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feuerwerk
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4b5b91eaaa0b527488a6e67595064c5aacdc20bd
feuerwerk
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tests
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ui
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Claude Opus 5
e3ebf44593
game-maker / gate (push)
Successful in 1m58s
Details
game-maker / suite (push)
Successful in 6m54s
Details
Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (
#176
)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-19 18:36:20 +02:00
..
clicks.test.ts
Count clicks ourselves so double-clicks work at all
2026-09-09 14:13:05 +02:00
math.test.ts
Number fields drop trailing zeros: formatNumber still rounds to at most 3 decimals and then removes zeros at the end, so 100.000 reads 100 and 0.500 reads 0.5, everywhere (inspector, graph and shader nodes, duration and fps in the animation and tile tabs); a field's own decimals is now an upper limit, stored values are unchanged, -0 still shows as 0, and the graph's separate integer rule is gone (
#172
)
2026-09-19 14:29:00 +02:00
popup-placement.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
render.test.ts
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
scroll-container.test.ts
Scrolling content is narrowed by the scrollbar width while the scrollbar is shown, so it no longer sits under the bar
2026-09-18 07:29:58 +02:00
search.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
svg-icons.test.ts
Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (
#176
)
2026-09-19 18:36:20 +02:00