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010b6a7f6c5b7b2fd83f54936ec855d9a80f72f5
feuerwerk
/
src
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core
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graph
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admin
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Claude Opus 5
010b6a7f6c
game-maker / gate (push)
Successful in 1m56s
Details
game-maker / suite (push)
Successful in 6m45s
Details
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
)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-19 16:10:02 +02:00
..
nodes
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
)
2026-09-19 16:10:02 +02:00
dropTarget.ts
State machines: asset, tab, State branch and Set state nodes (
#51
)
2026-09-12 18:00:23 +02:00
emitGraph.ts
Two compilers that walk a graph the same way walk it through one emitter (
#85
)
2026-09-16 19:28:28 +02:00
Graph.ts
Three stores, three importers and three pickers that differ only in their type are one of each (
#85
)
2026-09-16 17:38:54 +02:00
GraphInterpreter.ts
Two compilers that walk a graph the same way walk it through one emitter (
#85
)
2026-09-16 19:28:28 +02:00
index.ts
A shared value belongs to the run, so a declaration carries its scope (
#91
)
2026-09-14 16:22:53 +02:00
keyRepeat.ts
Consolidate duplicated editor code, trim comments, refresh README
2026-09-11 11:00:30 +02:00
lookup.ts
A state change is something the graph can react to, so the machine announces it (
#53
,
#54
,
#55
,
#57
)
2026-09-15 06:18:20 +02:00
nested.ts
A shared value belongs to no behavior, so it becomes an asset of its own (
#91
)
2026-09-14 18:05:36 +02:00
NodeContext.ts
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
2026-09-19 11:36:11 +02:00
NodeRegistry.ts
A state change is something the graph can react to, so the machine announces it (
#53
,
#54
,
#55
,
#57
)
2026-09-15 06:18:20 +02:00
propertyPorts.ts
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
)
2026-09-18 18:11:43 +02:00
sharedState.ts
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
)
2026-09-19 16:10:02 +02:00
stateMachine.ts
A machine that arrives as a value can still be commanded, so a name may name its state (
#58
)
2026-09-16 09:08:57 +02:00
values.ts
Consolidate duplicated editor code, trim comments, refresh README
2026-09-11 11:00:30 +02:00
variablePorts.ts
Describe every value kind in one table instead of spreading it over the code
2026-09-12 14:47:17 +02:00