Commit Graph
89 Commits
Author SHA1 Message Date
adminandClaude Opus 5 da35f10d1a The undo and redo arrows read as arrows now, and the run buttons sit on the middle of the window: the first pair was a three-quarter circle with a triangle at the end of the arc, which at 16 units puts the head exactly where the arc already is - the two melt into one another and the icon reads as a comma, which is what the screenshot showed - so both are drawn as a flat head standing free beside its tail, a triangle pointing left with a tail curving away to the right and down (redo mirrored), and they were checked in the real build, not only in an SVG renderer, because ImageMagick draws these paths a good deal more kindly than Pixi does; the play/pause pair was off centre because the row has three flexible children - the two spacers around it and the notice label, which is flexible since #177 so that the bar does not overflow at 1280 px - and each takes a third of what is left, so Toolbar.layout() now moves the pair onto the middle of the bar after super.layout(), clamped between the redo edge and the start of the notice so that a narrow window pushes the pair back instead of laying two captions on top of each other; one new e2e check in 46a measures that middle against innerWidth/2 (1148 checks), and the README gained the screenshot of the editor
game-maker / gate (push) Successful in 2m6s
game-maker / suite (push) Successful in 7m18s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 16:51:34 +02:00
adminandClaude Opus 5 60d0146bde The topbar is icons only: the leading Project dropdown, the Scene picker and the labelled Play/Pause buttons are gone and in their place stand five icon buttons - menu, undo, redo on the left, play and pause in the middle - while Notice, the save state, fps and the Account menu keep the right side; the Play button swaps its icon for a stop square while the project runs and Pause swaps for a second play sign while it is held (Button.setIcon()), and iconSpace() drops the gap between icon and label when a button has no label, which is what kept a 24 px icon button 3 px off its own centre; the menu carries New project, Open project..., a separator and Project settings..., where the picker (src/editor/OpenProjectDialog.ts) preselects the open project and marks it "open", opens on a double click and puts Delete on the left of Cancel and Open - it closes itself before it asks whether to delete, because two modals on top of each other would have left the question standing over a list it no longer speaks about - and the settings dialog (src/editor/ProjectSettingsDialog.ts) holds the name, the "Play starts" switch (Start scene / Active scene, a preference of this browser and so no command) and the collision layers from #152, which retires CollisionLayersDialog.ts and the "Collision layers..." entry; what Apply actually writes is the pure function settingsChanges(), so renaming and the layers are each their own undo step and each drop out when nothing differs; the Scene dropdown falls away without replacement, the active scene is switched by double clicking it in the Assets panel, which is the way that was there anyway; new module 46 runs last with 9 checks (no label left in the bar, the run buttons in edit mode, the four menu entries, the picker with the open project preselected, Cancel leaving the project standing, the settings dialog on the state of the project, renaming with undo and redo through the icon buttons) and it neither opens nor deletes a project, because that would pull the project out from under every earlier module; modules 8, 18 and 35 and the harness follow the new bar, 6 unit tests cover settingsChanges and 3 the icons (#183)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 16:34:14 +02:00
adminandClaude Opus 5 defd4a86d2 The live dt in the graph is not always three decimals: the check in module 18 that reads the value an output last carried asked for /^0\.\d{3} dt$/, but formatNumber trims trailing zeros, so a frame of exactly 50 ms reads as "0.05" - that is why the suite for 5ba796a was red in CI with this single FAIL while the same check is green on this machine, where the frame time never lands on a round number; the check now asks for any number of decimals, which is what it was ever about, and the reason stands as a comment next to it (#119)
game-maker / suite (push) Failing after 1m41s
game-maker / gate (push) Successful in 2m2s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 15:41:43 +02:00
adminandClaude Opus 5 4f55f85ad4 Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the names a project starts with, so the three places that have to agree read the same function: the editor run through CollisionSystem, the Solids sweep per pair and Rapier, where the mask becomes the collider's interaction groups; the project file gained collisionLayers: ["Default"] (default one layer, no formatVersion bump), the collider schema two new kinds - layer as a dropdown of the project's layers and layerMask as a menu of tickboxes that stays open while it is ticked (Menu.ts learned rows that do not close on a pick) - and the names are edited through "Collision layers..." in the toolbar's Project menu, not a Project tab, which is the decision I made myself because the question ran into the MCP timeout: the dialog (src/editor/CollisionLayersDialog.ts) holds up to 16 names, Add layer appends "Layer <n>" and Apply writes all of them as one undo step (SetCollisionLayersCommand); a mask read from a file goes through a check that refuses anything that is not a finite number, because Number(null) is 0 and a collidesWith: null would silently have meant "meets nothing"; 9 new e2e checks in module 8 cover the menu entry, the dialog, Add layer, Apply and its undo, both inspector rows, the tickbox menu, and the mover walking straight through the crate that 8c blocked on once their layers no longer meet, and 21 new unit tests cover the rule, the schema and the command (#152)
game-maker / gate (push) Successful in 2m41s
game-maker / suite (push) Failing after 8m21s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 15:31:22 +02:00
adminandClaude Opus 5 5ba796a2b6 Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 8m21s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 14:24:27 +02:00
adminandClaude Opus 5 c830c7a3aa Changing the password: the Logout button at the far right of the toolbar became an Account menu that names the signed-in account in an entry of its own that cannot be picked, with Change password... above Logout, and the new dialog (src/editor/auth/PasswordDialog.ts) asks for the current password, the new one and its repetition, all three as bullets, and stays standing when the server refuses so that it can say why, unlike the other form dialogs; the rules for empty, too short, new equal to old and a differing repetition sit as the pure function passwordProblem() next to loginProblem(), the API gained POST ?r=auth/password which answers 204, insists on the current password although a session is there, enforces a minimum length of 8 in UserStore::MIN_PASSWORD_LENGTH and again in the client so the mask can answer without asking the server, and the new SessionStore::destroyAllFor($user, $keep) ends every other session of the account while the tab that changed the password keeps its own; the placeholders admin/admin and user/user stay as they are, which the length check does not touch because it only runs when a password is set through the API; e2e 45 grew by 8 checks for the menu, the dialog, both refusals and signing in with the old and the new password, and it sets the e2e account back at the end - a run dying in between leaves it on <password>-tmp, which a make-user.php call repairs (#182)
game-maker / gate (push) Successful in 2m4s
game-maker / suite (push) Successful in 7m18s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 13:46:40 +02:00
adminandClaude Opus 5 1ef497fa17 e2e 45 no longer hangs on the project name: the two checks that opened the editor compared the project's name against "E2E fixture", which is what the seeder writes locally, while CI creates the shell with the key from tools/ci/project-shells.mjs and so calls the same project "fixture" - that is why the run for 8e4bb6e was red with two FAILs although signing in, the editor and the project all worked; both checks now read the project id and the seeded scene name "Level 1", which say the same thing in both places, and since the firewall in front of nockal.com stopped turning every non-2xx into its own 418 page (measured today: the API's 401 comes through with its body) the wrong-password check asks for the wording again instead of just for any message, with the unit test for a page made up in between kept but no longer named after that firewall (#177)
game-maker / gate (push) Successful in 2m8s
game-maker / suite (push) Successful in 7m7s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 13:27:42 +02:00
adminandClaude Opus 5 8e4bb6e1f9 User management: signing in is required before anything is loaded, the sign-in screen is drawn in the same canvas (user name, password as bullets, Enter moves on and submits) and the editor is built only after it; the API gained auth/session, auth/login and auth/logout while every other route answers 401 without a session, projects carry an owner and a foreign one comes back as 404, accounts live in data/users.json with a password hash and sessions as files in data/sessions with a sliding 30 days, so a build under the open tab does not sign anybody out; Logout sits at the far right of the toolbar and, as asked in the issue, does not reload the page: Editor.dispose() takes the editor down while the canvas stays, which is why the autosave, the focus handlers, the window listeners of the tilemap panel, the shortcuts and the plugins all got a way back; the tools sign in as e2e (tools/lib/auth.mjs, password from GAME_MAKER_E2E_PASSWORD or the git-ignored data/e2e-password.txt) and the browser gets the same session by cookie, new e2e module 45 covers the screen, the wrong pair, the bullets, logout without a reload and signing in again, new unit tests for HttpAuthStore and for what a session leaves behind (#177)
game-maker / gate (push) Successful in 2m5s
game-maker / suite (push) Failing after 6m22s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 12:50:52 +02:00
adminandClaude Opus 5 60ea56a2ce Open asset greyed out and real tab cards: Open asset in the scene object menu is only pickable for kinds with an editor of their own, the table of which asset opens which tab moved from Editor.ts into the new module assetTabs.ts with hasAssetEditor so the menu and the editor read the same list, Select asset stays as it was; tabs are drawn as index cards (new module TabButton.ts): the one showing is a light grey card instead of the aggressive blue, rounded above and square below, its name in plain weight and measured bold so it never clips itself, and a mouse down on the tab already showing keeps its colour; the padding left and right grew to 6 px in one place for both kinds of tab, Scene and Game carry an icon too (the scene one from the asset panel, a new game.svg play sign), Plugins and a plugin's own tab have none; new test hook menuEnabled next to menuRows and menuIcons, e2e 01 checks the greyed out entry on a sprite row, 14a-ii the card and the icons of the fixed tabs, 44a the icon at the wider padding (#176)
game-maker / gate (push) Successful in 2m5s
game-maker / suite (push) Successful in 7m0s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 11:40:01 +02:00
adminandClaude Opus 5 4b5b91eaaa Open asset in the scene object menu: the context menu of a scene object row has an Open asset entry below Select asset that does the same as a double click on the asset in the asset panel, so it selects the asset and opens its tab; kinds without an editor of their own (sprite, camera, text, collider) are only selected, just like the double click there; e2e 01 right clicks a behavior row and checks the open tab (#176)
game-maker / gate (push) Successful in 2m0s
game-maker / suite (push) Successful in 6m54s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 10:16:37 +02:00
adminandClaude Opus 5 e3ebf44593 Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (#176)
game-maker / gate (push) Successful in 1m58s
game-maker / suite (push) Successful in 6m54s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 18:36:20 +02:00
adminandClaude Opus 5 1c212b1ccc Scene view symbols come from SVG files: the behavior, container, rigidbody, camera and particles icons live in src/viewport/icons/ and are changed by editing the file and running npm run build; they are bundled, parsed once and drawn into a Graphics by the new module symbolIcons.ts, currentColor becomes the theme color of the symbol, the origin sits in the middle with a centered viewBox and the same units as before, so the symbols are pixel for pixel unchanged; what depends on the object (camera frame, collider outline, one-way cone) stays in code; unit tests keep the files to what Pixi's SVG parser and a browser draw alike (no transform, no polygon, fill always given), e2e 5c reads the five symbols in the theme color (#175)
game-maker / gate (push) Successful in 1m56s
game-maker / suite (push) Successful in 6m48s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 17:07:56 +02:00
adminandClaude Opus 5 25ec7879a0 Several transitions between the same pair of states: make transition onto a state that is already connected in that direction adds another transition, which gets its own name right away (Transition 2, Transition 3, skipping names that already leave the state), so two unnamed transitions between one pair never exist; renaming is refused when another transition between the same pair in the same direction already carries the name, the empty name included, while equal names to other targets are only warned about as before; the behavior graph keeps Already connected; self transitions may repeat too, each further loop drawn as a ring around the previous one with the preview showing the next ring, and transition labels that would cover another one slide along their own edge until they are free (pure function freeLabelSpot); test hook transitionLabelAt also returns width and height, e2e 26e6 (#162)
game-maker / gate (push) Successful in 1m58s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:30:52 +02:00
adminandClaude Opus 5 010b6a7f6c A state can transition to itself: make transition and a second click on the same state connects a self transition, taking it fires On state exited and then On state entered every time, for local and global machines, while Set state into the current state stays silent as before; only states may connect to themselves, every other node is still refused, one self transition per state; the loop is drawn over the middle of the top edge with its arrow pointing down and its name at the apex, the preview already shows it while armed, and the inspector lists it once under Transitions out; new test hook transitionLabelAt, e2e 26e5 (#163)
game-maker / gate (push) Successful in 1m56s
game-maker / suite (push) Successful in 6m45s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:10:02 +02:00
adminandClaude Opus 5 cc285af10a Tabs are open documents: Scene, Game and Plugins stay as fixed tabs, every other asset opens in its own tab (double click or Enter in the asset panel, on creation, from the list button), several assets of one kind can be open at once, a tab is labelled with its kind dimmed before the name, cut at 160 px and renamed with its asset, closes with its x or a middle click and goes away when its asset is deleted; a tab always shows its own document instead of following the selection, the picker in the tab head is gone, zoom and scroll are kept per document for the session and dropped on close, a double click on a call node stays in the same tab with breadcrumbs per tab; one editor per kind is switched between documents, the placement rules live in the pure module documents.ts, and the test hook showTab stays as a compatibility path; new e2e module 44 documents (#171)
game-maker / gate (push) Successful in 1m59s
game-maker / suite (push) Successful in 6m53s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:49:54 +02:00
adminandClaude Opus 5 4f546c0e08 Number fields drop trailing zeros: formatNumber still rounds to at most 3 decimals and then removes zeros at the end, so 100.000 reads 100 and 0.500 reads 0.5, everywhere (inspector, graph and shader nodes, duration and fps in the animation and tile tabs); a field's own decimals is now an upper limit, stored values are unchanged, -0 still shows as 0, and the graph's separate integer rule is gone (#172)
game-maker / gate (push) Successful in 1m55s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:29:00 +02:00
adminandClaude Opus 5 47eea2f6e4 Each tilemap layer has its own Z: an offset added to the Z of the placed tilemap, like a child's Z to its parent, default 0 keeps the previous order (layers right after their map, in list order), a negative Z sorts a layer below the map, on a tie layers keep their list order and follow the hierarchy against other objects; editor scene and game use the same order through the new pure function drawSlots, a tilemap draws into one container per layer, and the tilemap panel gains a Z field for the selected layer with one undo step per change (#174)
game-maker / gate (push) Successful in 1m58s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:03:20 +02:00
adminandClaude Opus 5 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)
game-maker / gate (push) Successful in 1m55s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 13:13:29 +02:00
adminandClaude Opus 5 d4ea04d4d6 The scene view outlines a tilemap's collision only along its outer edges: where two pieces meet, their shared stretch runs once in each direction and is not drawn, so an autotile lake is one outline without cross strokes at the quarters, merged rectangles of plain tiles and one-way tiles follow the same rule, the bridges from splitting concave outlines disappear and a piece doubled on two layers is outlined once; fill and collision stay as they were, and the result is cached per tilemap and rebuilt only when its collision data changes (#173)
game-maker / gate (push) Successful in 1m56s
game-maker / suite (push) Successful in 6m54s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 12:54:53 +02:00
adminandClaude Opus 5 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
game-maker / gate (push) Successful in 1m55s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 11:36:11 +02:00
adminandClaude Opus 5 947a6b1977 Collision outlines for autotiles: a frame holds several outlines (click adds a corner to the active one, Ctrl/Cmd-click starts a new one, clicking another outline makes it active, Delete removes the active outline and never the frame in collision mode), an autotile's outlines are drawn over the whole block, cut at the quarters and each cell takes the pieces of exactly the quarters its image is made of, so edges, outer corners and notches follow automatically; a tile of the block with nothing drawn blocks fully, cells of only full quarters merge back into rectangles, collision scale does not apply to an outlined autotile, and the previous format with one flat outline still loads (#141)
game-maker / gate (push) Successful in 1m53s
game-maker / suite (push) Successful in 6m41s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 01:56:20 +02:00
adminandClaude Opus 5 32057a96fc Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (#151); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (#141, to be reworked)
game-maker / gate (push) Successful in 1m52s
game-maker / suite (push) Successful in 6m41s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:56:25 +02:00
adminandClaude Opus 5 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)
game-maker / gate (push) Successful in 1m48s
game-maker / suite (push) Successful in 6m23s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 21:52:11 +02:00
adminandClaude Opus 5 d931e66f92 e2e 41b finds the ball's bounces by its turning points instead of frames within a pixel of the ground: the ball lands at ~9 px per frame, so whether a drawn frame catches the landing depended on where it fell between two physics steps, and CI missed the first landing and read the second bounce as the first (#147)
game-maker / gate (push) Successful in 1m47s
game-maker / suite (push) Successful in 6m18s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:55:20 +02:00
adminandClaude Opus 5 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)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Failing after 5m35s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:08:09 +02:00
adminandClaude Opus 5 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)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Failing after 5m35s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 19:19:21 +02:00
adminandClaude Opus 5 78899b1ace Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (#146)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Successful in 6m17s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 18:11:43 +02:00
adminandClaude Opus 5 d02bcca266 Rapier 2D (@dimforge/rapier2d-compat 0.20) comes in as the physics engine: the editor loads it once in the background right after opening a project from its own chunk, so the main bundle grows by 0.19 KB gzip and the first frame does not wait; loadPhysics, physicsStatus and the 100 px = 1 m conversion live in src/runtime/physics/engine.ts, __gm.physics() reports the state, unit tests pin free fall and a box resting on a box, and e2e module 41 pins that Rapier is ready from its own chunk without console noise (#145)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Successful in 6m12s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 16:56:47 +02:00
adminandClaude Opus 5 6d7d0005cf The tab headers are one TabHeader, the node board and the tile board pan and zoom through one helper, reordering tile pictures and tilemap layers goes through one moveItem, and a tilemap cell is one named type (#85)
game-maker / gate (push) Successful in 1m42s
game-maker / suite (push) Successful in 6m9s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 16:01:12 +02:00
adminandClaude Opus 5 c91c18f495 The loader keeps no migrations any more: an asset of the old type autotile (before #131) is an unknown type and dropped, and a tilemap layer with the cell map of the first version (before #134) loads empty; every project is saved in the current format, and the two tests now pin that the old shapes are not read (#137)
game-maker / gate (push) Successful in 1m49s
game-maker / suite (push) Successful in 6m19s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 15:12:07 +02:00
adminandClaude Opus 5 bffa508ee7 A tile gains Collision scale: below 1 each blocking cell pulls in on the sides without a blocking neighbour and stays flush towards its neighbours, so a wall of bushes becomes a narrower wall without gaps and the inner corner of an L closes cleanly; above 1 the cell grows at its open sides; on several layers the largest value counts, and the merged rectangles work in fractions of a cell with exactly the old result at 1 (#140)
game-maker / gate (push) Successful in 1m43s
game-maker / suite (push) Successful in 6m27s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 15:00:07 +02:00
adminandClaude Opus 5 4728f4fab5 A placed tilemap grows and shrinks at every edge: the new GRID EDGES block in the inspector adds or removes one column or row at Left, Top, Right or Bottom as one undo step, shifting the cells of all layers and moving the placement through its own matrix so the content stays in place on screen; removed painted cells are kept outside the grid and return when the edge grows again, and the Columns and Rows fields of a placement keep the content in place too (#136)
game-maker / gate (push) Successful in 1m43s
game-maker / suite (push) Successful in 6m8s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 13:58:03 +02:00
adminandClaude Opus 5 0b32d3cbf3 The tilemap panel gains Fill and Pick: Fill floods the connected cells of the active layer that carry the same tile (edge neighbours only, bounded by the grid) as one undo step, Pick takes the tile of the clicked cell on the active layer, and holding Alt picks while any tool is active (#133)
game-maker / gate (push) Successful in 1m41s
game-maker / suite (push) Successful in 6m7s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 12:31:19 +02:00
adminandClaude Opus 5 c2fd536aaf The texture field only offers pictures: each texture with its frames, no animations any more; an animation id left in an older project shows as a missing reference (#143)
game-maker / gate (push) Successful in 1m40s
game-maker / suite (push) Successful in 6m8s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 12:14:01 +02:00
adminandClaude Opus 5 5046ddb810 The tilemap painting tools move out of the inspector into their own panel beside the scene view, shown only while exactly one placed tilemap is selected in the scene tab; the free viewports keep their content in place on screen when they are resized (#142)
game-maker / gate (push) Canceled after 0s
game-maker / suite (push) Canceled after 0s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 11:46:23 +02:00
adminandClaude Opus 5 f53279d065 The active tilemap layer can be renamed from the painting section, and a Show setting fades or hides the other layers in the scene view while the tilemap is selected (#138)
game-maker / gate (push) Successful in 1m40s
game-maker / suite (push) Successful in 6m4s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 10:56:32 +02:00
adminandClaude Opus 5 bfbcbe604c The tile list in the tilemap section is a palette of pictures: each tile shows its lone tile (the four convex corners for floor and wall, the picture itself for none) with its name below, laid out with the image-picker grid (#139)
game-maker / gate (push) Successful in 1m41s
game-maker / suite (push) Successful in 6m15s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 10:15:51 +02:00
adminandClaude Opus 5 4c411c1ff3 Tilemaps can block movement: a tile gains a Solid switch, the solid cells of all layers are merged into rectangles and the placed tilemap takes part in the collision system as one body, reported as other in collision events (#132)
game-maker / gate (push) Successful in 1m41s
game-maker / suite (push) Successful in 6m3s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 09:47:03 +02:00
adminandClaude Opus 5 10b49fac46 Tilemap cells are stored compactly in the project file: each layer keeps a tile list, an origin and one run-length encoded string per row; older projects with a cell map still load (#134)
game-maker / gate (push) Successful in 1m40s
game-maker / suite (push) Successful in 5m59s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 09:17:49 +02:00
adminandClaude Opus 5 732f6518ae The autotile asset is renamed to tile and gains a plain None (1 × 1) kind, which is now the default; older projects load their autotiles as floor tiles (#131)
game-maker / gate (push) Successful in 1m40s
game-maker / suite (push) Successful in 5m56s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 08:01:07 +02:00
adminandClaude Opus 5 a65132bb5a Scrolling content is narrowed by the scrollbar width while the scrollbar is shown, so it no longer sits under the bar
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m55s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 07:29:58 +02:00
adminandClaude Opus 5 91cdaf95cc The panel frame is drawn above the content, so a hovered row no longer paints over the border
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 07:29:58 +02:00
adminandClaude Opus 5 55bfa7521a The assets and scene objects panels in the left column are split by a draggable splitter that keeps its ratio when the window is resized
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 07:29:58 +02:00
adminandClaude Opus 5 33a7b1b63e Tilemaps are a new placeable asset type that is painted with autotiles in the scene view, with layers, brush, eraser and rectangle, and is drawn at runtime and in the export (#128)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m51s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 06:41:47 +02:00
adminandClaude Opus 5 0607221423 Autotile floor tiles take their inner quadrants rotated by half a tile and their inner corners from the upper right block tile, matching RPG Maker MZ (#118)
game-maker / gate (push) Successful in 1m39s
game-maker / suite (push) Successful in 5m47s
The corner tables are now derived from rmmz_core.js (Tilemap._addAutotile,
FLOOR_AUTOTILE_TABLE, WALL_AUTOTILE_TABLE): the fill quadrants are taken
rotated by half a tile so that neighbouring tiles meet with the quarters that
sit next to each other on the sheet, and the inner corners come from the upper
right tile of the block, not the upper left one. A test pins the model against
both MZ tables, generated from rmmz_core.js rather than typed out.

The animation check in e2e module 39 read its four pixels one by one and could
straddle a frame change; step and pixels are now read in a single call.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 22:28:11 +02:00
adminandClaude Opus 5 1a9f07c4ac Autotiles are a new asset type with a tab that shows every tile of the floor (2x3) or wall (2x2) block and an animated sample pattern (#118)
game-maker / gate (push) Successful in 1m50s
game-maker / suite (push) Successful in 5m59s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 21:35:29 +02:00
adminandClaude Opus 5 c17b2b5426 Plugins are switched on and off in a Plugins tab, the server keeps the state in data/plugins/plugins.json, and switched-off plugins are never delivered (#114)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m43s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 20:15:51 +02:00
adminandClaude Opus 5 57a97ba94f Plugins in data/plugins are loaded at startup and can add a tab with a read-only node board, and the demo plugin shows every asset as a node (#113)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m43s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 19:00:03 +02:00
adminandClaude Opus 5 2a390e52ff The scene view and the animation preview share one camera, the three form dialogs one base, and keys are found through one set of helpers (#85)
game-maker / gate (push) Successful in 1m36s
game-maker / suite (push) Successful in 5m41s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:19:53 +02:00
adminandClaude Opus 5 bf02c9e8b3 Timeline keys can be copied and pasted at the playhead, duplicated with Ctrl+drag, and frames inserted or removed from a right-click menu (#102)
game-maker / gate (push) Successful in 1m34s
game-maker / suite (push) Successful in 5m38s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 12:53:56 +02:00
adminandClaude Opus 5 195fc94e08 Animations blend out on Stop and at the end of Once (reset), and Play can restart a running animation (#106)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m37s
Stop animation gets a blend (s) port that fades the animation back to what
lies underneath. Play animation gets blend out (s) for Once (reset) and a
restart port that starts a running, paused or fading animation from frame 0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 11:50:10 +02:00
adminandClaude Opus 5 8a377d9239 Play animation's blend is given in seconds, not in frames of the new animation (#106)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 11:14:15 +02:00
adminandClaude Opus 5 04dc254b3d Play animation can blend into the new animation over a number of frames (#106)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m34s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 10:03:53 +02:00
adminandClaude Opus 5 beeea355d9 Animation rows can target behavior variables and shader parameters (#104)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m38s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 09:04:29 +02:00
adminandClaude Opus 5 b278605c53 Keys carry an easing for the span to the next key: linear, step, ease in, ease out, ease in-out (#101)
game-maker / gate (push) Successful in 1m32s
game-maker / suite (push) Successful in 5m36s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 07:27:44 +02:00
adminandClaude Opus 5 4c92a9478f The animation tab's Fit frames the preview, and the separate Centre button is gone (#111)
game-maker / gate (push) Successful in 1m32s
game-maker / suite (push) Successful in 5m37s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 07:12:21 +02:00
adminandClaude Opus 5 cc14988338 Ping-pong turns on the last key, and stepped rows hold the key they last passed (#112)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 07:08:44 +02:00
adminandClaude Opus 5 f68941fa3a An animation reaches the scene's own background and objects inside placed containers (#109)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m37s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 06:48:21 +02:00
adminandClaude Opus 5 353b348c3c e2e module 25 drives the animation timeline and its preview with real gestures (#110)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m34s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 06:16:40 +02:00
adminandClaude Fable 5.1 89c1d6130c README: 928 editor checks, measured in CI-69
game-maker / gate (push) Successful in 1m32s
game-maker / suite (push) Successful in 5m30s
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 21:31:50 +02:00
adminandClaude Fable 5.1 35c87888b0 The list's kind check counts the animation kind, which is a row in the kind table since #97
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m29s
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 21:25:46 +02:00
adminandClaude Fable 5.1 89c46c30a0 An animation is previewed above its timeline: the root at the playhead, drawn but never written (#99)
game-maker / gate (push) Successful in 1m47s
game-maker / suite (push) Failing after 4m55s
The Animation tab shows the root asset over the timeline, with every row's value at the
playhead written onto a copy of it – the sprite, text or container placed at the origin as a
scene would place it, a scene as itself. Rows reach the root through that placed object and its
children through the object's instance edits, the route a placed container's content takes,
so the ids match what the runtime gives them. The runtime player and the preview evaluate a row
through one function (trackWriteAt), relative rows included; past the end of a once-reset pass
the preview shows the starting values, as the player would. Play, pause and the ruler drive the
preview through the timeline's playhead; a drag pans, the wheel zooms, Centre frames it. The
document is never touched and undo never hears of scrubbing.

On animation finished no longer describes itself as hearing "a sprite of the owner".

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 21:00:18 +02:00
adminandClaude Opus 5 4ed2edd0f0 An animation is a value a graph can pick, and playing a running one makes it win again (#97)
Play, Pause and Stop animation take the animation on a port instead of a
fixed setting, fed by the new Animation literal or a list item tagged
`$animation`. Playing an animation already running keeps its frame but
counts it as started last, so turning back to a walk that never stopped
shows that walk. The actor demo walks through one Play animation over
`ItemAt(walk, facing)` again and stops every animation to stand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:47:31 +02:00
adminandClaude Opus 5 5af0a1c83a An animation's rows are edited on a timeline: double click sets a key, keys are banded, dragged and deleted, the ruler scrubs (#98)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:38:34 +02:00
adminandClaude Opus 5 193378e6a9 An animation is a timeline of rows over one asset, played on an object rather than worn as a picture (#97)
Part (a) of the animation rework: model, commands, saving, runtime and nodes.

- AnimationAsset holds a root (sprite, text, container or scene) and rows; a row keys one
  property of the root or of an object inside it, keys sit on whole frames.
- The last key decides the length (its frame counts as a frame of its own). The playhead runs
  between frames, so numbers and colors blend every tick even at 10 fps; everything else holds.
- Playback gains `once-reset`, which puts back what was there before the start. A row can be
  relative, adding to where its target stood.
- Play / Pause / Stop animation act on an object; each instance plays on its own, the later
  start wins on a shared property, and a behavior writing the same property still writes last.
- A sprite no longer wears an animation through `texture`. "Create animation from texture"
  builds a sprite plus a texture row keyed frame by frame instead.
- The Animation tab shows a placeholder until the timeline editor (part b) lands.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:02:25 +02:00
adminandClaude Opus 5 d3563897d8 Two compilers that walk a graph the same way walk it through one emitter (#85)
game-maker / suite (push) Failing after 2m22s
game-maker / gate (push) Successful in 2m53s
Refactoring round two: the particle and shader compilers share emitGraph.ts (cycle detection,
duplicate names, emit order) and keep only their rules. FontLibrary and TextureLibrary sit on
FileLibrary (base URL, loading/failed bookkeeping, listeners); SoundLibrary keeps its own
contract. The three Create*Command share ImportFileCommand, the three renames share
RenameCommand - class names stay. bandBounds() in framing.ts and portNameField() in
portSection.ts replace in-file clones, and three comments that told history now state the rule.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 19:28:28 +02:00
adminandClaude Opus 5 bf0be66c9d A frame with borders tiles unless told to stretch
game-maker / gate (push) Successful in 1m32s
game-maker / suite (push) Successful in 5m47s
The fill of a sliced frame defaulted to `Stretch`. It is `Repeat` now, and the Fill dropdown lists
`Repeat` first.

The saved document keeps writing only the fill that differs from the default, so the key it
carries is now `stretch`, and a frame without it repeats. A frame saved before with the key
absent and meaning stretch would therefore tile; none of the stored projects has one - both sliced
frames on the server carry `fill: "repeat"` explicitly, so they draw as before.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 18:13:11 +02:00
adminandClaude Opus 5 94a0a578ed A border drawn in pixels is as wide as the texture says a pixel is, so a small sheet can frame a large sprite (#96)
A sliced frame drew its borders one source pixel to one sprite unit. Pixel-art sheets are small:
a 16px corner on a 400-unit button is a thin line, and the only way around it was a larger image.

The texture now carries `Nine-slice scale` (default 1), next to `Filter`. It sets how many sprite
units one border pixel takes, for every sliced frame of that texture. The UVs stay as they are -
a corner shows the same pixels, only larger or smaller. When the sprite is too small for both
borders they are still scaled down together, now starting from the scaled size. With `Repeat`
the tile size scales too, otherwise a doubled border would sit beside a pattern of the old size.

The value is a schema row, so inspector field, saving and undo come without their own code.
Anything that is not a size above 0 reads as 1, and documents without it draw as before.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 18:09:43 +02:00
adminandClaude Fable 5.1 cc6db5f350 Three stores, three importers and three pickers that differ only in their type are one of each (#85)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m46s
Refactoring round one: HttpFontStore/HttpSoundStore/HttpTextureStore collapse into a generic
HttpFileStore over a FileStore contract; fontImport/soundImport/textureImport share assetImport
with an ImportKind per sort; ImagePicker/FontPicker/SoundPicker sit on FilePicker and describe
only their row. The group/comment drag logic leaves GraphCanvas for annotationDrag.ts (with its
own unit test), declaredRows.ts replaces the duplicated row build in particles.ts and shaders.ts,
and dead code in font/sound/compile/emission/transform/actions is gone. README: asset list,
check count 958, the two-job CI, the Scenes wiki page.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 17:38:54 +02:00
adminandClaude Opus 5 15bdfdf07a A gate that stands in front of the suite delays the news it carries, so it runs beside it (#94)
game-maker / gate (push) Successful in 1m29s
game-maker / suite (push) Successful in 5m44s
The workflow ran everything in one job: check.sh, then build, then the e2e suite and the smokes.
The runner has two job slots and four cores, so the second slot lay idle for the whole run, and a
lint error was reported only after the full suite had passed in front of it - six minutes instead
of one.

Now `gate` and `suite` are two jobs without `needs:`. They start together, both have to pass.

The price is contention: while the gate runs, vitest and chromium share four cores, and the suite
measures text widths and frame counts, which a loaded machine reports differently. The gate
therefore caps vitest at two workers via GM_TEST_WORKERS, so two cores stay free for the browser
over the whole overlap. Locally the variable is unset and nothing changes.

Measured before the push: the cap costs vitest 4.4s (16.6s -> 21.0s), check.sh exits 0 with it,
build ok. Whether the split is worth it is a question for the runner - the expected net gain is
about 50s, and the acceptance is a measurement over at least two runs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 15:21:18 +02:00
adminandClaude Opus 5 36ccc7626f A box drawn around a part of the graph is part of it, so a fit frames it and a band catches it (#95)
game-maker / suite (push) Successful in 6m22s
Fit measured the nodes alone: a group drawn around them was cut off, and a graph holding nothing
but a comment framed the empty origin. It now frames both sorts together.

The rubber band ignored boxes entirely. It catches them now, into the *same* selection as the
nodes — `nodeIds` and `annotationIds` side by side — so one drag moves all of it, one Delete
removes all of it, and one undo takes it back. A box counts only when the band holds all of it,
where a node counts on touching: a group wraps the nodes it holds and therefore overlaps every
band drawn over any of them, and since it drags those nodes along, catching it by accident would
be felt at once.

A node inside a selected group is moved once, not twice — `travellers()` collects everything one
gesture carries and lets each thing appear in it a single time.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 14:23:56 +02:00
adminandClaude Opus 5 be8f2331de A frame that keeps its corners can be stretched to any size (#41)
game-maker / suite (push) Successful in 6m21s
TextureFrame carries optional `border` (left/right/top/bottom) and
`fill` (stretch | repeat); absent keys mean "not sliced", so no format
bump and undo restores the plain frame instead of four zeroes.

The sliced sprite builds its own geometry instead of the shared
UNIT_QUAD: a 4x4 grid, and for `repeat` one quad per tile carrying the
frame cell's real UVs -- tiling in the geometry, not in the sampler, so
a frame out of a sheet cannot pull its neighbour in. Above 64 tiles per
axis it stretches, to bound the buffer.

A sprite narrower than left+right scales both borders down together
until the middle is exactly 0, so the corners meet at a seam and never
overlap.

The texture editor gets four draggable border lines plus the same four
numbers in the inspector. Hit order is resize handles, then the lines,
then the frame body -- handleAt reports 'move' anywhere inside a frame,
so lines placed after it were unreachable.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 12:04:09 +02:00
adminandClaude Opus 5 b9f1a9d319 A graph that grew past one screen needs somewhere to say what a part of it is for (#38)
game-maker / suite (push) Successful in 6m13s
The graph could hold any number of nodes and said nothing about which of them
belonged together. Groups and comments are two separate things, as decided in
the issue: a group is a titled box that carries the nodes it encloses, a
comment is free text that carries nothing.

Both live as optional arrays on Graph, not as registry nodes. A comment that
were a real node would run through the interpreter, show up in the drop
palettes and be compiled into a shader — the wrong place for a piece of text.
As arrays on Graph they exist in all four graph kinds at once, and a document
without them means exactly "no groups", so no format bump.

Membership is computed when the box is grabbed, never stored: the center of a
node inside the box travels with it, and a node dragged out is simply out. A
box inside a box travels with the outer one, its own nodes included. A group
is grabbed by its title bar only — its body stays transparent to the pointer,
or a rubber band could never be drawn across the nodes it holds. Deleting a
box deletes the box; the nodes stay where they are, because a box that
silently took ten nodes with it would be the most expensive surprise in the
feature.

The color is a free picker, and the title color follows from it: relative
luminance per WCAG, threshold at 0.179 where the two contrast ratios meet —
not 0.5, which would pick white on mid grey where black reads better.

Resizing snaps the far edge to the grid, not the width, so the corner that is
not being dragged stays put. The minimum size rises in whole steps for that
reason: 80 is no multiple of 24, so a box squeezed to the stop would have sat
off-grid in exactly the mode meant to keep it on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 11:24:34 +02:00
adminandClaude Opus 5 1135205d69 A machine that arrives as a value can still be commanded, so a name may name its state (#58)
game-maker / suite (push) Successful in 6m12s
Set state and State branch derived their ports from the graph, so a machine
that came out of a variable or a list had no ports at all: nothing to set,
nowhere to branch. It could be passed around but not operated.

stateByName() resolves id first, then name; a name two states carry answers
with nothing, the same rule transitionTo already follows for two transitions
of one name — without something in the graph that decides between them, any
pick would be a guess.

Set state by name takes the machine and a text, and has a second exec output
not found, so a typo is not swallowed in silence. State branch gains a
derived else that fires whenever no state output matches — no state set, a
state of another machine, or a machine that arrives as a value and therefore
has no state outputs at all. A flow that enters State branch now always
leaves it somewhere.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 09:08:57 +02:00
admin 7e5003b590 A test that waits for a deadline somebody guessed is waiting for the wrong thing, so it waits for the editor (#93)
game-maker / suite (push) Successful in 6m48s
The suite spent 88% of its step time asleep: 564 s of steps, 496 s of
them in sleep(n) - fixed spans estimated by hand and then copied from
step to step. That is why it was slow, and why it flickered.

The signal is afterFrames(count, timeout) in ui/render.ts, exposed as
__gm.afterFrames(). It wakes the loop itself, because an editor that
draws nothing would never redeem a promise of a frame, and it gives up
after a timeout instead of hanging the run. settle() in the harness
waits two drawn frames (~32 ms) instead of 150-300 ms and falls back to
sleep(150) when the hook is missing (an old build): silently not
waiting would make every later check a coin toss.

Every action goes through it now - click, doubleClick, wheel, drag,
dragAsset, press, typeText, select, mutate, undo, redo - and with that
about 550 sleep() calls behind those actions became redundant, helpers
that are nothing but a mutate in a coat included. What a frame cannot
answer got its own condition instead: waitUntil(expr), play()/stop()
waiting on __gm.state.mode rather than on 300 ms, saved() for the
autosave (the two hand-written polling loops sampled at 300 ms for
something that arrives after a second), and showTab() as a real tool -
47 places called evaluate("__gm.showTab(...)") raw, and 24 of them
waited for nothing at all and read the old panel.

564 s -> 243 s of step time, the waiting share 88% -> 76%. Three kinds
of wait were kept, and each one bit when it was taken away: loading
bytes (textures, fonts), game time that a repaint cannot stand in for
(time scale, shader and particle clocks, the live values a running
graph carries), and the inertia the scroll step measures on purpose.

Two things the new speed uncovered, both real: 25-animation read the
frame menu unfiltered and had frozen an incomplete list (the CI failure
on c990dbc), and 33-render-on-change measured idleness while the
autosave of the step before was still painting - it waits for
saveStatus to leave dirty/saving now, so it measures that nothing
happens any more instead of that it waited long enough.
2026-09-16 08:08:10 +02:00
admin c990dbcb26 A name that a sprite already owns cannot name a property, and a division by zero cannot answer (#63, #64)
game-maker / suite (push) Failing after 11m29s
#63: a shader Property node named "width" quietly took over the sprite
row of the same name. isSpriteProp lives in PropertySchema now and is
derived from FULL_SCHEMAS.sprite instead of being a second list that
drifts. isValidPropertyName rejects those ten names, and the compiler
reports it at the node as its own problem: "width" is a sprite
property, told apart from "not a word" and from a duplicate.

#64: Divide emitted (a / b) and handed NaN to the driver. It emits
divide(a, b) now, with the guard in the prologue next to straight(),
scalar and per channel: zero divided by zero is zero. That was already
the house rule in the behavior and particle graphs - only the shader
had never been told. Clamp comes along as a shader node for the same
reason: the behavior catalog has had it all along.
2026-09-15 18:43:40 +02:00
admin 150f2e0906 A row scrolled out of its list is not on the screen, so no test may click it
CI found the gap the hard way: with every kind of asset in the project
the new scene sits below the panel, and the right click for "Set as
start scene" landed somewhere under the list instead of on the row.
locate() only asked whether a text was visible, and a masked row still
is - it is merely clipped away.

locateAll and overlayTexts now walk the tree together (eachText) and
carry the clip of every ancestor, measured on the widget that owns the
mask: Pixi v8 hands a Graphics set as a mask to the mask effect and
reports empty bounds for it, so asking the mask itself declares every
masked text in the editor missing. Two hooks with two notions of
"visible" was the second half of the same bug.

The panel also scrolls the selected row into view now, the way the
hierarchy has always done - an asset selected elsewhere has to be
findable in the list, test or no test. And step 21 learned that scene
is a property kind.
2026-09-15 18:43:34 +02:00
admin 1e9d21cd5d A game that is more than one scene needs a way from one to the next, so the graph can load one (#39)
game-maker / suite (push) Failing after 11m6s
Load scene sets a flag on the World like Stop and Restart do; the swap
happens after the tick, and the last wish of a tick wins. Exactly one
thing crosses over: the SharedState, so global variables and global
machines keep what they know while everything local is built anew.
Loading the scene that is already running rebuilds it, which is what
"reset the level" means when the score must survive.

A run starts either from the start scene (a new project field, set from
the asset panel and marked with an arrow in the list) or from whatever
scene is open. The toggle next to Play says which question is asked and
remembers the answer in localStorage: it is a way of working, not part
of the game.

Sounds no longer end because a scene ends. A voice belongs to the
behavior that started it and stops right after On destroy, so the scene
swap is no longer a special case at all. For the enemy that plays its
explosion and destroys itself in the same breath there is now a
detached input on Play sound.

The scene selector stays usable while a run plays, because a double
click in the asset panel already did the same thing unguarded. It moves
what the editor looks at, not what the run plays.
2026-09-15 13:24:26 +02:00
admin 30090fc48e A cap measured against the canvas needs a yardstick from the canvas, so the check stops carrying a number
game-maker / suite (push) Successful in 11m11s
The height cap used to be a constant 420, and the check wrote that number down.
Since #43 the cap is the canvas minus a tenth at either end, which is 640 on an
800px screen - so CI failed on a picker that is behaving exactly as intended.

The check now reads the budget off the screen and reports rect, budget and
screen height when it trips, so the next change to the margin cannot strand it
again.
2026-09-15 11:36:04 +02:00
adminandClaude Opus 5 3b039384c4 A search that ignores what a thing is called is no search, so the name wins (#43)
game-maker / suite (push) Failing after 10m23s
Typing "variable" into the node palette landed on `Run behavior`, because the
filter weighed label, type and description alike and then sorted by category.
`searchRank` in `src/ui/search.ts` now ranks a match: exact label or type, then
prefix, then label, then type, and only last a hit that lives in the
description alone. Category and alphabet order within a rank. The searchable
`Menu` uses the same function, so searching means the same thing everywhere.

The `+` menu grew to fifteen entries in declaration order. It is built in two
alphabetical groups now -- the types that go into a scene, then the ones that
stay in the library -- with a separator between them, the split `isPlaceableType`
already draws. `ASSET_TYPES` itself stays untouched: it is also the
serialisation and check order. A search flattens the groups and drops the lines.

Popups were capped at fixed heights (320 menu, 260 palette, 340 pickers) while
the canvas had room to spare. `Popup.roomFor()` measures its own chrome and
takes the window height minus a tenth at each end. Placement clamps
asymmetrically: the bottom margin is enforced, the top is only a budget, so a
menu anchored near the top stays at its button instead of being pushed off it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 10:21:20 +02:00
admin 5671a38044 A game that stays silent is only half a game, so a sound is an asset like any other (#45)
game-maker / suite (push) Successful in 12m1s
Sounds follow the road fonts already paved: the file goes to the server
content-addressed under its sha256, the project keeps a named asset that
points at it, and nothing is ever re-encoded. The format is read from the
file's own signature, not from what the browser claims - the same .m4a
arrives as audio/mp4, audio/x-m4a or as nothing at all.

Playing is two nodes. "Play sound" takes the asset and may raise or lower
its volume; every call is its own voice, so two jumps in a row are two
jumps heard. Its loop input is a choice of three - from the asset, on,
off - because a checkbox has to spend one of its two positions on "not
set" and would lose a case: an asset that loops could then never be
played once.

Below the graph core stays browser-free: NodeContext hands out an asset
id, BehaviorSystem resolves it against the project and folds the asset's
own volume and loop into the call, and only viewport/SoundLibrary knows
about Web Audio. A run without a sink plays nothing instead of throwing.

The CI browser is muted, so the ear is no witness: the debug hook counts
started and stopped voices, and step 34 reads that counter.
2026-09-15 07:54:28 +02:00
adminandClaude Opus 5 7babf88636 A state change is something the graph can react to, so the machine announces it (#53, #54, #55, #57)
game-maker / suite (push) Successful in 10m58s
Four issues that all reach for the same line: how the current state is
read and written. Splitting them into four commits would mean four
states of the tree that do not compile, so they arrive together.

#55 start state — the machine asset carries an optional `start` holding
a State node's id. Right-click a state to set or remove it, a ring in
the node's title says which one it is. A dead id (the state was deleted)
reads as "no start", so nothing has to clean up after a deletion.

#53 entered/exited — `On state entered` and `On state exited`, one exec
output per state. Every change now goes through a single `setState`
that reports it; BehaviorSystem delivers it after the exec flow that
caused it, `exited` of the old before `entered` of the new, round after
round until the queue is empty, with a cap that stops a ping-pong graph
with an endless-loop error. A local machine tells the instance that
switched, a global one tells every instance holding a matching event
node. The start state fires `entered` too: per instance for a local
machine, once per run for a global one.

#57 reading — `Current state` with `name` for showing and `id` for
comparing, `Is in state` with one boolean per state. Neither has a
`run`, so `read` learned `def` and `lookup`, and the catalog test knows
this third kind of node.

#54 seeing it — during a run the state machine tab marks every state
some instance is holding faintly, and the one held by the selected
scene object's instance strongly.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 06:18:20 +02:00
admin bc57f61c91 A still editor has nothing to draw, so the frame loop wakes on change (#44)
game-maker / suite (push) Successful in 10m46s
The renderer is taken off the ticker; the ticker itself keeps running, so
the clock, a live world and the panels still get their step. Drawing now
happens inside a 200 ms trailing window that every pointer, wheel and key
event, every Widget.invalidate/resize, every Stack.relayout, every
EditorState.emit and both library onChange hooks reopen. The window rather
than a single frame is what makes the ~70 direct redraw() calls that never
pass through invalidate() safe, along with repaints an event only starts:
a microtask, a texture upload, a resolved font.

Editor.movesByItself() keeps asking for every frame while Play or an editor
run is on, a time shader is on screen, or the particle or animation preview
is showing.

The FPS counter now counts drawn frames over the time the renderer was
awake. Idle seconds are not slow seconds, so it answers "how smooth while
it moves" and holds its last answer instead of falling to 0 at rest.

Measured on the built stand, 20 s per variant, CPU of all chromium
processes from /proc: kept awake 75.5 % of a core at 60 fps, render on
change 8.8 % with 0 frames drawn, awake again 83.9 % as an order probe.

No colour check can see a missing repaint: pixelAt extracts from the stage
on demand and is just as green on a screen frozen a minute ago. Step 33
watches the new __gm.renderStats() counter instead.
2026-09-14 21:41:50 +02:00
adminandClaude Opus 5 2637feb715 A square root is one node everywhere else, so the shader graph gets its own (#92)
game-maker / suite (push) Successful in 10m29s
`Sqrt` already exists in the behavior graph (`data/Sqrt.ts`) and in particles
(`ParticleSqrt`); the shader was the only graph without it. `Pow` with exponent
0.5 does the same job, so this is convenience, not a missing capability -- a
radial falloff no longer needs a node whose purpose has to be read off its
parameter.

Like `Pow` it cannot go through `unary()`: GLSL leaves `sqrt` undefined below 0,
so the value is held there with `max(value, 0.0)`. That form takes a float
second argument for a `vec3` too, so unlike `pow` the exponent broadcast has no
counterpart here.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:35:00 +02:00
adminandClaude Opus 5 80dd82349d The + menu holds fourteen types now, so scrolling one into view belongs to the scaffold (#91)
game-maker / suite (push) Successful in 10m31s
`Variables` pushed `Font` under the menu's mask edge: `locate` still finds the entry, a click there
lands on nothing, `__gm.fontPicker()` is null and reading `.captions` throws. Only step 31 carried
the scroll workaround, so step 30 fell. The helper moves to `lib/scaffold.mjs` as `pickAssetType()`
and both steps use it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:14:57 +02:00
adminandClaude Opus 5 98fa9907fd A drop asks the area the pointer already uses, so a port at the very edge is still the node
`nodeUnder()` recomputed the node's face as `0 <= x <= w`, while the pointer events follow the
`hitArea`, which reaches `PORT_HIT_RADIUS` past the edge. An input port sits at exactly x = 0, so the
global point rounded back landed a hair outside: the drop counted as one on empty canvas, the node
palette opened and swallowed every later click – four checks of step 6 at once. `NodeView` now
answers from that same `hitArea`, and the step also checks that no palette is open.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:14:57 +02:00
admin e0c459ce92 Shader graph: Clamp is the Output's default edge, and the sheet's own mode is a constant of its own (#81)
game-maker / suite (push) Successful in 9m16s
The default of the Edge param and the address mode the shared sheet physically
carries were the same constant; changing the value would have turned every
sentinel with it and given each shader sprite a full copy of its texture.
SHEET_EDGE ('mirror', what TextureLibrary uploads) is now separate from
DEFAULT_EDGE ('clamp'). A graph whose Sample reads nothing but its own pixel
draws with the plain sheet whatever the Edge says, so the common shader costs
no second copy.

Without a shader the quad's coordinates never leave 0..1, and mirror-repeat
reads like clamp within a texel - so clamp is what a sprite shows anyway.
2026-09-13 21:33:41 +02:00
admin db704105ed Remove pull-wiki.sh
game-maker / suite (push) Successful in 8m51s
2026-09-13 10:45:07 +02:00
admin e4f607d08a Add wiki to local repo
game-maker / suite (push) Successful in 8m7s
2026-09-13 10:35:16 +02:00