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Include renames
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admin
and
Claude Opus 5
25ec7879a0
Several transitions between the same pair of states: make transition onto a state that is already connected in that direction adds another transition, which gets its own name right away (Transition 2, Transition 3, skipping names that already leave the state), so two unnamed transitions between one pair never exist; renaming is refused when another transition between the same pair in the same direction already carries the name, the empty name included, while equal names to other targets are only warned about as before; the behavior graph keeps Already connected; self transitions may repeat too, each further loop drawn as a ring around the previous one with the preview showing the next ring, and transition labels that would cover another one slide along their own edge until they are free (pure function freeLabelSpot); test hook transitionLabelAt also returns width and height, e2e 26e6 (
#162
)
...
game-maker / gate (push)
Successful in 1m58s
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game-maker / suite (push)
Successful in 6m50s
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Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-19 16:30:52 +02:00
admin
and
Claude Opus 5
010b6a7f6c
A state can transition to itself: make transition and a second click on the same state connects a self transition, taking it fires On state exited and then On state entered every time, for local and global machines, while Set state into the current state stays silent as before; only states may connect to themselves, every other node is still refused, one self transition per state; the loop is drawn over the middle of the top edge with its arrow pointing down and its name at the apex, the preview already shows it while armed, and the inspector lists it once under Transitions out; new test hook transitionLabelAt, e2e 26e5 (
#163
)
...
game-maker / gate (push)
Successful in 1m56s
Details
game-maker / suite (push)
Successful in 6m45s
Details
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-19 16:10:02 +02:00