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Commits
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0c5ac32b59 |
Let structs and lists nest to any depth (#239)
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> |
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7979b8ff19 |
Let structs and lists hold objects across behavior runs (#238)
An object could only live in a dedicated object variable, kept in slots
beside the variable bag. Struct fields and list items could not hold
one, so a spawned object packed into a struct or list was lost. This
replaces the slots with one mechanism for all three places.
- "No object" has one resting form everywhere: {"$object": ""}. A
running game can tell an object slot from an empty text that way.
- During play the object handle lives directly in the value, also
nested in structs and lists. objectSlots.ts and the special paths for
Keep and Properties are gone.
- liveObjects.ts strips objects to (null) at every exit: overrides the
editor run writes back to the scene, saved values of persistent
Variables assets, live values in the inspector, and the world
snapshot of the test hooks (objects as names there).
- A destroyed object reads as (null) through isAlive, alone, in a
struct field or as a list item.
- "+ Field" and "+ Item" offer Object. The inspector and the list tab
show a fixed (null) row without input.
- Lists from Raycast all stay objects when written to a variable.
Before they turned into names.
- A struct that only changes by an object writes no override. A list
that grows by an object writes [(null)], its length really changed.
Found on the way: CI at
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9d6a0aebd3 |
Let Compare and Equals treat float noise as equal numbers
A graph that checks "time - late == 6" after On timer (#224) failed, because the difference comes out as 5.999999999999972. Both values are sums of measured frame times, and they round along different paths. The only workaround was a Round node in front of every comparison. - New helper nearlyEqual in values.ts. Two numbers count as equal when |a - b| <= 1e-9 * max(1, |a|, |b|). The tolerance grows with the size of the values, so it holds for hours of summed dt. - Compare uses the rule for all six operators. "<" and ">" only hold when the values are not nearly equal, "<=" and ">=" also hold when they are. So "==" and ">" are never true at the same time. - Equals uses the same rule when both inputs are real numbers. Objects still compare by identity, everything else as text. The node description says so. - The tolerance is fixed, there is no parameter on the node. Physics values come from float32 in Rapier and are not covered on purpose. - The log display is unchanged and still prints the raw number. Tests: - ./check.sh: 156 files, 2311 tests, CHECK EXIT 0 (before 2300). - 11 new cases in node-catalog.test.ts, including the value from the log against 6, growth with magnitude, 6.001 != 6 and 1e-6 > 0. - Counter-check exact compare: exactly the 8 noise cases fail. - Counter-check "<"/">" without the exclusion: exactly 2 cases fail. - No e2e change, the check sum stays at 1374. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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056a622524 |
Refactoring round 6: shared sheet canvas, fewer copies (#85)
Recurring cleanup round. Behaviour is unchanged. Duplicated code in
src went from 27 clones with 299 lines to 6 clones with 56 lines
(jscpd, the two identical OFL licence texts not counted).
- SheetCanvas is the new base of the texture, pixel art and vector art
canvases. It holds background, mask, hint, panning, wheel zoom, fit,
view save and restore and the screen mapping. Pixel art keeps its
whole-pixel panning and fixed zoom steps.
- mixColor in src/core/util/color.ts replaces three copies in
animation, gradient and particles. It clamps t like the particle one.
- fingerprint now lives once in generated.ts, next to the revision
contract from #185.
- MoveCommand next to RenameCommand is the base of the three reorder
commands for tile pictures, tilemap layers and vector shapes.
- The two raycast nodes share inputs, settings and filter via rayOf.
- canvasRect() lives once in AssetTabEditor.
- Removed unused code: findPixelArt, isDrawableShape,
GeneratedPictures.has and SnapToggle.snapping. Tests now check the
same things through equivalent paths.
- 38 values used only in their own file lost their export.
- Three comments that told history now describe the current state.
The bundle stayed md5-identical for those edits.
- README lists vector art, pixel art and palette, and links the two
wiki pages.
Findings:
- PaintTilesCommand.changes is meant to prevent empty undo steps but
has not been called since #128. The rectangle tool therefore records
a no-op undo step when it paints the same tile over itself. Left as
is, because fixing it changes behaviour.
- No test covered middle-click panning in any sheet tab before. 13f
and 48a now check it.
- The default values of the ray inputs were untested. Length 1000
could become 10 without a red test. tests/core/raycast.test.ts now
covers it.
- CI measured 1308 editor checks at
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1a3babf9c5 |
First not empty gets a setting for what counts as empty (#206)
The node treated 0, false and an empty text alike, which is right for a missing behavior parameter but wrong the moment a real 0 travels through the graph. A setting now says how much counts as empty, so the same node works for both cases. - The new parameter "Empty means" has three steps: "Any empty value" (the default, the behaviour so far), "Nothing there (0 and false count)" and "Only a missing value". - The default keeps every existing graph as it is, including the common setup where an unset animation parameter arrives as an empty text. - The rule lives in isEmptyValue(value, mode) in values.ts; the node only passes the step through. An unknown setting behaves like the default, the same way Compare does. - The node description is shorter because the old one was cut off in the inspector. Findings: - In the "Nothing there" step a struct is empty only when its fields are empty under the same step, so a position (0, 0) stays a real value. Tests: - ./check.sh: 142 files, 2113 tests, exit 0 (before 2104). - 9 new cases in the node catalog table: the edge cases per step (0, false, empty text, empty list, position (0, 0), unconnected a) plus an unknown setting. - Two counterproofs hold: letting "Nothing there" act like "Any" drops the 3 cases with 0, false and the position; removing the "Only a missing value" step drops the 2 cases with the empty text and list. - Seen in the browser: the node shows "Empty means: Any empty value" and the inspector dropdown lists all three steps. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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d98c2898b1 |
A new node takes the first of two values that is not empty (#205)
A graph that reads an optional value needed a chain of Equals and
Branch just to fall back on a default. The new node does that in one
step: it passes a through unless a is empty, in which case b comes
out. Both ports are any, so it works for numbers, text, lists,
structs and objects alike.
- `First not empty` sits in the data category with two any inputs
`a` and `b` and one any output `value`. Are both empty, b comes
out, so the second input doubles as the default.
- `isEmptyValue` in values.ts holds the rule as a pure function:
nothing connected, 0, an empty text, false, an empty list, and a
struct whose fields are all empty.
- The struct case is what covers a position: behavior graphs have no
vector type of their own, so (0, 0) arrives as a struct. `{x: 0,
y: 2}` therefore counts as set, `{x: 0, y: 0}` as empty.
Findings:
- A real 0 or false on a is passed over. That follows from counting
0 as empty and is written down in the issue.
- The output stays any. Ports that inherit their type from an input
do not exist in the graph; `Item at` has the same shape.
Tests:
- ./check.sh: 142 files, 2104 tests, exit 0 (was 2094).
- 10 new catalog cases: a set, a unconnected, 0, "", false, an empty
list, a position (0, 0), a struct with one field set, an object,
and both empty.
- Counter-check: with structs never empty and 0 a real value exactly
those two cases fail, the rest stays green. Originals restored and
compared with cmp, then rebuilt.
- No e2e check: single data nodes have no e2e coverage here, the
palette fills itself from BUILT_IN_NODES.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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ffdf0a8ddb |
The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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8f92a06c84 |
Consolidate duplicated editor code, trim comments, refresh README
Split GraphCanvas (1076 -> 831 lines) into EdgeLayer and graphMenus; the port and marker menus were the same list and are now one function. Value specs of the inspector and the list tab share valueSpecs.ts, and the remaining copies (compound commands, type glyphs, typed asset lookup, name rule, play/editor world setup, marquee) are merged. Four copies had already drifted apart; merging them fixes: - "Disconnect N links" in the port menu is one undo step, not N - "+ Add collider" is hidden on a placed container instance, as in the hierarchy menu, instead of always failing - a bool property coerced from the text "false" becomes false - a port command on an unknown node type reports instead of crashing Comment-only edits leave the bundle byte-identical. README corrected in 35 places (step limit, jump-run clock, suite duration, 409 body, ...). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f60358c951 |
Let a list hold structs, and read or write variables in bundles
A list item may now be a struct. The depth is bounded in the declaration
rather than by a comment: FieldKind (number|text|boolean|color) says what a
struct field holds, ListItemKind adds struct on top and says what a list
holds, so list -> struct -> primitive is the deepest storable shape and
sameValue stays finite. A struct item renders inline in the List tab, which
is why it needs no path in the slot address.
Four paths silently assumed a list item was a primitive: sameValue compared
items with ===, textOf would have printed [object Object], asListItem turned
a struct into text on Set item and Fill, and Index of used indexOf, which is
reference equality and could never have found a struct.
Tetris now runs on bundles. shapes is 112 {x, y} structs instead of 224 loose
numbers, piece and the candidate are structs, so Next move hands back a whole
candidate and each strand packs only the field it changes, since mergeStruct
leaves the rest standing. Declared behavior ports drop 49 -> 35, the master's
variables 18 -> 13, its graph 84/94 -> 69/76 nodes/edges.
Get variables and Set variables declare their ports from a list of variable
names, the way Pack and Expand already do, so one node can read or write
several at once. Renaming a variable rewires them, because there the port key
is the variable name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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2cf788eedd |
Let a value be a bundle of named fields
PropertyValue was number | string | boolean | list. A struct joins it, which costs two things the typechecker found rather than I did. An object on a data edge used to mean a live entity, so asEntity would have taken a struct for one and asString would have read .name off it. EntityHandle now carries a symbol brand – a symbol so no field name can impersonate it, and it never serializes, which suits a thing that exists only while the game runs. It is built in exactly one place. String(value) would have written a struct as [object Object] at 39 call sites. They go through textOf(), which is identical for primitives. normalizeGraph dropped everything but primitives from node params, so the List node lost its value on every save ([3,1,4] round-tripped to undefined). Variables were spared: they have a schema, params have none. |
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a9c3111377 |
Let a variable hold a list
A variable could only be a number, a text or a yes/no, so every set of values had to be smuggled through a string - which is where Tetris got its unreadable "03066326048763714" colours from. A list is now a value of its own, with an item kind (number, text, yes/no, colour) that decides how the inspector reads the one comma-separated line it is typed as, and eight nodes to work with: List, Fill, Count, Item at, Set item, Sub list, Join lists, Index of. Two traps came with it. An array is typeof 'object', so every place that told a value from an entity had to learn the difference, or a list would have been passed around as a game object. And a value was compared by identity in three places - with lists that marks everything as an overridden property after each reload, so those comparisons now compare contents. There is no list of objects: a list is written to the project file and an object is a live handle that no reload survives. A set of objects stays a list of names. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1eb28314cf |
Refactoring: one file per node, consistent comments, shared helpers, split large modules
- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry separated, writeTyped() replaces duplicated typed writes - Comments: one style (JSDoc on non-obvious exports, // for decisions and traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars - Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts, commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe, Input.axis, setMode, titleText, World.worldPosition, unused ctor params) - Editor: Inspector split into inspector/ sections, App.ts into Editor.ts + debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared "Add collider" action, unified type labels/swatches - UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers, Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes - Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections - Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |