Commit Graph
19 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 f02adabcf9 Show the type an arithmetic shader node really puts out (#219)
The result of Add, Multiply, Mix and the other arithmetic nodes of
a shader graph was drawn as any, whatever went in. The compiler
already lifts a colour on any side to a colour result, so the pin
said less than the code knew. A colour result could also be wired
into a number input, and the shader then failed to compile.

- liftedType in core/shader/nodes.ts is the one rule. The compiler
  reads it when it lifts two operands, and the editor reads it
  through liftedPortType for the ports it draws.
- A SharedPortGroup may bring its own rule as agree. Without one
  it is agreedType, as before. The thirteen arithmetic nodes share
  their type by liftedPortType.
- Only the any inputs decide. An input nothing feeds counts as the
  number typed into it. t, edge, exponent, min and max have no say.
- The type travels through a chain of such nodes without code of
  its own, because #210 hands a shared type on.
- In a ring the result stays any, unless a colour has settled it.
- A number may feed a colour input. Without that a number result
  no longer fitted Output.color, although the compiler spreads it
  over three channels. The rule sits in portsCompatible, but only
  the shader graph has colour ports.
- A colour result no longer fits a number input. An edge laid
  before the colour came in stays and is drawn in the danger
  colour, and the node at its end names the problem.
- The nine shaders in the stored projects (108 edges) all stay
  valid under the new rule.

Tests:
- Gate on melektaus-atx: 212 files, 3260 tests (3240 + 20), exit 0.
  The gate right before this commit ran on the tree of this and
  the next commit together, with the same numbers.
- e2e 28 on melektaus-atx: 81 checks, all pass.
- e2e 1-31: 1059 pass, 1 fail in module 18 (the editor clock read
  1.97 s after a stop). A rerun of 1-18 passed with 602 checks and
  0.18 s. 1-31 was not run in full again.
- No full run and no smokes. The sum of 1676 (1673 + 3) is reckoned.
- Twenty unit tests in shader-port-types.test.ts, one of them runs
  all thirteen nodes through every mix of number and colour and
  compares what is drawn with the code made.
- Two tests in shaders.test.ts now lay the edge first and bring the
  colour in after, the only order that still wires such a graph.
- Three e2e checks in module 28 with the real mouse: a colour into
  Multiply, the red edge with its message, and the colour result
  refused at alpha and taken at color.
- Fifteen unit counter-probes and two browser counter-probes all
  fail their tests.
- Not checked in the browser: the one-input nodes, Mix and the
  ring, and a number wired straight into a colour input. Nothing
  was looked at after the build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 16:50:50 +02:00
adminandClaude Opus 5.5 1aa824ecb4 Keep objects through a Load scene with a switch (#165)
game-maker / gate (push) Successful in 2m37s
game-maker / suite (push) Successful in 13m2s
A Load scene destroyed every object of the old scene. A player, a HUD
or a music object had to be built again in each scene, with its state
pushed through shared variables. A top-level object with the new switch
Keep on scene load now travels into the next scene as the same entity,
with everything below it.

- The switch is a common property right under Enabled, off by default,
  on the asset and on a placed object. The inspector shows the row on
  top-level objects of a scene only, as answered in the issue.
- runtime/keptObjects.ts holds the rules as pure functions.
  keptEntities picks what travels, objectsToBring copies the stored
  objects as the run parents them, and bringObjects puts them into the
  next scene.
- World.instantiate takes a handed entity as it is instead of making
  one. The next syncToModel then writes the run's values into the
  scene.
- BehaviorSystem.release takes the running instances out before the
  old world is destroyed, and the next system adopts them. They hear
  no On destroy and no second On start, and their sounds play on.
- PhysicsSystem.resume gives a dynamic body the velocity and spin it
  had.
- Duplicates: the object brought along wins. The next scene does not
  build its own object with the same id, which is the way back into
  the scene the object came from.
- Decided here: the next scene does not build a top-level object of
  the same asset that is kept itself either. The issue only names the
  id. With the id alone a level that places its own player would hold
  two after a swap.
- Decided here: kept objects land behind the scene's own, the switch
  is no animation row, and collisions are found anew.

A finding, fixed along with it: Load scene did not build a scene as it
is stored, but as the run had left it. A moved object stayed moved and
a destroyed one stayed gone. The way back into a scene needs a clean
build.

- GameRun copies a scene's objects and groups before it first builds
  it and puts them back before it builds it again.
- GameRun.end puts every such scene back. The player calls it on stop,
  so spawned objects no longer stay for "Click to play again".
- The consequence: an edit made in a scene during Play is gone the
  next time that scene is loaded.

Tests:
- Gate: 199 files, 2944 tests (2929 + 15), exit 0
- e2e, full run: 1625 checks passed (1619 + 6), exit 0
- Smokes: 24 / 19 / 21, exit 0
- 15 unit tests in tests/core/keep-on-scene-load.test.ts
- Six e2e checks in module 35: the switch is set with a real mouse,
  the child has no row, the object is in the new scene, its counter
  still reads 1, its sound plays on, and the stored scenes are
  unchanged after Stop
- Eleven tests with fixed row lists only count the new schema row
- 16 unit counter-probes all fail tests, run on stein2. One did not
  fail at first (same id not left out), it has its own test now.
- The browser counter-probe fails 4 of the 6 new checks
- Not looked at in the browser: the switch as a port of the Properties
  node, and a released game with a kept object

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 17:30:16 +02:00
adminandClaude Opus 5.5 14972d057f Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
game-maker / gate (push) Successful in 3m53s
game-maker / suite (push) Successful in 11m55s
Recurring cleanup round over the code since round 7 (bc688f3). The
issue now also asks to fix bugs and small inconsistencies found on the
way, so unlike the rounds before, this one changes behaviour in a few
places. Duplicated code in api went from 23 clones with 228 lines to
none (jscpd, at least 50 tokens). In src it stays at 22 clones with
271 lines, the same before and after.

Bugs:
- nginx served project and snapshot files as they were, so anyone who
  knew a project id could read it without signing in. Every file the
  API writes now goes through AtomicFile (temp file, mode, rename).
  Projects, snapshots, releases, accounts and sessions are 0640, and
  nginx answers 403 for them.
- Any signed-in account could delete a shared image, font or sound,
  which projects of other accounts may wear. Deleting one is now for
  administrators only. The editor never deleted a file, so the
  client's delete is gone.
- Two saves of one project could run at once. The lock file was
  removed after each save, so a waiting save and the next one locked
  different files. The lock file now stays, and deleting a project
  takes the lock as well.
- Bytes that are no picture got a 500 instead of a 422, because the
  error handler also threw for warnings silenced with @.
- A session file was rewritten in place. A request reading it at that
  moment found it empty and was signed out. It is replaced atomically.
- Delete did nothing for a shape picked in the vector art list. Delete
  now goes through removeSelection, one case per kind of selection,
  and a kind without a case fails the type check.

Inconsistencies:
- Escape on a question does what its Cancel does. Cancel on "Delete
  project?" and "Restore snapshot?" leads back to the picker or the
  list like the other questions did, and so does deleting a project.
- Editor texts use American spelling throughout, like the port names:
  48 British spellings in 45 lines (colour, centre, initialised).
- objectName and groupName replace eleven copies of "own name, else
  the asset's" and three of "Group". One copy fell back to the object
  id instead of "?".

Duplicates, dead code, comments:
- routeFiles serves images, fonts and sounds instead of three copies.
  HashedFileStore holds what the three stores shared: keeping a file
  under its hash with its name, listing and deleting. The stores keep
  only which bytes they take and what a record says.
- AtomicFile replaces nine copies of temp file plus rename.
- removeShapes is the one way the canvas, the inspector button and
  Delete take shapes out.
- GraphInterpreter.fire was called by tests only. The 54 calls use a
  helper in tests/helpers.ts now.
- FileStore.delete, HttpFileStore.delete and the PluginApi type were
  unused. A doc comment in actions.ts sat above the wrong function.

Checked and left as is:
- solidCells is used by tests only. It is the per-cell view before the
  merge into rectangles, the one place the largest-scale rule shows.
- An undo checker ran all 124 commands of the unit tests and compared
  the project before and after undo. The only differences are empty
  ports, groups and notes lists where there were none, which the file
  format drops anyway.

Docs:
- README: the check sum.
- Wiki, own commit: API (admin-only deletes, 422, file modes, lock
  file), Home (the "Not yet" list named three things that exist),
  Concepts, Keyboard, Vector art, Architecture and Development, and
  the 38 characters Gitea flagged as ambiguous on eight pages.
- .gitignore: the lock files, and pasted-*.png in any folder, which
  keeps the screenshot archive out.

Tests:
- ./check.sh: 195 files, 2817 tests, exit 0 (+2 for the name helpers).
- PHP: accounts 52 in the web container and 53 in the CI image with
  the race test (+2), snapshots 15 (+1), releases 20.
- Full e2e run: ALL PASSED, 1586 checks (+6 in 12, 47, 49 and 50).
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks. The example
  project files were restored byte for byte afterwards.
- The file stores of HEAD and of this commit give byte-identical
  output for the live folders and for store, list and delete in a
  throwaway folder.
- Counter-checks, all fail as expected: a 500 for bad bytes fails 12,
  no admin check fails 49, removing the lock file again loses saves
  in 3 of 3 runs (151 to 170 of 321), Delete ignoring shapes fails 47,
  Escape that only closes fails 50, and dropping the shape case fails
  the type check (TS2366).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:12:55 +02:00
adminandClaude Opus 5.5 8b44f97c35 Let a child sort with its parent so its Z stays local (#232)
game-maker / gate (push) Successful in 3m7s
game-maker / suite (push) Failing after 8m51s
An animated or set Z of -1 on a weapon put it behind everything on Z 0,
not just behind the player holding it. A child can now opt in to being
drawn at its parent's place, so its own Z only orders it against the
parent and its siblings.

- New property "Sort with parent" on sprites, texts and particle
  emitters, shown in the inspector right under Z. It is a normal
  property, set on the asset and overridable per object.
- With it on, the rest of the scene sees only the parent's Z and, where
  the layer sorts by Y, the parent's feet. Below 0 the child is drawn
  behind the parent, from 0 on in front.
- It works across levels: a grandchild with the switch hangs on the top
  object of the chain.
- It has no effect under a parent that is not drawn itself (container,
  behavior, camera, collider) or under a tilemap.
- New assets start with it on, saved ones read as off, so old projects
  draw unchanged. For that a schema row now has "initial" next to
  "default". The gold "changed" mark and reset follow "initial", so a
  fresh sprite is not marked as changed. No load migration is needed.
- parentGroups() in drawOrder.ts gives a slot only to the top of a
  chain and inserts the children there. Editor, play mode and picking
  all use it, so they agree.

Tests:
- 10 new unit tests in tests/viewport/sort-with-parent.test.ts.
- 8 existing tests list the sprite rows or defaults and got the row.
- New e2e check 5b-ii clicks the switch and checks order and undo.
- Counter-checks, all originals restored by cmp: switch ignored fails
  7, children not sorted by Z fails 6, no chain fails 1, "initial"
  ignored fails 9, row missing in the inspector fails e2e 5.
- ./check.sh: 166 files, 2426 tests, CHECK EXIT 0.
- e2e 5: ALL PASSED, 13 checks. Check total 1398, computed only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:08:09 +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
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
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
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
rootandClaude Fable 5.1 28c0789b19 Shader graph: Abs node, the distance from 0 per channel
game-maker / suite (push) Failing after 8m10s
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 18:46:20 +02:00
rootandClaude Fable 5.1 a399795772 Shader graph: Pow node, base held at 0, exponent broadcast for colours (#80)
game-maker / suite (push) Failing after 8m13s
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 18:29:04 +02:00
rootandClaude Fable 5.1 102a649a35 Shader library: fingerprint without node positions, a drag no longer recompiles (#65)
game-maker / suite (push) Successful in 9m5s
shaderFingerprint(graph) covers node id/type/params/ports and edge endpoints only;
x/y, collapsed, folded and edge ids stay out. ShaderLibrary keys on it and counts
compiles (__gm.shaderCompiles()). Measured before: one compile per preview step of a
node drag (12 for a harness drag); after: 0, a param change exactly +1.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 18:00:48 +02:00
rootandClaude Fable 5.1 016e83c9b5 Transform: scale, rotation and mirror as properties, world transform as a matrix chain, oriented colliders (#76)
game-maker / suite (push) Successful in 9m5s
Four new rows on sprite, text, collider and container (block TRANSFORM):
scale, rotation in degrees clockwise, mirrorX, mirrorY. As properties they
get override/reset/apply, loading of old projects, write-back after play and
the Properties node for free; camera and behavior have none.

The hierarchy composes T*R*S per level (composeAlongChain replaces
sumAlongChain), so children rotate and scale with their parent. Reparenting
and grouping keep the look (carriedTransform). Drawing goes through
placeNode, the gizmo is a polygon, cull and objectRect use the AABB, drags
are computed in the parent's system.

Colliders are oriented boxes: SAT for box/box, box-circle in the box frame;
exitDistance replaces axisSeparation/axisCorrection, moveAndSlide moves along
the object's own axes.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 17:25:06 +02:00
rootandClaude Fable 5.1 f85606427b Shader graph: UV, Sample texture, Texture size, Time, Sin/Floor/Fract/Step; edge mode on Output (#78)
game-maker / suite (push) Successful in 8m38s
Fragment-side coordinate nodes instead of vertex nodes: the quad stays the
quad, a UV read plus a sample at a computed coordinate covers flip, scroll,
wave, pixelate and scanlines. Time is a uniform only when a Time node reaches
the Output; a viewport that drew a Time shader redraws from the ticker so the
Scene tab animates without a running world. Edge (Mirror/Repeat/Clamp) is a
second texture variant in TextureLibrary because WebGL binds no TextureStyle
resource of the shader. The compiler now emits #version 300 es first: Pixi
only compiles as ES 3.00 when the fragment says so, and textureSize needs it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 16:18:22 +02:00
rootandClaude Fable 5.1 0e5e5ef925 Shaders draw in the sprite's own pass: a Mesh with the graph's fragment, no filter (#77)
game-maker / suite (push) Successful in 8m24s
A sprite's picture is now a Mesh (unit quad, sibling of its Graphics node, which keeps
only the hit area); a worn shader replaces Pixi's fragment in that draw, so there is no
intermediate texture and no extra render pass. Measured on the HD 630: 400 shaded
sprites hold 60 fps (was 34), 800 hold 56 (was 20).

Two Pixi facts the code leans on: a mesh's texture is bound only for Pixi's own shader,
so GraphShader.wear hands it over; and MeshPipe caches whether a mesh batches and
re-checks it only in a frame without structure changes, so switching a shader on or
off calls mesh.unload().

The console panel mirrors console.group/groupCollapsed/groupEnd and fills the %s %d
%o %c directives, so Pixi's deprecation warning shows its head, not only its stack.
E2E 12 guards against the addChild-on-Graphics warning, 28 counts shaders instead of
filters.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 15:31:08 +02:00
rootandClaude Opus 5 5c1c3c6fd6 Properties node: name each shader param by its shader (#66)
game-maker / suite (push) Successful in 8m23s
The + Property menu of the Properties node offered every shader's params
for every sprite. Each shader row now carries its shader name, and a name
shared by two shaders lists both: "brightness (Adjust colors, Neon glow)".
Sprite-owned rows stay unlabelled.

The note hangs off a map keyed by the def object, not by the name -- a
sprite property and a shader param may share a name (#63), and keying by
name would label the wrong row.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 14:05:01 +02:00
rootandClaude Fable 5.1 ccc6dc5b6e Shader graph: Number node, a typed constant like Color (#72)
game-maker / suite (push) Canceled after 6m55s
No input, one Value param (step 0.05, drawn on the node), output `value`
as a float literal via floatLiteral (2 -> 2.0, NaN -> 0.0). No uniform,
no sprite row - that is the difference to Property.

The e2e negative check for "no behavior node in the palette" now uses
Boolean as its marker, and step 28 types the palette search first
because the palette scrolls from twelve entries on.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 12:26:53 +02:00
rootandClaude Fable 5.1 3da0ef1be2 Shader graph: alpha input on Output, Texture alpha node (#70)
game-maker / suite (push) Successful in 7m55s
Output gains a number input `alpha`; unconnected it reads the texel's
alpha, like `color` reads the texel. The epilogue premultiplies with the
resolved alpha. New `Texture alpha` node exposes texel.a for maths.

PortDef.inline=false keeps the alpha port without an inline field: every
number port is inline by default, and a typed default of 0 would have made
every shaded sprite invisible. The compiler's texel fallback is typed:
colour ports get rgb, number ports get texel.a.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 11:51:59 +02:00
rootandClaude Fable 5.1 a32b7c6daa Adjust colors: brightness adds instead of multiplying (#62)
game-maker / suite (push) Failing after 4m1s
The shipped shader graph gains a `brightness - 1` offset node, so 1 stays
neutral and brightness lifts every channel by the same amount; contrast keeps
multiplying, saturation keeps mixing with the luma. Fixture, seeds, unit and
e2e expectations follow (twelve nodes, 1.25 -> #80c0ff).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:58:50 +02:00
rootandClaude Fable 5.1 42cafa7543 Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
game-maker / suite (push) Failing after 3m59s
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:41:14 +02:00