PropertyValue was number | string | boolean | list. A struct joins it, which
costs two things the typechecker found rather than I did.
An object on a data edge used to mean a live entity, so asEntity would have
taken a struct for one and asString would have read .name off it. EntityHandle
now carries a symbol brand – a symbol so no field name can impersonate it, and
it never serializes, which suits a thing that exists only while the game runs.
It is built in exactly one place.
String(value) would have written a struct as [object Object] at 39 call sites.
They go through textOf(), which is identical for primitives.
normalizeGraph dropped everything but primitives from node params, so the List
node lost its value on every save ([3,1,4] round-tripped to undefined).
Variables were spared: they have a schema, params have none.
objectSection.ts had grown to 559 lines around three separable parts: the
queries, the vector rows and the parent row. Four object commands repeated the
same capture/restore preamble – applyCommands stays out, its five carry extra
undo state whose restore order matters.
58 dashed banner comments are gone. The nine labels in nodes/index.ts stay:
they are the only structure a flat 90-entry array has.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
src/viewport/ held three classes only src/editor/ ever used, and framing.ts sat
under graph/ although the scene view wants the same bounds sum. The graph, the
texture and the container tab repeated the same header, subscription and
disposal code with two silent divergences: the graph tab said "nothing shown"
with null instead of '', and the texture tab refell back to the first asset on
a selection change but not on a project event.
These arrive together because GraphCanvas ties them: it reads framing from its
new home, hands its fold marks to folding.ts, and its '' change is what
GraphEditor must agree with.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
findPropertyUsages walks override sites, so Project.ts imported instance.ts
while instance.ts imported Project.ts – the repo's only value-level import
cycle. The queries now sit in usages.ts and Project.ts is a base type module
again. requireScene has had no caller since holderId replaced sceneId.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Both stores carried their own ~28-line request<T>, and formatBytes existed
twice – the second copy had lost the "B" branch, so a small sprite would have
read as 0 KB had its caller ever passed one under a kilobyte.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Steps 18 and 20 both hand-rolled the same object-plus-behavior scaffold, down
to lane offsets that nothing kept distinct. Step 19 claimed in a comment that it
cleaned up after itself but never checked it – the only one of the four that
did not.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
GM_STEPS=20, 1-12 or 6,20 takes a subset of the suite, which is seconds
instead of two minutes while one step is being written. Steps live off
what the earlier ones leave behind, so a subset that skips a prerequisite
fails on purpose. The filter had been written as a throwaway script three
times; it belongs in the runner.
The README stops calling a remote browser the way this suite is meant to
be run: with the GPU in use a local run costs ~124 s and about 0.8 of the
four cores here, so GM_REMOTE is a convenience, not a requirement.
The two On key down fields read in milliseconds now, and say so in their
labels. A number field shows three decimals unless a property asks for
fewer, so both params set decimals: 0 – the field reads 300, not 300.000,
and rounds to whole milliseconds while typing or scrubbing. The clock
behind it still counts seconds; the conversion sits at the one place that
reads the properties.
A held key fired once and then nothing, so sliding a Tetris piece sideways or
walking a menu meant building a timer next to every key node. Two settings on
the node do it now: Repeat after and Repeat interval, both in milliseconds so
the usual values stay whole numbers (300, 50) instead of 0.3 and 0.05. A delay
of 0 keeps the node exactly as it was, an interval of 0 means every frame.
The browser's own auto-repeat is deliberately not used - Input.press has always
dropped it - because its delay and rate are an operating-system setting of the
player's, not a game's. The repeat is built from the measured hold time instead,
per node, so two nodes on one key keep their own clocks. The rule itself is a
pure function in keyRepeat.ts and is checked without a world.
Both rows stay off the node body while the delay is 0: two lines of "0" on every
key node in every graph would be noise, and the screenshot said so. NodeDef gains
hiddenParams for that; the inspector still shows them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A link can be folded away from the canvas: instead of a curve running clear
across the graph, each end grows a short stub with a mark naming the node at
the far side. The curve comes back while either of its two nodes is selected,
so following a connection is a click rather than a search, and a link carrying
a live pulse is always drawn so the trace keeps its thread.
Marks are collected per port, not per link, because several hidden links on one
port used to stack stubs, dots and labels on identical pixels. A bundle reads
"Move +1" and its dot selects every node the port feeds, as one undo step.
The whole thing is one optional flag on the edge; the interpreter never sees it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The board is a list of 200 numbers now instead of 200 characters, so a cell is
Item at and a landing is Set item instead of seven nodes of string surgery.
The bigger change is that the one 219-node graph is gone. Each step of a frame is
a behavior of its own - Spawn piece, Next move, Fits, Draw piece, Lock piece,
Clear lines, Show lines, Draw board, plus Piece cell for where one of the four
cells of a piece sits. None of them holds state: what they need arrives through
their inputs, every answer leaves through their outputs. That is what lets Fits
answer for turning, moving and falling alike, and Piece cell serve the fit test,
the drawing and the landing instead of being the same twenty nodes three times.
Tetris itself is down to 84 nodes and only says in which order the steps run and
which variable each answer lands in. The smoke test holds it to that: it fails if
a loop or a list access reappears in the master graph.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A variable could only be a number, a text or a yes/no, so every set of values had
to be smuggled through a string - which is where Tetris got its unreadable
"03066326048763714" colours from. A list is now a value of its own, with an item
kind (number, text, yes/no, colour) that decides how the inspector reads the one
comma-separated line it is typed as, and eight nodes to work with: List, Fill,
Count, Item at, Set item, Sub list, Join lists, Index of.
Two traps came with it. An array is typeof 'object', so every place that told a
value from an entity had to learn the difference, or a list would have been
passed around as a game object. And a value was compared by identity in three
places - with lists that marks everything as an overridden property after each
reload, so those comparisons now compare contents.
There is no list of objects: a list is written to the project file and an object
is a live handle that no reload survives. A set of objects stays a list of names.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A behavior node that cannot run looked exactly like a healthy one: no
start node, no behavior picked, a deleted behavior or a self-call were
all silently skipped. The call still had to be forgiving at runtime -- a
dangling reference must not abort a game -- so the fix is diagnosis, not
an exception: describeProblem() names the one reason, the node draws it
in red under its title, and the inspector repeats it where you pick the
behavior. A missing end node is deliberately not a problem: a call is
always synchronous, and the end node only decides which values come back.
Two ways in: a behavior dragged from the asset panel lands in the graph
under the pointer, and double-clicking a call node opens the graph it
runs. Both reuse machinery that already existed -- the asset panel
already starts the drag, and list views already report double clicks.
The e2e module needed its assets at the head of the asset list: after 18
modules the list is long enough that a newly appended row scrolls out of
view, and the press then lands on the panel behind it, starting no drag
at all. That looked exactly like a rejected drop and cost two full runs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A behavior that has a Start and an End node can now be dropped into any
other graph as a node of its own. What is declared on the start node
becomes the inputs of that node, what hangs on the end node its outputs;
the port list is derived from the sub graph, not copied, so declaring a
port in one graph grows the node in the other without touching it. The
node carries the behavior's name and the palette lists behaviors by
name, so a call is one grab instead of a node plus a dropdown.
An embedded behavior has no object and therefore no place for
variables: every call starts on the asset defaults and communicates
only through its ports. That is the conservative direction - state can
still be added later, and shared state already has a home in a behavior
object in the scene. Node ids are unique per graph only, so each call
gets its own pulse cache; without that, two graphs would collide.
Renaming a port used to silently drop the value typed on the calling
node. It is carried along now, project wide, like the edges.
A Tetris example project needs to draw 200 board cells and scan rows
for a full line. Neither is expressible without iteration, so the node
system gets a Repeat node plus the missing text side: Substring, Find
text and To number. The interpreter drops its data cache once per
round -- otherwise every round would recompute with the first round's
values.
Object by name takes its name as an input now, not just as a setting;
addressing "c" + index is impossible otherwise. An unconnected input
reads the stored setting, so saved projects are untouched.
The board itself is a 200-character text, "." for empty. That makes
both operations of Tetris a single expression instead of a loop, and
each frame attempts exactly one move -- rotate beats sideways beats
fall -- so the fit check exists once in the whole graph.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Pause is a sub-state of play, not a third mode: the toolbar button and
Ctrl+Enter stop ticking the world, the clock included. A held frame still
drops the input edges, so resuming does not fire a pause worth of keys in
one go.
The editor run missed the case it is most wanted for. hasEditorRun only
looked at the stored scene objects, so a behavior inside a placed
container never started one; the world now builds from resolveObjects and
writes back through objectRef, keeping the move as an instance edit
instead of baking the instance out.
Keys and clicks go to the run while the Game tab is on screen, where no
key means anything to the editor, and are handed back on leaving it -
held keys released, so nothing keeps walking unpressed.
A behavior object carries a "Run in editor" switch next to Enabled. When
it is on, the behavior ticks outside of Play and works on the saved model
directly - Unity semantics: what it moves is a real change, autosaved and
not undoable.
Input stays with the editor, so On key never fires while typing. The
editor run never bakes placed containers into the model, since that would
silently drop their instanceEdits.
syncToModel reports whether it wrote anything, and the dirty flag is only
raised on change - otherwise a behavior moving something every frame
would trigger ~60 saves a second.
The game tab held a "Press Play" hint where the picture belongs. It now
previews the scene through the active camera, and says "No active camera"
when none is switched on.
Camera choice and its world position moved into activeCamera.ts so both
are testable without Pixi. Entity.x/.y are parent-relative; the viewport
used them as the camera's spot, which framed a parented camera at the
wrong place.
The game view took whatever camera came first in the scene, ignoring the
switch, so `enabled = false` on a camera did nothing and a second camera
never got its turn. `World.activeCamera()` now decides: of the cameras
switched on – the whole parent chain counted, as for any object – the
first in hierarchy order, and none on renders nothing at all. It is asked
per frame, so a graph switching cameras hands the view over immediately.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The pixel-art check falls over sporadically, and its follow-up hid it. That one only
asked whether some pixel across the border is blended – but in the failing case the
`nearest` reading is already blurred, so the `linear` one is too, and the check passed
while saying nothing about whether the switch had any effect at all.
It now also demands that the picture actually changed against the `nearest` reading:
the summed colour distance over the five sample points must exceed 150. Measured on the
readings recorded in the note, a working switch drifts 425 and a hung one 0 – and 30
even if every channel were off by two, so the threshold is not brittle against noise.
Exact equality was the first draft and would have gone green on a single wobbling bit.
Both checks now carry `__gm.textureFilter(file)` in their message, so a failure says by
itself whether the model never switched, the switch missed the GPU sampler, or the
pixels were measured wrong.
The cause of the sporadic failure is still unknown; four hypotheses are measured and
ruled out in the note, which is filed with that stated plainly.
"+ → Texture" opened the machine's file dialog, so a picture that was uploaded once
but lost its asset – an undone import, a deleted asset – was unreachable from the
editor while still sitting on the server. Nothing collects those files, by design.
It now opens a grid of every picture the server holds, with thumbnails: pick one and
"Use image" makes a texture asset on that file, "Upload…" is the way in for bytes the
server does not have yet and lands in the same import as a drop. A tile captioned with
an asset name is one this project already wears – picking it selects that asset instead
of making a second one, since two assets on one file would fight over `filter`.
- `GET ?r=textures` now reports `width`/`height`; a texture asset holds the pixel size,
and reading it off the GPU texture would tie the asset's correctness to load timing.
- `TextureLibrary.load(file)` loads without touching `scaleMode` – a thumbnail must not
restage the filter of a picture the scene is drawing with.
- The grid geometry lives in `texture/imageGrid.ts` as pure functions; inside the widget
no test could reach it.
- The part after an upload is now one function shared by the drop import and the picker,
so "one file = one asset" is stated in a single place.
12 new E2E checks; the strongest one undoes an import, leaving the file on the server
with no asset naming it, and picks exactly that file back out of the dialog.
Chasing the flaky pixel-art check needs to tell two things apart that
look identical in a screenshot: a scale mode the model never changed,
and one that changed but never reached the sampler. Only the driver can
answer the second, so `__gm.textureFilter(file)` returns the model's
scaleMode next to `gl.getTexParameter` on the uploaded texture.
It binds through `renderer.texture.bindSource` rather than a raw
`bindTexture`, so measuring does not corrupt Pixi's idea of what is
bound and become a source of flakiness itself. `TextureLibrary.peek`
looks a picture up without starting a load or touching its scale mode,
which `get` would do.
Sixty measurements later the filter path is cleared: model and driver
agreed every time, across repeated switches, after the full module
run-up, and through a forced context loss. The instrument stays; the
note in todo-notes/flaky-pixel-art-filter.md stays open.
The inspector already marked an asset value that differs from its schema
default, but the Assets panel gave no hint, so a changed asset looked
like an untouched one until you opened it.
The rule sits next to the existing objectDeviates as a pure function:
assetDeviates asks whether any marked property differs, markedAssetSchema
says which rows the inspector marks at all. buildAssetSection now builds
its rows from that same list, replacing the behavior/rest split it used
to carry, so the list cannot claim a deviation the inspector then fails
to show.
A behavior's variables are deliberately not in it. Their default is
declared on the variable itself, which means the asset value *is* that
default; counting them would paint the fixture's Mover gold while the
inspector beside it marks nothing.
Three things the graph view did differently from the scene view, or not
at all:
Panning moves to the middle button, which works from anywhere – a node
under the pointer included, since NodeView now lets that one button
bubble up. Shift-drag on empty canvas pans too. The left button pulls a
rubber band instead and no longer pans.
Nodes can be selected several at a time: by band, by ctrl/shift-click,
moved together, deleted together, each as one undo step. The selection
model gains `nodeIds` alongside the objects' `objectIds`.
Fit really fits. It used to pin the zoom at 1 and merely centre, so a
graph larger than the view always left nodes hanging out, and it sized
every node with one guessed height although real ones vary with their
port count. Both sums now live in editor/graph/framing.ts as pure
functions, which is what made the defect testable at all.
The band selects any node it overlaps rather than one whose position it
contains, unlike the scene view: nodes are large rectangles, and a band
drawn visibly across one has to catch it.
Pixi only fills `detail` on the `click` event it synthesises; on
`pointerdown` it is always 0, so every `e.detail === 2` branch was dead
code. Asset rows, hierarchy folding and select-all in text fields never
responded to a double-click.
A shared click counter in src/ui/clicks.ts replaces the three readings of
`e.detail`. A finished double-click ends the run, so two in a row count
2 and 2 rather than 3 and 4.
The harness could only send `clickCount: 1`, which is why no test caught
this: every "activate" check went through Enter. It can send real
double-clicks now, and five checks drive the three paths separately.
An instance edit was dropped as soon as its value matched the template
object. With nested containers the template is not what the value falls
back to: the outer container holds an edit for the object below it, and
that one wins. If the inner template happened to carry the same value the
user typed, the edit was thrown away and the value jumped to whatever the
container in between says.
Reported against the Jump-and-Run project: a coin narrowed to 8 inside
"level", then set back to the sprite's own 24 in the scene, snapped back
to 8. Reproduced through the inspector before touching anything.
InstanceTarget now offers `base`: the template with the edits of every
container in between woven in. Everything that judges deviation uses it -
setOverride/setName/setPosition, both Revert commands, and the gold marks
in the inspector. Writing still goes into the real template, which is
where "apply to container" belongs.
`base` is built on every read. Apply writes into the template and then
asks whether the edit still deviates, so a base captured beforehand would
answer for the template as it was - the e2e suite caught exactly that.
Also in here, because it corrects the commit before it: placing an asset
by double-clicking its row is gone, as asked for in asset-doppelklick.md.
Dragging is the only way to place now. That took AssetPanel.place, the
PlacementTarget interface, Editor.placementTarget and the two worldCenter()
methods that existed only to feed it. A double-click on a scene asset still
makes it the active scene.
The context menu entry is gone; dragging replaces it entirely. The drop
target is the view under the pointer, not the active tab, so the same
gesture works for scenes and for container templates.
While dragging, an outline shows the footprint the object will have plus
a crosshair on its origin, turning red when the drop would be refused.
Preview and command share one function (placementRejection), so the
outline cannot promise something the drop then rejects.
A left-press used to select the list row immediately. Since the container
tab follows the selection, it switched to the very container being dragged
and every drop would have nested it inside itself. The list now selects on
release without a drag: picking something up is not the same as choosing it.
Releasing an edge over empty space opened the node palette but dropped the edge
drawing, so the connection being made was invisible exactly while its target was
being chosen. The finished drag is now held in `pendingDrop` and drawn like a
running one until the palette closes, by pick or by Escape.
The e2e check for the Escape path exposed a real defect underneath: `Popup.open()`
blurs the focused widget, `close()` did not. A field inside the popup therefore kept
the keyboard bridge's DOM focus after the popup was gone, and every later Delete or
Ctrl+Z went into that invisible input. The suite caught it one check later ("Delete
removes the node and its edge" found the node still there). `close()` now blurs,
mirroring `open()`.
Verified remotely on the Windows host: 287 editor checks and 24 jump-and-run smoke
checks, no failures.
Dragging an edge now rings the port it would connect to and snaps the line
there. A drop on a node's body takes that node's first free compatible port,
or the last compatible one when none is free, replacing its link. A drop into
empty space opens the palette filtered to the node types the edge could reach
at all, and the picked node arrives wired - node and link as one undo step,
so a single undo takes back the whole gesture.
The decision of what fits what lives in core/graph/dropTarget.ts as pure
functions, tested directly; the canvas only draws the answer. The palette
takes an optional filter rather than knowing about drags.
Verified remote on the Windows box (GPU): ALL PASSED, 284 checks.
Dropped in via the share during the last task: asset drag and drop,
graph edge drag UX, multiple cameras, nested override reset, and gold
text colour for assets. Nothing implemented yet.
An inspector label whose value deviates from its base was drawn bold, which is
easy to miss next to the regular labels and says nothing in the hierarchy, where
a folded subtree could hide a change entirely.
The colour now lives as a theme token (`override`, #f2c84b) used by both the
inspector labels and the hierarchy rows. Whether a row deviates is decided by
`src/core/properties/deviation.ts`: `objectDeviates` compares an object against
what it follows -- the container template for content, the asset otherwise --
and `deviationMarks` carries the mark up to every ancestor, so a folded subtree
still shows that something inside was changed.
`deviationMarks` takes the stored holder, not the resolved one: in the resolved
view container content looks like an ordinary object and `instanceTargetOf`
would compare against the asset, marking every instance.
Covered by 3 unit tests and 5 e2e checks, including one that strips an object's
own overrides to prove the row stays gold for a deviating child and restores
them byte for byte. Full suite remote on the RTX 4070: 275 checks, all passed.
Sprite width/height stay fractional. They are geometry, not counts: the
aspect-ratio buttons compute height * w/h and legitimately produce values like
9.090909090909092 (compared with a 1e-9 tolerance), and both axes are scrubbable.
Rounding them would break the ratio the buttons just established.
Only fields that are integral by meaning round (slice grid, frame rect, camera
view, font size) - that is what 1b16a55 fixed.
Things that come up while something else is already running have nowhere to go: interrupting the
running task is wrong and remembering them is unreliable. A file per topic here keeps them, and
moving a finished one to done/ keeps what was asked next to what was built.
Contains the two notes already written (override display colour, sprite size decimals).
`decimals` only reached `formatNumber`, so it changed the label and nothing else: typing 640.5 into
a field with `decimals: 0` stored 640.5 and displayed 641. The two existing users got away with it
because rounding happened outside the widget (`normalizeFrameRect`, the slice dialog), which their
comments had to point out.
`NumberField.clampValue` now rounds before it clamps, and every path that sets a value goes through
it (typing, scrubbing, arrow keys, the constructor), so the stored number matches the shown one and
`min`/`max` stay exact. The rounding is `roundTo` in math.ts, which `snapToStep` already did inline.
With that safe, camera `View width`/`View height` and text `Font size` become integers – they were
showing 640.000 and 32.000. Everything else that looked integral is not: positions, sprite and
collider sizes and zoom are all scrubbed, and `z` is a summed coordinate (walk.ts), not a layer.
Verified remotely against the RTX 4070 host: 270 checks, all passed (step 10 gained a check that the
field text has no decimal point and survives a reopen). `npm run check` green, 407 tests.
The worktree is shared over SMB with a Windows client whose system gitconfig
has core.autocrlf=true. It checked build.sh back out with CRLF, which git then
reported as a permanent modification, and "discard changes" rewrote CRLF again
- an unbreakable loop from the Windows side. A CRLF shell script is also not
executable on Linux: the interpreter becomes "/bin/bash\r".
"* text=auto eol=lf" makes the checkout LF everywhere. This complements the
repo-local core.autocrlf=false and core.filemode=false already set in .git
- unlike those, it travels with a fresh clone.
Verified: no file in the index has CRLF, so this does not renormalize anything
existing (git ls-files --eol reports i/lf w/lf throughout).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Both shutdown paths ran Get-Process chrome,msedge | Stop-Process -Force,
which is every browser on the machine. The remote host is somebody's
desktop: a test run must not close the windows they are working in. It
only stayed harmless because the test account cannot touch another
user's processes.
The launcher now writes its browser pid to %TEMP%\gm-browser-<port>.pid
and kills that pid; the job object still takes the renderer children.
Measured against the Windows desktop: five msedge processes belonging to
the logged-in user before the run, five after, and our chrome gone.
24 smoke checks ALL PASSED.
The leash that ties the Windows browser to the run never held. Three
findings, each measured:
- stdin is not a signal: only the first chunk a caller writes reaches
the remote command, so the stdin heartbeat looked like a dead caller
and killed a run at check 44.
- a dropped SSH connection does not kill the remote command; Windows
OpenSSH leaves it running. Six orphaned chrome.exe survived a
SIGKILLed tunnel -- this is what locked up the desktop.
- Get-NetTCPConnection goes through WMI, which is denied to the
non-admin test account; the broken CIM session took a browser down
mid-run.
The launcher now watches the forwarded CDP port with .NET sockets: a
connected client means the run is alive, 45 s without one ends it. A job
object with KILL_ON_JOB_CLOSE and a 30-minute cap catch the rest, and
the caller shoots the browser on the way out instead of waiting for the
idle window.
Measured: survives 80 s of an idle held connection, gone 44 s after
kill -9 on node, immediately on an ordered end. Full suite 267 checks in
128 s and 24 smoke checks in 16 s against an RTX 4070, with this machine
at load 0.04.
/usr/bin/node is v18 here and too old for the toolchain, so every build has to
prepend /opt/node22/bin. The script also sets pipefail, since piping npm output
otherwise reports tail's exit code.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The harness forced software WebGL (--disable-gpu --use-gl=swiftshader) on every host.
Measured here on an idle editor page over 20 s: that costs 373% of a core at 8 fps,
while the Intel HD 630 via ANGLE/Vulkan costs 69% at 56 fps. The full suite now runs
in ~124 s. Note the app is not rendering 60 fps as previously assumed - in software
it only reaches 8, and a single frame costs more than any throttle interval would save,
which is why capping the framerate had measured no effect.
--use-angle=gl and --use-gl=egl look cheaper still but get no WebGL context at all,
so the app never renders. They are not usable and are named in the comment as such.
There is deliberately no software fallback: a host without a usable GPU should fail
loudly rather than drag the machine to a standstill. None of the 267 checks reads the
rendered image anyway - they read window.__gm.locate() and the debug hook, and the
screenshots assert nothing - but Pixi needs WebGL2 to run at all.
The browser launch moves out of harness.mjs into tools/lib/browser.mjs, which also
supports GM_REMOTE=user@host via an SSH-forwarded CDP port. That path is unfinished:
the tunnel degraded until the suite crawled at ~25 s per check, and forcing software
WebGL on a desktop with a real card brought it to its knees. README says so plainly
rather than advertising it.
Also: the jump-run HUD check asserted a fixed "Coins 1/10", which fails on a faster
host where the same walk sweeps up two coins. It now asserts the HUD against the count
the run actually reached - the real guarantee is that HUD and state agree.
Verified: npm run check green (404 tests), 267 e2e ALL PASSED and 24 jump-run checks
ALL PASSED against the GPU flags. The fallback removal leaves the flag set on this host
identical (same flags, different order), so it was not re-run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
typeText fired Input.insertText per character and never looked back, so a
partially typed value was indistinguishable from a wrong one: a run committed
x=3 for "300" and the failing check blamed the value rather than the three lost
characters.
Trying to reproduce that failed over 21 rounds across four variants (no pause,
400ms between characters, with the preceding scrub, and both commit paths), and
the code rules out the obvious suspects: typing lands in a hidden input, each
character is only a preview, objectSignature omits position so no rebuild is
triggered, and NumberField.setNumber guards write-back with isEditing. Cause
unknown, so this makes the symptom name itself instead of hardening against a
mechanism that may not exist.
Typing stays per character - that exercises the live-preview and search-filter
paths - but now asserts the text is in the focused input, reporting focus and
actual contents when it is not.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A run whose chromium died stopped mid-step and exited with code 0, silently
reporting success for checks it never ran: CDP.send() left its promise pending
when the socket closed, and an unsettled promise does not keep node alive.
Waiting on the server had the mirror problem – a bare fetch keeps its socket
open, so a stalled response hung the run forever.
Every wait can now time out, the socket rejects what it can no longer answer,
and reaching process exit without a summary reports RUN DIED with exit 1.
Chromium's stderr and exit signal are kept, so "killed by SIGKILL" is visible
rather than guessed at.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The aspect button now carries two offers, so it becomes a menu: fit one
side to the texture ratio, or set both sides to the exact pixel size as a
single undo step.
Dropping a row on the outer quarter of another row inserts it into that
gap instead of parenting into it, reordering among the siblings there.
Order is the stored order, so ReorderObjectCommand is a splice; equal z
falls back to tree order, which makes this the way to draw one object in
front of another. Rejected on container content like the other structural
edits.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two regressions from the template-resolution rework, plus the harness gap
that hid them:
- `instanceTargetOf` decided from the shape of the id. Unpacking keeps the
derived ids, so unpacked content still counted as template content. It now
asks whether the object is spelled out in the holder.
- The parent picker captured its holder when the row was built. Since
`viewOf()` returns a derived copy, the menu listed the objects of that
moment (measured: 40 in the model, 17 in the menu). It resolves on open.
- `evaluate()` swallowed page exceptions, so a mutate that died half-way let
every later check pass or fail for the wrong reason.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A scene now stores only the container object; its content is resolved from
the template on every read, with deviations kept as sparse instanceEdits on
the container object. This drops the propagation bookkeeping entirely --
templateSync.ts is gone and the three structural gaps (add, remove, reparent)
cannot diverge any more.
Values stay editable on an instance, structure does not; Unpack writes the
content into the scene, keeping ids. Play mode bakes containers into the
throwaway copy before entities are built. No migration: formatVersion is 2
and the seeders write the new format.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Container tab reuses SceneViewport against any object holder, so a
container template is edited exactly like a scene. Right-click no longer
changes the selection, which previously made nesting impossible: opening
the menu on a container loaded it, and "Place in container" then targeted
itself.
Template edits (move, rename, override) now reach already-placed instances
per slot, through a shared templateSync used by both the apply path and the
plain object commands. Copies the user has touched keep their own value.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Scene labels used `small` (11 px), the Texture tab used `body` (13 px). Both now
read `Theme.viewportLabelSize` through two tokens that differ only in colour.
Dropping the per-frame `label.style.fill` assignment matters: textStyle() returns
shared cached instances, so with both views on one token it would have recoloured
the scene labels too.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>