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1b5e386b603e2be32d44d5a6dba6b65d98313d0b
feuerwerk
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tests
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editor
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Claude Opus 5
4728f4fab5
game-maker / gate (push)
Successful in 1m43s
Details
game-maker / suite (push)
Successful in 6m8s
Details
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
)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-18 13:58:03 +02:00
..
annotation-drag.test.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
asset-menu.test.ts
A search that ignores what a thing is called is no search, so the name wins (
#43
)
2026-09-15 10:21:20 +02:00
beads.test.ts
Edit the graph during play and watch values and flow run through it
2026-09-11 21:19:07 +02:00
console-log.test.ts
Shaders draw in the sprite's own pass: a Mesh with the graph's fragment, no filter (
#77
)
2026-09-13 15:31:08 +02:00
editor-run.test.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
font-import.test.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
graph-band-selection.test.ts
A box drawn around a part of the graph is part of it, so a fit frames it and a band catches it (
#95
)
2026-09-16 14:23:56 +02:00
graph-framing.test.ts
A graph that grew past one screen needs somewhere to say what a part of it is for (
#38
)
2026-09-16 11:24:34 +02:00
graph-trail.test.ts
Add Get/Set properties nodes and a breadcrumb for opened sub-behaviors
2026-09-11 15:07:07 +02:00
image-grid.test.ts
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
)
2026-09-18 10:15:51 +02:00
list-slot.test.ts
Describe every value kind in one table instead of spreading it over the code
2026-09-12 14:47:17 +02:00
live-variables.test.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
node-selection.test.ts
Pan with the middle button, select several nodes, and fit properly
2026-09-09 14:29:30 +02:00
object-variables.test.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
open-asset.test.ts
Asset panel: double-click opens the tab, single click only selects (
#71
)
2026-09-13 12:10:21 +02:00
painted-tilemap.test.ts
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
)
2026-09-18 12:31:19 +02:00
palette-ranking.test.ts
A search that ignores what a thing is called is no search, so the name wins (
#43
)
2026-09-15 10:21:20 +02:00
pause.test.ts
Hold a running game, and let the editor run reach into containers
2026-09-09 18:16:28 +02:00
plugins.test.ts
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
)
2026-09-17 20:15:51 +02:00
sheet-view.test.ts
A frame that keeps its corners can be stretched to any size (
#41
)
2026-09-16 12:04:09 +02:00
struct-field-edit.test.ts
Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (
#62
)
2026-09-12 22:41:14 +02:00
tab-row.test.ts
Tab row: what does not fit goes behind a menu, the active tab always stays (
#84
)
2026-09-13 22:06:46 +02:00
texture-import.test.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
tile-strip.test.ts
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
)
2026-09-18 08:01:07 +02:00
tilemap-size-field.test.ts
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
)
2026-09-18 13:58:03 +02:00
timeline-view.test.ts
An animation's rows are edited on a timeline: double click sets a key, keys are banded, dragged and deleted, the ruler scrubs (
#98
)
2026-09-16 20:38:34 +02:00
track-selection.test.ts
An animation's rows are edited on a timeline: double click sets a key, keys are banded, dragged and deleted, the ruler scrubs (
#98
)
2026-09-16 20:38:34 +02:00
transitions.test.ts
A transition carries a name, so a state needs no visible port (
#52
)
2026-09-14 14:05:18 +02:00
variable-choices.test.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
variable-rows.test.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