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32057a96fc8e83d98ecb298efed9f509b389a224
feuerwerk
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Claude Opus 5
32057a96fc
game-maker / gate (push)
Successful in 1m52s
Details
game-maker / suite (push)
Successful in 6m41s
Details
Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (
#151
); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (
#141
, to be reworked)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-18 22:56:25 +02:00
..
assets
Add a four-direction walk demo that seeds its own sprite sheet
2026-09-12 12:13:13 +02:00
ci
CI shells: keep a project file that is already there
2026-09-13 20:50:52 +02:00
e2e
Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (
#151
); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (
#141
, to be reworked)
2026-09-18 22:56:25 +02:00
lib
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
e2e.mjs
A test that waits for a deadline somebody guessed is waiting for the wrong thing, so it waits for the editor (
#93
)
2026-09-16 08:08:10 +02:00
perf-shaders.mjs
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
seed-actor.mjs
An animation is a value a graph can pick, and playing a running one makes it win again (
#97
)
2026-09-16 20:47:31 +02:00
seed-e2e.mjs
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
seed-jumprun.mjs
Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (
#62
)
2026-09-12 22:41:14 +02:00
seed-tetris.mjs
Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (
#62
)
2026-09-12 22:41:14 +02:00
smoke-actor.mjs
An animation is a value a graph can pick, and playing a running one makes it win again (
#97
)
2026-09-16 20:47:31 +02:00
smoke-jumprun.mjs
Replace the property nodes with one Properties node
2026-09-11 18:40:47 +02:00
smoke-tetris.mjs
Replace the property nodes with one Properties node
2026-09-11 18:40:47 +02:00