Commit Graph
5 Commits
Author SHA1 Message Date
adminandClaude Opus 5 ffdf0a8ddb The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
game-maker / gate (push) Successful in 2m4s
game-maker / suite (push) Successful in 7m26s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 18:54:12 +02:00
rootandClaude Opus 5 3ed8b68ecf Describe every value kind in one table instead of spreading it over the code
A kind like colour or texture used to be spelled out in five parallel
lists, its port type, its empty value, its glyph, its label and its list
tag - 22 literal places for texture alone. core/properties/kinds.ts now
holds one row per kind and the rest is derived from it, so adding a kind
is one row. The five literal nodes collapse into literals.ts, the six
kind menus into one helper.

Number, Text, Boolean is now the one order everywhere; the variable and
port menus used to list Boolean before Text.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 14:47:17 +02:00
rootandClaude Fable 5.1 8a7185948d Make texture and colour full kinds and drop the load-time migrations
- `Texture` and `Color` can be picked as a variable kind, a struct field
  kind and a declared port kind; a new `Texture` node hands a picture id
  into the graph. Declared, a texture is its bare id – the `$texture` tag
  stays a list-only thing.
- The `String` node is labelled "Text" like its kind; the type id stays.
- Whole-number inputs (`Item at`, `Set item`, `Sub list`, `Fill`,
  `Repeat`, `Substring`, `To text`) show no decimals (`int()` in shared.ts).
- All server projects are reseeded, so `legacyNodes.ts`,
  `migrateDeclaredLists` and the `ownerId` fallback go, with their tests.
- Note `reseed-because-of-list` moved to done/; new note `refactor-types`.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 14:06:14 +02:00
rootandClaude Fable 5.1 11c900c998 Drop the per-list item declaration; every item carries its own kind
A list no longer says what its items are. ListDef.items, ListDef.fields,
ListFieldDef.items and SetListItemsCommand are gone; the single seam is
src/core/properties/listItems.ts. JSON already tells number, text, boolean
and struct apart, so only two kinds need a tag: {"$color": n} and the new
{"$texture": id}. Field names cannot start with "$", so a tag never
collides with a struct field. On a data link a texture item arrives as
its bare id; the graph has no images.

List tab: the mark in front of each row is the kind picker, "+ Item"
asks for the kind, both are ordinary value edits (one undo step). A list
inside a struct field only offers the flat kinds because the depth rule
forbids a struct item there (ListAccess.kinds); the menu used to offer
it and silently do nothing.

Legacy lists that declared items: 'color' are tagged on load.

Actor demo: the four walk animations and four standing frames live in
two list variables of texture items indexed by facing (Item at), so the
graph can be rebuilt in the editor. The stand frames get their grid ids
back; 44 nodes instead of 46.

Also: the user's edits to on-start-during-play.md and the new note
reseed-because-of-list.md.

Verified: check.sh 794 tests, full e2e 631 checks, smokes 24/19/20.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 13:35:02 +02:00
rootandClaude Opus 5 a9c3111377 Let a variable hold a list
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>
2026-09-09 21:26:31 +02:00