d6fd00016097c0252038701b3c5e5be030dfdbcd
100
Commits
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d6fd000160 |
Let a behavior hear the end of an animation it played itself
A behavior that played an animation on the parent of its owner never heard it finish. On animation finished listened to the owner and to what stands below it, and the parent stands above. - Play animation notes on the player which behavior asked for it. - On animation finished hears, as before, every animation on the owner or below it, and now also every animation the behavior played itself, on whatever object. Its output object names that object. - Two behaviors that both played the same animation on the same object each hear its end once. - A behavior that is called by Run behavior or heard by an On node counts as the behavior it sits in. - The description of the node and the engine prompt say so. Tests: - Gate on melektaus-atx: 218 files, 3392 tests, CHECK EXIT 0. - Two new unit tests: the behavior hears the animation on the parent of its owner while a bystander does not, and two starters hear it once each. - Both counter-probes bite. - e2e 6,17-26 on melektaus-atx: 480 checks, all pass. - No new e2e check, and nothing was looked at in the browser. The rule for called and heard behaviors has no test of its own. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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7dd3ae1131 |
Tie two objects with a hinge, a spring, a rope or for good (#154)
Two bodies could not be connected: no door on a hinge, no lamp on
a rope, no wheel on an axle. This is the first step of the issue,
the four joints without a motor. The slider and the motors follow
in a second step under the same issue.
- Joint is a new asset type, placed as a child of the object it
holds, like a collider or a rigidbody. "Add joint…" in the
object menu makes one or places one the project has. An object
takes as many as it needs.
- Where the joint sits is the point it holds its object at. A
hinge and a fixed joint have that one point only. A spring and a
rope end at a connected anchor on the other object, counted in
that object's own units, or in the scene's without one.
- The rows follow the type: length, stiffness and damping for a
spring, length for a rope, an angle limit for a hinge. Length 0
takes the distance the two ends were placed at. The limit counts
from how the two were placed.
- The connected object is an object reference in the schema of the
type. Pasting, containers and removing treat it as they treat
every reference since #258.
- shownFor is a new schema option: a row is shown while an enum of
the same bag holds one of the named values.
- The object needs a rigidbody, its own or one further up. Without
one the joint holds nothing and the console says so once.
- A connected object without a rigidbody is a moving anchor: the
joint has a kinematic body of its own that follows it.
- A connected object destroyed while playing makes the joint let go
with a hint. Removed in the editor the reference empties, so the
joint holds on to the scene. The issue asked for "inactive" there.
- "Add joint" ties two objects while the game runs, from a joint
asset as the template. Destroy on the joint lets go, there is no
Break joint node. Destroy with keep children takes the joints
along with the object.
- The scene view draws a line from each joint to what it holds on
to and rings the held point. A selected spring or rope has a
round handle on its far end, and dragging it is one undo step.
- Joints hold in Play only. The editor run simulates nothing
(#148), and the inspector of a placed joint says so.
- Rapier counts a revolute joint's limits absolutely, not from the
start, so the placed angle is added. Measured with a probe.
- The + menu has 25 types now and no longer fits under its button
on a canvas 800 high. It scrolls there, and e2e 04 scrolls to
the last entry instead of expecting it in view.
Tests:
- Gate on melektaus-atx for this state: 218 files, 3390 tests
(3336 + 54), exit 0.
- e2e 1-16,24,39-46,51,52,57,58 on melektaus-atx: 831 checks, all
pass. Module 41 alone: 25 checks (21 + 4).
- 54 new unit tests: 40 in joints.test.ts (rope, spring, pendulum,
limit, fixed, the other end, the node, containers, paste), 6 for
the line the scene view draws, 4 catalog cases of the node. The
remaining 4 come from tests that make a case per asset type.
- Four new e2e checks in module 41: Add joint from the menu, the
rope to the hook with its line and handle, dragging the handle
with one undo, the bob hanging in Play next to one that falls.
- e2e 04, 40 and 46 count the new type in their lists.
- 21 of 22 unit counter-probes fail their tests. The other one is
equivalent: Rapier ignores removing a joint that left with its
body, the guard stays.
- Three browser counter-probes fail their checks (2, 1 and 2).
- One screenshot looked at: icon, line, handle and the rope rows.
- The e2e sum of 1691 is counted (1687 + 4, 1687 measured by CI
on
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46c620ae3b |
Give a behavior more ways in and out, and hear it as an event (#294)
A behavior run by another one had a single flow port at its Start and at its End, so it could not branch for its caller. And it could not be used as an event: a call needs a pulse at its flow input, and the events of a called graph never fire. An input like "Confirm" (Space or Enter) had to be built again in every graph. - A declared port of a Start or an End node can be of the kind Flow. It sits above the values and shares their names, exec stays reserved. Only these two nodes declare one, a struct does not. - Run behavior shows a flow port of the Start as a further flow input. A call arriving through it leaves the Start through the output of that name and not through exec. - Run behavior shows a flow port of the End as a further flow output. The call goes on through the one the End was reached by last, and then through exec. exec fires always, as before. - On behavior is a new event node without a flow input. The behavior it names runs at the node for as long as the behavior around it runs, with all of its own events and one set of variables per node. - Its outputs are those of the End. It fires once the inner pulse is through, by the output the End was reached by last, exec only for End.exec. A pulse that never reaches the End is not seen. - The value ports of the Start are its inputs, read anew for each inner pulse. The Start itself never fires there. - It nests to any depth. Under a Run behavior it stays silent. A behavior hearing itself, however far round, is not started and the node says "A behavior cannot listen to itself". - The palette offers every other behavior with an End once more as "On <name>". A node naming one without End says so. - An On node removed while the game runs ends its behavior with On disable and On destroy. The sounds of the entity end only with the behavior placed on it. - Renaming and deleting a declared port follows the edges at On behavior nodes as it does at Run behavior nodes. - The flow outputs of the Start of a behavior placed on an object never fire, like its exec. - The engine prompt of the benchmark names flow ports and On behavior. Tests: - Gate on melektaus-atx right before this commit: 215 files, 3319 tests (3278 + 41), exit 0. - e2e 19 on melektaus-atx: 39 checks (+4), all pass. e2e 1-6,17-24,26,36,51: 628 checks, all pass. - 19 unit tests in flow-ports.test.ts, 19 in on-behavior.test.ts on a real world, the rest in the node catalog. - Four new e2e checks in module 19: a flow port declared by mouse at the End, On Confirm in the graph, the call leaving through the further output while playing, Enter and Space on a real keyboard. - 19 unit counter-probes all fail their tests. One did not at first (a removed node kept its instance), a test was added. Two browser counter-probes fail their checks. - One screenshot looked at: On Confirm with exec and pressed, the second flow pin at the calling node. - The e2e sum of 1680 is counted (1676 + 4), the full suite and the smokes did not run. - Not seen in the browser: flow inputs at the Start, nesting, the ring, values through On behavior, the palette entry. No test holds that the sounds of the entity go on when a heard behavior ends. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b5339b96c2 |
Tell a graph the frame a key went down or came up
Key is down says whether a key is held. To act once on a press, a graph had only the events On key down and On key up. A behavior that is called by another one and reads its input as data had to keep the state of the last frame in a variable of its own. - Key was pressed is true for the one frame in which the key goes down, the frame On key down fires in. Key was released is the same for the frame the key comes up. - Both sit next to Key is down in the palette and have the key as their only setting. - NodeContext gains wasKeyPressed and wasKeyReleased. The behavior context answers them from justPressed and justReleased of the input, through keyName, so a key saved as "A" meets the key "a". - No repeat. On key down may fire again while a key stays held, a held key is pressed once here. - When the window loses the keyboard, every held key counts as released in that frame, as On key up has it. - The engine prompt of the benchmark names the two nodes. Tests: - Gate on melektaus-atx right before this commit: 213 files, 3278 tests (3264 + 14), exit 0. - e2e 18,20,43 on melektaus-atx: 57 checks, all pass. - Ten unit tests in key-edges.test.ts on a real world, four cases in the node catalog. - Eight counter-probes all fail their tests. One did not at first (the case of the key saved on the node), a test was added. - No e2e check of its own, the sum stays 1676. The nodes were not looked at in the browser, neither in the palette nor with a real keyboard. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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275e50af01 |
Let a tile report a touch instead of blocking it (#160)
A tile could be solid, one-way and scaled, but not report without blocking. Water, lava, spikes or a goal zone needed a trigger object of their own laid over the map. Now a tile has a switch Trigger, and the collision events name the tile and the cell they met. - A tile has the switch "Trigger (reports, never blocks)" under Solid. Its cells hold nothing up: no Move, no falling body, no ray. They raise On collision enter, stay and exit with the tilemap as other. - The three events have the outputs tile, cell x and cell y. Without a tile, tile is empty and the cell is -1, -1. - The three events have the input per cell. Off, the default, gives one event per area: cells of the same tile that touch side by side. On gives one event per cell. - The scene view outlines trigger cells in yellow like a trigger collider, merged to rectangles but never with solid cells. - Is touching with the map counts trigger tiles, and Set tile works while the game runs. - Both systems find the touches with the same overlap check in runtime/systems/tileTriggers.ts, not through the physics engine. Decided here: - Trigger wins over Solid. A tile with both does not block, as with a collider. - Water beside lava is two areas, and so are two ponds that touch only at a corner. - An area names the cell nearest to the centre of the collider, and on exit the cell it named last. - The solid cells of a map still do not name their tile. - Normal, impulse and point are 0, as with a trigger collider. - Collision scale and outlines shape a trigger cell like a solid one. One-way, friction and bounciness have no effect. Tests: - Gate on stein2: 205 files, 3104 tests (3067 + 37), exit 0 - e2e 39,40: 106 checks. e2e 1-8,39-43: 490 checks. Both on melektaus-atx. No full run, the sum of 1648 (1645 + 3) is reckoned and CI measures it. - 37 unit tests in tests/core/tile-triggers.test.ts, nearly all against both systems - Three e2e checks with a real mouse in block 40l-iv - 24 unit counter-probes fail tests. Two did not at first, tests were added for them. - Two browser counter-probes fail their checks - Two screenshots looked at (yellow outline, the node with per cell) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1aa824ecb4 |
Keep objects through a Load scene with a switch (#165)
A Load scene destroyed every object of the old scene. A player, a HUD or a music object had to be built again in each scene, with its state pushed through shared variables. A top-level object with the new switch Keep on scene load now travels into the next scene as the same entity, with everything below it. - The switch is a common property right under Enabled, off by default, on the asset and on a placed object. The inspector shows the row on top-level objects of a scene only, as answered in the issue. - runtime/keptObjects.ts holds the rules as pure functions. keptEntities picks what travels, objectsToBring copies the stored objects as the run parents them, and bringObjects puts them into the next scene. - World.instantiate takes a handed entity as it is instead of making one. The next syncToModel then writes the run's values into the scene. - BehaviorSystem.release takes the running instances out before the old world is destroyed, and the next system adopts them. They hear no On destroy and no second On start, and their sounds play on. - PhysicsSystem.resume gives a dynamic body the velocity and spin it had. - Duplicates: the object brought along wins. The next scene does not build its own object with the same id, which is the way back into the scene the object came from. - Decided here: the next scene does not build a top-level object of the same asset that is kept itself either. The issue only names the id. With the id alone a level that places its own player would hold two after a swap. - Decided here: kept objects land behind the scene's own, the switch is no animation row, and collisions are found anew. A finding, fixed along with it: Load scene did not build a scene as it is stored, but as the run had left it. A moved object stayed moved and a destroyed one stayed gone. The way back into a scene needs a clean build. - GameRun copies a scene's objects and groups before it first builds it and puts them back before it builds it again. - GameRun.end puts every such scene back. The player calls it on stop, so spawned objects no longer stay for "Click to play again". - The consequence: an edit made in a scene during Play is gone the next time that scene is loaded. Tests: - Gate: 199 files, 2944 tests (2929 + 15), exit 0 - e2e, full run: 1625 checks passed (1619 + 6), exit 0 - Smokes: 24 / 19 / 21, exit 0 - 15 unit tests in tests/core/keep-on-scene-load.test.ts - Six e2e checks in module 35: the switch is set with a real mouse, the child has no row, the object is in the new scene, its counter still reads 1, its sound plays on, and the stored scenes are unchanged after Stop - Eleven tests with fixed row lists only count the new schema row - 16 unit counter-probes all fail tests, run on stein2. One did not fail at first (same id not left out), it has its own test now. - The browser counter-probe fails 4 of the 6 new checks - Not looked at in the browser: the switch as a port of the Properties node, and a released game with a kept object Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3e8c88c66d |
Add a node that names the collision layer of an object (#211)
The issue asked for three nodes: Set layer, Set collides with and Layer of. A probe showed that the finding behind the first two is outdated. The Properties node of type Collider already writes both settings while the game runs, and both collision systems see the change at once. As agreed, only Layer of is built, and writing stays with Properties. - Layer of is a data node with the input object and the outputs name and number. The name is what the project calls the layer. - NodeContext.collisionLayerOf answers the number, and the new field collisionLayers on GraphLookup brings the names to the node. - layerHolderOf in solids.ts says whose layer counts. An object stands for its first collider child, a collider or tilemap for itself. - Decided here: a collider that is switched off counts too, because its layer is set either way. - Decided here: without a collider the name is empty and the number is -1. - The node is a read, not a run, so it answers at the moment it is asked. Right after a Set in the same flow it names the new layer. - The output number was not asked for. It fits the layer port of Properties as it is. Changing the layer during a run had no test at all so far. Five tests now hold it in both systems. Tests: - Gate: 198 files, 2929 tests (2914 + 15), exit 0 - e2e 1-6: 285 checks passed (06: +2 for block 6z-x) - Five unit tests for the change during a run: a mover is blocked, passes and is blocked again, a ray with a layer filter follows the change, and a dynamic body falls through the ground in Play - Six unit tests for Layer of, three against each system, and four cases in the node catalog - 6z-x finds the node in the palette, checks its ports and logs "Ghost" and "1" for the owner's collider in a Play run - Two counter-probes for the change during a run fail 1 and 4 tests, and only new ones, so those places were unguarded before - Six counter-probes for Layer of fail 2 to 3 tests each. All eight ran on stein2, not in the container. - The browser counter-probe fails 6z-x with "Layer 1" and "1" - The e2e sum of 1619 is calculated (1617 measured in CI run 276, plus 2). Neither the full suite nor the smokes ran for this state. - Not looked at in the browser: that the layer port of Properties shows the same picker as the inspector. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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26cc6324af |
Stop resolving every object in every frame of a run (#287)
World.syncToModel runs after every frame of a run and resolved each object of the scene anew to compare it with its entity. With 222 entities that was most of the Editor line in the performance panel, also for entities that are never drawn. - The world keeps per entity what the model said when it last read the object (syncFromModel, spawn) or wrote it. A frame compares the entity with that and resolves nothing while both agree. - A place that differs is written as three numbers. - A value that differs is written as an override, and that one object is resolved again. An override can bring rows of its own, such as a sprite's shader. - The objects of entities that left the run are dropped only in a frame in which one left. World.remove notes that. - Editing during a run works as before: the editor has the model read again on every project event, which renews what the world keeps. One difference: a write to the model that goes past the editor and does not have it read again now stays. The next frame used to overwrite it with the entity's state. No code does that, during a run only the world writes. Measured on stein2 with a copy of the reference project of #284, ms per frame: syncToModel alone 0.92 to 0.12 (Node, 600 frames), the Editor line in the browser 1.14 / 1.20 / 1.29 to 0.25 / 0.25 / 0.27. Physics and Drawing are unchanged. Tests: - Gate: 198 files, 2891 tests (2887 + 4), exit 0 - e2e, full run: 1613 checks passed, exit 0. That measures the total that was only computed since #273. - Smokes: 24 / 19 / 21, exit 0 - Four new unit tests, no new e2e check: 60 unchanged frames resolve nothing, an edit during the run arrives and stays, an override with rows of its own is seen with them, container content in an editor run is written into the instance edits once - Seven counter-probes fail, 1 to 4 tests each Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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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> |
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77f4c2c1a3 |
Show entities and time per area while playing in the Game View (#275)
A game that stutters gave no hint where the frame goes. The Game tab now has a Performance switch. It shows a small overlay in the top left corner of the Game View while a game runs: fps, the number of entities and the mean milliseconds per frame for each area, averaged over half a second like the fps counter. - src/editor/frameMeter.ts holds the pure rule. FrameMeter sums the areas per frame, closes a window every 0.5 s and formats the lines. - World.timeSystem times every system the world ticks. PlaySession maps the systems to Behaviors, Physics and Animation and sets the hook again after Load scene. - Animation has its own line. Counting the AnimationSystem under Behaviors would have skewed that number. - Drawing is the build of the game picture plus app.render(). It is main thread time only. The GPU work after it is not in the number, and app.render() draws the whole canvas including the panels. - Editor is the rest of the editor tick after the systems and the game picture: mirroring into the model, panels and console. - The overlay lets clicks through to the game. It shows dashes until the first window closes. The switch is off by default and is not saved. The released game (#266) runs without a meter. Tests: - Unit frame-meter: 9 passed. - Gate on melektaus-atx: 197 files, 2853 tests, CHECK EXIT 0. - e2e 59 on melektaus-atx: ALL PASSED, 18 checks (13 before, +5 in 59e with a real mouse on the switch). Run twice. - Three mutations were caught: the editor share not subtracting the systems (2 unit tests), systems running in pause not reported (1 unit test), the overlay getting no times (59e). - The e2e total of 1601 is computed (1596 + 5), not measured. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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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> |
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14972d057f |
Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
Recurring cleanup round over the code since round 7 (
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bc688f3efc |
Refactoring round 7: split BehaviorSystem, fewer copies (#85)
Recurring cleanup round over the code since round 6 (
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4194f3e150 |
Share a link that plays the game without the editor (#266)
A project could only be played inside the editor, behind the login.
To show a game to someone else there was no way short of an account.
A release freezes the saved project under a random token and serves
it on a page that holds nothing but the game view.
- Menu -> Release... opens a dialog with the state of the release,
the link with Copy link and Open, Publish or Update release, and
Take down behind a confirmation.
- Publish saves first and refuses while anything is unsaved, like
snapshots. Updating keeps the link. Take down kills it, and a new
Publish hands out a new token.
- The link is play.html?game=<32 hex>. The page needs no session,
paints Theme.colors.background, zooms with Auto and waits for
"Click to play" so that sound and keyboard focus are allowed.
- The game always starts in the start scene. Persistent variables
are stored per link in the browser. Plugins are not loaded, and the
dialog warns about them and about a project without a scene.
- GET ?r=releases/{token} is the only route besides auth/* that works
without a login. The public answer carries the token as project.id,
so the project id stays hidden. Release files are written with 0640
and nginx does not serve them directly (measured 403).
- Starting, the frame and Load scene moved into runtime/GameRun.ts.
Play in the editor and the play page run through the same code.
- WorldViewport moved to src/viewport/ and no longer needs the
EditorState. Pointer forwarding (gamePointer.ts) and setting up
textures, fonts and sounds (projectFiles.ts) exist only once.
- Vite builds two pages. The play page loads 4 kB of its own code
plus the shared chunk (Pixi, runtime, drawing, 653 kB) and Rapier,
without the editor.
Found on the way, not fixed here: data/projects/<id>.json answers 200
without a login because the files are 0644.
Tests:
- ./check.sh: 194 files, 2808 tests, exit 0.
- tests/php/releases.test.php: 20 checks, also added to CI.
- New e2e module 60 with 10 checks, played in a browser without a
session. Module 46 counts the menu entries and was updated.
- Full e2e run: 1572 checks passed.
- Counter-checks: 3 unit, 2 PHP and 3 browser mutations all fail.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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94c1055895 |
Throttle what the editor shows while a game runs (#265)
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> |
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a7e793f6de |
Keep many spawned behaviors from eating the frame
A scene with 200 spawned gold pickups, each with a Pickup behavior of 97 nodes, dropped the game to about 14 fps. The graphs themselves ran only a dozen nodes per pickup and frame. The cost was the lookup: for every data input the interpreter searched all edges and all nodes of the graph linearly and computed the port shape of the node again. - New module core/graph/graphIndex.ts builds tables once per graph: nodes by id, edges by node and port, node types. Port shapes are cached as well. - BehaviorSystem shares one cache between all its instances and clears it in syncFromModel. A graph changed during a run applies from the next frame on, as before. - An interpreter without a cache, as in most tests, searches as before. Measured on the scene Performance test (headless per frame, browser fps on a throwaway copy of the project): - Headless: about 21 ms down to about 3.6 ms per frame. - Browser, about 505 entities: 13.6 fps up to 23 fps. - Browser, about 320 entities: 32.3 fps up to 48 fps. - After the fix behaviors take about 15 % of the browser profile. The rest is the editor mirroring the game into the model and rebuilding its panels, which is a separate change. Tests: - ./check.sh: 192 files, 2786 tests, CHECK EXIT 0. - Full e2e run (local): ALL PASSED, 1551 checks. - tests/core/graph-index.test.ts: 2 tests. The tables return the same as the search, in the same edge order. A graph changed during a run applies from the next frame. - Counter-check: without clearing the cache in syncFromModel the second test fails with ['before']. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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5fbc6eb088 |
Set the order in which event nodes run across behaviors (#264)
Which of two events ran first depended on hidden lists: the order of the behavior instances and the order in which nodes were created. A graph had no way to say that one On update must run before another, and an On update of one behavior could run before a key event of another. - A frame now runs event kind by event kind over all behaviors: On disable and On enable, key down, key up, key held, timer, collision enter, stay and exit, animation finished, click, mouse wheel and at last On update. - All 17 event nodes have a field Order, a whole number, default 0, negative allowed. Within one kind a lower Order runs earlier, no matter which behavior holds the node. - On a tie the current hierarchy decides from top to bottom, then the order in which the nodes were created. The old rule that a behavior enabled later goes to the end is gone. - The node shows Order: 5 only when the value is not 0, so existing graphs look the same. - The rule lives as pure functions in core/graph/eventOrder.ts. The interpreter can now fire a single event node. Changes in existing projects: - An object destroyed in a frame gets no further event in that frame. On disable and On destroy still come at the end of the frame. - New instances get all their On start first, then all On enable. Teardown runs all On disable first, then all On destroy. - State events follow right after the event kind that caused them. - Four unit tests had fixed the old order and are adjusted: two in behavior-events, one in physics-system, one in key-repeat. Tests: - ./check.sh: 191 files, 2784 tests, CHECK EXIT 0. - GM_STEPS=1-6: ALL PASSED, 280 checks. - Full e2e run (local): ALL PASSED, 1551 checks, measured. - tests/core/event-order.test.ts: 11 tests for the rule, the field on all 17 nodes, order across behaviors, key before update, two nodes in one graph, On start, hierarchy after late enable and reorder at runtime, state events, save and load. - e2e 6z-viii, 2 checks with real mouse and keyboard: Order -1 set in the inspector shows on the node, and a run logs B, A although B is lower in the hierarchy. - Counter-checks: 5 in unit tests and 1 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> |
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0c41cb97b1 |
Clip the children of an object to a clip area (#260)
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> |
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4e6aeb5f72 |
Query objects in bulk and filter, count or test a list (#259)
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> |
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f84defb9b6 |
Pick an object of the same scene for an Object variable (#258)
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>
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e8b3ac0a3b |
Keep behavior variables private to their own graph (#257)
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> |
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b0d0868f55 |
Give a list one struct type so every item keeps its shape (#254)
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> |
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393b8ec7f9 |
Build your own easing curve and use it on keys and Lerp (#247)
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> |
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483c34bb5c |
Let Destroy keep the children and hand them back as a list
Destroying a container used to take everything below it along. Now Destroy can remove just the object itself and pass its direct children on, so a behavior can keep working with what was inside. - New input keep children (bool, default off). When on, only the object goes. Its direct children move up to the object's parent, or to the top level if there is none. Grandchildren stay where they are. - New output children (object list) with the direct children that were kept. It is empty when keep children is off. - The children keep their place on screen. carriedTransform folds the destroyed object's position, rotation and scale into their own, the same as reparenting in the editor. - Behaviors and the rigidbody of the object are always destroyed with it and are not in the list. Moved up they would steer or simulate the parent. - World remembers which children it reparented, and syncToModel writes their new parent into the scene. A reload of the model keeps it. - Limit, read from the code only: in the editor run the contents of a placed container are not baked. Moved children there last for the run only. Tests: - ./check.sh: 170 files, 2478 tests, CHECK EXIT 0 - e2e 34 (the module with a Destroy node): ALL PASSED, 21 checks - world-sync: world matrix of child and grandchild unchanged under a rotated and scaled parent, parent survives syncFromModel, top level case, already destroyed object gives [] - destroy-keep-children: real graph Destroy(Owner) -> Log(children) logs Lid, Label without the grandchild Nail - 3 counter-probes, all caught: no world transform (1 test fails), no parent in the scene (1), behaviors and rigidbody moved up (2) 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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98211a8d54 |
Let a variable hold an object across behavior runs
A spawned object was only reachable in the run that spawned it. The Spawn output could not go into a variable because "object" was a port-only kind, so the next run had no way back to the instance. - "Object" is now a variable kind. The reference lives for the run only. The file stores the declaration and an empty value. - The live reference sits in slots beside the variable bag (graph/objectSlots.ts), not in it. The bag is the behavior's props, and syncToModel would have written an object into the scene. - A destroyed object, or one from a restarted or left scene, reads as nothing. A dead reference is dropped from its slot. - Keep (#229) hands the slots of kept variables on to the next call of a sub-behavior. - Properties of kind Behavior reads and writes another behavior's object variable through the same slots. - The inspector shows "(null)" for it and offers no input. - A persistent Variables asset with an object variable shows a warning under "Persistent". Saved values never keep the object, every run starts it at (null). Objects inside lists and struct fields are left out on purpose. Emptiness is checked with Equals against an empty b. A node "Is valid" does not exist yet. The test helper graphEditor().variables() now also reads the kinds of a Variables asset a node points to. Tests: - ./check.sh: 169 files, 2463 tests, CHECK EXIT 0 - e2e 6 + 23: ALL PASSED, 146 checks (new 23k, 2 checks) - e2e 32: ALL PASSED, 18 checks (new 32f-ii) - 10 unit tests in tests/core/object-variable.test.ts, one of them runs a persistent asset over two runs - 5 counter-probes (value in bag, isAlive always true, no Keep hand-over, Properties without slots, object in saved values) each fail their test - e2e check total 1406, computed only Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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923baf2557 |
Let Spawn take an asset over an edge and find a child by name (#237)
An asset could only be picked as a setting on the Spawn node. It could not be wired in, held in a variable or put into a list. Finding an object below the own one needed a scene-wide search by name. - "Asset" is now a kind like Animation or Sound: port, variable, list item and a new "Asset" literal node, with its own cube icon. - Spawn and Is asset have an `asset` input. It uses the key of the old setting, so a saved asset reads as the value of the input and older projects keep spawning without a migration. - New node "Child by name" searches below an object level by level. A child wins over a grandchild of the same name. Nothing found or no object gives null. Tests: - ./check.sh: 168 files, 2453 tests, CHECK EXIT 0. - 9 new unit tests in tests/core/asset-kind.test.ts, catalog cases for Spawn, Is asset, Child by name and the literal. - e2e 6z-ii (2 checks): node rows and a real drag of the literal onto `asset`. e2e 6: 119 checks passed. Spawn checks in 3 and 9 passed. - Counter-checks: depth-first search fails 1, Spawn reading only the old setting fails 3, runtime ignoring the parent fails 1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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147f8ffbea |
Let animation keys ease with Sine to Bounce in, out or in-out
A key could only ease quadratically, which makes quick moves like a sword swing feel soft. Animators know the Penner curves from CSS, GSAP and Unity, so a key now offers all of them. - Ten curves (Sine, Quad, Cubic, Quart, Quint, Expo, Circ, Back, Elastic, Bounce), each in, out and in-out, next to Linear and Step. - The inspector shows two fields instead of one long list: Easing, and Direction only when a curve is picked. Switching the curve keeps the direction. Coming from Linear or Step starts at in-out. - Old projects keep working. ease-in/out/in-out now read as Quad and are still saved under that name. New curves save as cubic-out, back-in-out and so on. - Back and Elastic overshoot on purpose. A number property with min or max is clamped in play and preview, so a Back in from scale 0 does not flip the sprite. trackWriteAt now takes the property definition, and animatedKind* is renamed to animatedDef*. - The timeline marker still shows only the direction. - In-out is built for every curve from its in-curve and its mirror. easings.net uses own constants for Back and Elastic in-out, so our Back in-out winds up about 5 % instead of 10 %. Tests: - ./check.sh: 165 files, 2413 tests, CHECK EXIT 0. - 12 new unit tests in tests/core/easing-curves.test.ts: round trip of all 30 values, start/end/midpoint of every curve, reference values, only Back and Elastic leave 0..1, clamping in play and preview, unknown values are rejected. - e2e 25: ALL PASSED, 28 checks. New 25b-ii (3 checks) clicks both fields and undoes the four choices. Check sum 1393 -> 1396. - Counter-checks, each fails its test: no clamping (2), Quad saved as quad-* (2), mirrored in-out wrong (2), curve lookup with `in` instead of Object.hasOwn (1), no Direction field (e2e 25). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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03e7a78c3d |
Keep a tilemap with outlined solids at 60 fps in scene and play
A project with three tilemap layers, two of them with collision on water and hill tiles, ran at 33 to 52 fps. A CPU profile showed that almost all of the time went into the collision geometry of the map. It was rebuilt from scratch every frame although nothing had changed. The animated water makes the views redraw every frame, so the cost was never skipped. - New module tilemapMemo keeps what is derived from the cells: the tiles of a layer, the blocking cells, the rectangles and polygons. It is reused as long as the content stays the same. - A brush stroke paints into the existing cells object. The memo therefore compares the content cell by cell, not the identity. The comparison walks two arrays in insertion order. - Clipped outlines are kept per outline list. The model always replaces that list instead of changing it. - PhysicsSystem no longer rebuilds the shapes of a tilemap each tick while its cells, placement and settings are unchanged. Before, it also built a JSON key from all world shapes every tick. - The overlaid layers after Set tile in a run stay stable. Otherwise the memo would miss on every call after the first edit. The #184 work only helped Move and raycasts, not this path. Measured on stein2 (i5-7500T, HD 630), script time per frame: - Scene, nothing selected: 17.7 ms, 52 fps -> 5.8 ms, 60 fps - Tilemap selected: 26.2 ms, 38 fps -> 8.6 ms, 60 fps - Play: 29.9 ms, 33 fps -> 8.7 ms, 60 fps About 3 ms per frame remain. The content comparison costs roughly 60 us per 700-cell layer and runs about 40 times a frame. The mesh geometries in TilemapField are still rebuilt every frame. Tests: - ./check.sh: 162 files, 2377 tests, CHECK EXIT 0 (before 2370) - e2e 1-5 and 39-43: ALL PASSED, 289 checks - 7 new unit tests in tests/core/tilemap-memo.test.ts - 5 counter checks (content ignored, no memo, outline by kind only, physics always rebuilds, layer settings ignored) each fail their test. All originals are back, checked with cmp. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ffb5bbe039 |
Stop a key getting stuck when Shift changes it while held (#227)
Input remembered keys under KeyboardEvent.key. Pressing a, adding Shift and letting go sent "A" on release, which matched nothing, so "a" stayed down until the next release without Shift. - New rule keyName in src/core/keys.ts lowercases a single character. So a and A are the same key, also under Caps Lock. - Input remembers per physical key (e.code) under which name it went down and releases exactly that name. So 1 released as ! is freed too, which lowercasing alone does not cover. - On key down, up and held, Key is down and Axis input compare with the same rule. A node that already stores A reacts to a. - Recording a key in the inspector stores Shift+A as a. - Limit: holding Shift before pressing 1 still sends !, and a node on 1 does not react. Nothing gets stuck by it. Tests: - 3 new unit tests in tests/core/behavior-events.test.ts: the flow from the issue, 1 released as !, and a node on A hearing a. - Without lowercasing exactly the issue test and the A test fail. - Without the code memory exactly the 1/! test fails. - ./check.sh: 159 files, 2340 tests, CHECK EXIT 0 (before 2337). - No e2e change, the check sum stays at 1377. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6fecb2e841 |
Tell On timer how late its frame is, so time minus late is exact (#224)
A timer can only fire on a frame. It fires on the first frame past each due time, so Time.time at that moment is the due time plus up to one frame. On a display that is not exactly 60 Hz this delay creeps up by a millisecond every few seconds and falls back to zero once it reaches a whole frame. The issue saw 82.009 after 82 ticks. The timer itself does not drift, it keeps the remainder when it fires. - On timer gets a number output late. It is what is left of the timer's clock after taking one interval, so time - late is exactly the due time. - When one long frame catches up several ticks, each gets its own late. The first one was due longest ago and is the latest. Tests: - New unit test in behavior-events: late 0.125 after a frame past 1.0 s, 0 on the dot, 1.5 and 0.5 for two ticks caught up in one frame. - Counter-check: late taken before the interval is subtracted fails exactly that test. Original restored with cmp. - ./check.sh: 156 files, 2300 tests, CHECK EXIT 0 (was 2299). - No e2e change. The e2e modules only wire the exec of On timer. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d257298bc7 |
Keep a dragged rigidbody on the mouse while the game plays
Dragging a sprite with a dynamic rigidbody in the scene view during play barely moved it. Only a quick drag and release got through. A dragged object should follow the mouse as if it had no rigidbody and start from rest when it is let go. - The scene view reports the dragged objects as held through EditorState. The game tick no longer writes its own position over a drag position that has not been read in yet. This affected every object in play, not only rigidbodies. - A held dynamic body turns kinematic and is set straight to the drag target. Gravity and velocity no longer pull it away between two mouse moves, and the "moved directly" warning stays quiet. - A body counts as held when the object itself, an object above it or its rigidbody is dragged. - On release the body turns dynamic again with linear and angular velocity set to 0. Not changed: a press on an unselected crate still lands on its same-sized collider (rule from #203). Dragging while play is paused and in the editor run is untouched. Tests: - ./check.sh: 155 files, 2273 tests, CHECK EXIT 0 (before 2271). - e2e 41 alone: 21 checks. e2e 1-16,39-43: 641 checks, all passed. - 2 unit tests: a held body stays where the drag puts it and starts from rest, also for a grip shorter than one physics step. The tick does not overwrite a drag position that is not read in yet. - 1 e2e check in 41b: the crate is lifted 150 units with the real mouse, holds exactly at -3490 for a second, then falls from rest (1.3 px, then 5.1 px) with an empty log. - Counter-checks: without holding in physics the crate falls back to the ground and the old warning shows. With the tick writing back the unit test fails. Without zeroing, a short grip keeps 490 px/s and the test fails. - Check total 1356 + 1 = 1357, calculated. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d444b27fae |
Let behaviors read and set tilemap cells while the game runs (#135)
A behavior could move sprites around but had no way to look at or
change the tilemap it was standing on. Doors, breakable blocks and
"is there ground ahead?" checks all need that.
- New nodes Tile at, Set tile, World to cell and Cell to world. The
conversion honours position, rotation, scale and mirroring of the
placed map. A small Tile literal node lets a graph compare what it
read against a fixed tile.
- The layer is picked by name from all tilemap layers in the project
through a new field kind. "First layer" takes the map's first one.
Because layer is an input, a text can also be wired in.
- Each placement keeps only its edited cells in liveTilemap.ts,
layered over the asset's cells. A second placement of the same map
stays untouched, and the asset itself is never written.
- A read sees a Set tile from earlier in the same flow. Drawing picks
up the edit at once and neighbouring autotile edges adapt.
- Solids see the edits straight away, so a Move in the same frame
already hits the new cell. Rapier rebuilds its shapes on the next
step.
- After Stop the map is back to what was painted. The editor run shows
the edit in the scene view while it lasts and does not touch the
project.
- An unwired tilemap input means no map, like Get position. Cells
outside the grid are refused and done reports false.
Tests:
- ./check.sh: 155 files, 2271 tests, CHECK EXIT 0 (before 2245).
- tests/core/tile-access.test.ts (14), one physics test for a floor
set at runtime, catalog entries for the five nodes.
- e2e 39,40: all passed, 86 checks (before 81), five new in 40s.
- Counter-checks: collision ignoring edits fails 3 unit tests, the
solids cache missing same-tick edits fails only the "at once" test,
drawing ignoring edits fails the 2 drawing checks, the editor run
not reporting a new tile fails only its check.
- 40s uses a still tile. The animated fixture tile redraws every frame
and hid the last counter-check at first.
- Check total 1351 + 5 = 1356, computed. CI confirmed 1351 at
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f9d5e8bca5 |
Move the one-way rule and collider geometry out of physics (#215)
PhysicsSystem had 940 lines. The step logic shares its state with the engine handles of parts and bodies, so a separate class would need almost the whole system as its interface. That part stays. Two pieces without own state move out instead. Behaviour is unchanged. - passesOneWay in oneWay.ts is the one-way rule as a pure function. It can now be tested without Rapier. - bodyGeometry.ts holds the collider shapes and the pose maths. - PhysicsSystem is down to 820 lines. Tests: - ./check.sh: 146 files, 2199 tests, CHECK EXIT 0 - 5 new unit tests for the one-way rule without an engine. - New tests/core/body-geometry.test.ts: a capsule turned by 90 degrees went unnoticed before. Both tests fail against that bend. - Counter-checks on landing hold and teleport detection fail in 3 to 6 tests each. - e2e 1-28,31,36,39-43 on the final state: ALL PASSED, 1060 checks - Each of the four #215 commits was checked green on its own in a scratch worktree: 2190, 2192, 2192, 2199 tests. 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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d7c0b7cfdb |
Variables and state machines can reset with every scene (#164)
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>
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41772e53f7 |
Variables assets can keep their values from one run to the next (#166)
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
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3427f84a55 |
A game can pause itself and set its own time scale (#167)
Until now only the editor toolbar could pause a running game. A pause menu inside the game had no way to stop the world while its own graph kept running, and there was no slow motion. - Five new nodes: Pause game, Resume game, Is game paused, Set time scale and Time scale. Pause and resume take effect on the next frame. - A game pause stops world time, physics, animations, particles and shader time. Only behaviors with the new "Run while paused" switch keep running. - Set time scale 0 freezes the world but graphs keep running, as agreed in the issue. - Play and Stop reset the time scale to 1, Load scene keeps it. The pause belongs to the scene, so Load scene and Restart unpause. - The toolbar pause stays separate and also freezes the menu. When the game pauses itself the status line reads "The game paused itself". - While paused, collision events are not reported, sounds keep playing, and the editor run ignores both nodes with a log line. Findings: - The first status line was longer than any before and got cut with an ellipsis. It is shorter now. - The e2e harness did not know the key "p". It does now. Tests: - ./check.sh: 133 files, 1968 tests, exit 0 (before 132 / 1952) - npm run build: exit 0 - GM_STEPS=18 fresh: ALL PASSED, 33 checks (before 26) - 16 new unit tests: 8 catalog cases, game-pause.test.ts, editor run - 7 new e2e checks in block 18i, driven by real keys in the game - Six counter-checks all bite: behavior filter, collision lock, world time, editor run, clock reset and the game clock in the browser - Check total 1217 in README is computed (1210 + 7), CI measures it Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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f4ec23d3d3 |
Colliders take a frame's outline and tiles have their own surface (#193)
Issue #193 asked where friction, bounciness and density of a tile live. Tiles had a fixed surface (friction 0.5, bounciness 0) and a collider could not use the outline drawn on a texture frame (#141). Both gaps are closed here. - A collider has a fifth shape "Frame collision" with a Frame row. The frame is picked like a sprite's texture and stored as the value 'frame'. - The shape is linked, not copied. Redrawing the outline in the texture tab changes every collider using that frame, in the editor and on the next play. - The frame centre sits on the collider origin, one image pixel is one unit. The shape turns, scales and mirrors like any other. - Every outline ring blocks. Each ring is split into convex parts the same way a polygon is. - Without a frame, with a whole texture or with a frame that has no outline, the collider is drawn red as a box and blocks nothing. - Move, Rapier, raycast, detection, hit test, drawing and footprint all resolve the frame. At runtime an entity looks the frame up live in the current project. - A tile has Friction and Bounciness next to Solid and One-way. The rows only show when Solid is on. Defaults and mixing rules match the collider. Density is left out because a tilemap never moves. - Tilemap cells are grouped by surface as well as by one-way angle. Ice and stone never merge into one rectangle, and every cell brings its surface to Move and Rapier. Findings: - A tile with a collision scale below 1 is no longer flush with a neighbour of another surface. It is inset there like at an open side, the same as next to one-way tiles today. - A bounce test first measured 0.84. The ball had landed on the hero at the origin, not on the tile. On the tile it measures 0.993. Tests: - ./check.sh: 130 files, 1931 tests, exit 0 (was 129 / 1917). - 14 new unit tests in tests/core/surface.test.ts. The Move tests run against the editor run and the physics system. - 3 new e2e checks: 40l (surface rows follow Solid), 42e (collider has frame size, a walker climbs the slope in the frame). - GM_STEPS=1-8,39-43 freshly seeded: ALL PASSED, 376 checks. - Three counter-probes bite: Move ignores the tile surface (2 fail), Rapier ignores it (1 fails), frame shape falls back to a box (5 fail). - Check sum 1198 is computed (1195 + 3), the full run belongs to CI. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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eac50e4194 |
Moving against a tilemap whose cells block with an outline no longer costs more than a whole frame: an outlined cell is its own polygon, split into convex parts, so a map that is a handful of merged rectangles when built from plain solid tiles is hundreds of solids under one entity - and Move brought every one of them into world coordinates and tested it exactly, including the ones on the far side of the map, which measured 148 ms per Move call on a 20x20 map with 16-corner outlines (34 ms at 8 corners, 0.4 ms with plain solid tiles), matching the report that standing still holds 60 fps while anything that moves stutters; the fix is a broad phase in two stages that decides nothing and only leaves out what cannot be reached - a move never ends further from its start than it is long, because sliding always shortens the rest, so every collider of the mover gets a rectangle grown by the move length and an obstacle whose rectangle does not meet it is never tested, a ray taking the rectangle around itself, and that rectangle is carried back into the map's own units with invert(m) and turned into cell coordinates (cellsWithin), a rotated map through its own axes, so a far cell is not brought into world form in the first place - solidShapesOf was O(cells) per call, which was the second cost block and the reason the 60x60 case still grew; CollisionSystem.overlaps takes the same range, so the editor run asks a map only for the cells within reach of the other side each frame, two maps narrowing nothing, and a Move obstacle now falls away at build time when its layer does not meet the mover's (#152) instead of inside the loop; the measurements after: 148 -> 0.26 ms, 34 -> 0.27 ms, 60x60 20 -> 3.5 ms, plain tiles unchanged; this is no regression of the recent commits - the same benchmark in worktrees against 947a6b1 (#141), 6a31f5e, 4f55f85 and ae3aa7d gives the same 85-148 ms, the cost has been there since outlined cells arrived with #141; new pure functions shapeBounds/grownBounds/boundsMeet in collider.ts and cellsWithin/cellsMeet in tilemapCollision.ts, 11 new unit tests in tests/core/broadphase.test.ts (the rectangles of all four shapes including a rotated box measuring its diagonal reach, touching counts as meeting, cellsWithin straight and turned by 90 degrees, a map handing out 400 cells without a range and under 10 with one, an 800 unit move from far away still stopping at the first cell, a rotated map blocking where its one painted cell was turned to, a ray across the whole map, and the editor run seeing a collider on a far cell), and four counter-checks hold: dropping the cell filter fails the counting test, padding without the move length fails 4 move tests, ignoring the rotation in cellsWithin fails 3, and a wrong range in the detection fails the touching test; one blunt test on the way - the first rotated map was painted on every cell, where even a wrongly computed cell range blocks and the counter-check stayed green, so exactly one cell is painted now and the test measures where it turned to; no e2e check and the check sum stays 1157, because a timing check in the browser would flutter under CI load while modules 40 and 42 cover the correctness anyway, the speed evidence being the node benchmark (#184)
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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0fdde6cb1e |
The Raycast node filters by collision layers: the node gained a "Layers" setting, a tickbox per collision layer of the project - the same field kind the collider uses for "Collides with" - and the ray only hits what sits on a ticked layer, tilemaps counting as colliders; the default is every layer, and a graph without the param answers exactly as before, which is its own unit test; the check is one-sided on purpose, unlike the symmetric rule of #152: a ray is not a collider, so it never reads the collidesWith of the thing it hits - a collider that meets nothing is still seen by a ray - because who a ray may look at is the ray's business, and a unit test holds that case; the filter sits in Solids.raycast in front of the intersection test, which is the one path the editor run and Play both take, so every unit test runs through describe.each against both systems; NodeView did not know the field kinds layer/layers, so the node would have read "Layers: 65533" - it now shows the name of the layer, or "All layers"; 5 new e2e checks in the new block 43d (a shield on its own layer between the caster and the floor stops the ray, the "Layers" row on the node, the tickbox menu with the project's layers, the ray reaching 280 instead of 145 units once the shield's layer is unticked, and the mask read as a name) and 6 new unit tests, three against each system; two counter-checks hold: disarming the filter line drops 6 unit tests and the unticking check in module 43, and switching the formatting off makes the node check fail with the raw bits; two findings from measuring came out of it and stand in the wiki and the notes - __gm.rays() only measures while the Scene tab is in front, so a node selection blinds it and the block measures through a Log node on distance instead, and a running behavior instance keeps the graph it started with, so the editor run casts with the old mask until the instance is built anew (#158)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5385d9e152 |
The one-way tolerance angle is a field: a one-way collider and a one-way tile gain One-way angle (0 to 90 degrees, default 45), a contact blocks when its normal is within that angle of the blocking side, without a value the limit is bit-identical to before, and the rule holds for Move, Raycast and dynamic bodies in Rapier; tiles with different angles never merge into one rectangle, the scene view draws the angle as a cone in the middle of the thick side, and the inspector shows Blocks from and One-way angle only while One-way is on, through the new schema option shownWith (#159)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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6a31f5e0ad |
One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid tiles, a contact blocks only when its normal is within 45 degrees of the blocking side, the new node Ignore one-way lets an object drop through for a while, and it all holds for Move and for dynamic bodies in Rapier, where the decision is made before each step because the hook may not touch the engine (#155); the new Raycast node answers hit, object, collider, point, normal and distance in our own f64 geometry, the same in editor run and play, and the editor run draws each ray for 0.25 s (#153); On collision stay gains an interval with its own clock per pair, and stay and enter gain the contact point next to normal and impulse (#149); fixes that every Rapier collider of a tilemap had the shape of its last cell
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1b5e386b60 |
Move with collision reacts along the contact normal: it travels to the surface, stays flush and slides the rest of the move along it with Coulomb friction (the mean of both colliders, a tile counts as 0.5), a circle now rolls over an edge instead of catching on it, pushed dynamic bodies move off along the normal, Move gains the outputs hit, normal x and normal y, an object without its own collider moves freely, and editor run and play share the same path through Solids; contact point and normal come from our own f64 geometry (contactBetween), because Rapier's castShape lands 3e-6 px inside the wall in f32 (#150)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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328f978d3c |
Set gravity survives a re-read of the model during play: World.setSceneProp remembers what the run itself set on the scene and syncFromModel lays it back over the copied scene props, so a project event mid-play no longer resets the gravity to the saved 980; the unit test re-reads the model mid-run and e2e 41c forces a project event right after play starts (#147)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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0ff3c8b742 |
Physics stage 1b: six new nodes act on dynamic bodies in play (Apply force over the frame, independent of the frame rate, Apply impulse, Set velocity, Set angular velocity, Get velocity, Set gravity for the rest of the run), a node on an object without a dynamic body and moving a dynamic body directly each log a hint once per object, and Move with collision now pushes dynamic bodies with a mass-dependent push while the mover stays flush; Move keeps its own move-and-slide instead of Rapier's character controller, which measurably snags on seams between colliders (#147)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |