ticked (Menu.ts learned rows that do not close on a pick) - and the names are edited through "Collision layers..." in the toolbar's Project menu, not a Project tab, which is the decision I made myself because the question ran into the MCP timeout: the dialog (src/editor/CollisionLayersDialog.ts) holds up to 16 names, Add layer appends "Layer <n>" and Apply writes all of them as one undo step (SetCollisionLayersCommand); a mask read from a file goes through a check that refuses anything that is not a finite number, because Number(null) is 0 and a collidesWith: null would silently have meant "meets nothing"; 9 new e2e checks in module 8 cover the menu entry, the dialog, Add layer, Apply and its undo, both inspector rows, the tickbox menu, and the mover walking straight through the crate that 8c blocked on once their layers no longer meet, and 21 new unit tests cover the rule, the schema and the command (#152)
game-maker / gate (push) Successful in 2m41s
game-maker / suite (push) Failing after 8m21s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 15:31:22 +02:00
adminandClaude Opus 5 5ba796a2b6 Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 8m21s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 14:24:27 +02:00
adminandClaude Opus 5 25ec7879a0 Several transitions between the same pair of states: make transition onto a state that is already connected in that direction adds another transition, which gets its own name right away (Transition 2, Transition 3, skipping names that already leave the state), so two unnamed transitions between one pair never exist; renaming is refused when another transition between the same pair in the same direction already carries the name, the empty name included, while equal names to other targets are only warned about as before; the behavior graph keeps Already connected; self transitions may repeat too, each further loop drawn as a ring around the previous one with the preview showing the next ring, and transition labels that would cover another one slide along their own edge until they are free (pure function freeLabelSpot); test hook transitionLabelAt also returns width and height, e2e 26e6 (#162)
game-maker / gate (push) Successful in 1m58s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:30:52 +02:00
adminandClaude Opus 5 010b6a7f6c A state can transition to itself: make transition and a second click on the same state connects a self transition, taking it fires On state exited and then On state entered every time, for local and global machines, while Set state into the current state stays silent as before; only states may connect to themselves, every other node is still refused, one self transition per state; the loop is drawn over the middle of the top edge with its arrow pointing down and its name at the apex, the preview already shows it while armed, and the inspector lists it once under Transitions out; new test hook transitionLabelAt, e2e 26e5 (#163)
game-maker / gate (push) Successful in 1m56s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:10:02 +02:00
adminandClaude Opus 5 47eea2f6e4 Each tilemap layer has its own Z: an offset added to the Z of the placed tilemap, like a child's Z to its parent, default 0 keeps the previous order (layers right after their map, in list order), a negative Z sorts a layer below the map, on a tie layers keep their list order and follow the hierarchy against other objects; editor scene and game use the same order through the new pure function drawSlots, a tilemap draws into one container per layer, and the tilemap panel gains a Z field for the selected layer with one undo step per change (#174)
game-maker / gate (push) Successful in 1m58s
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Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:03:20 +02:00
adminandClaude Opus 5 947a6b1977 Collision outlines for autotiles: a frame holds several outlines (click adds a corner to the active one, Ctrl/Cmd-click starts a new one, clicking another outline makes it active, Delete removes the active outline and never the frame in collision mode), an autotile's outlines are drawn over the whole block, cut at the quarters and each cell takes the pieces of exactly the quarters its image is made of, so edges, outer corners and notches follow automatically; a tile of the block with nothing drawn blocks fully, cells of only full quarters merge back into rectangles, collision scale does not apply to an outlined autotile, and the previous format with one flat outline still loads (#141)
game-maker / gate (push) Successful in 1m53s
game-maker / suite (push) Successful in 6m41s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 01:56:20 +02:00
adminandClaude Opus 5 32057a96fc Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (#151); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (#141, to be reworked)
game-maker / gate (push) Successful in 1m52s
game-maker / suite (push) Successful in 6m41s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:56:25 +02:00
adminandClaude Opus 5 78899b1ace Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (#146)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Successful in 6m17s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 18:11:43 +02:00