Files
feuerwerk/tools
adminandClaude Opus 5.5 80b25488ce
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Successful in 16m2s
Show a Saturation node as a device that glows with its drive (#396)
A Saturation in the graph was a stack of rows. The user wanted a device
of its own style and size, like the Delay and the Reverb, that shows
warmth and heat the harder the sound is driven.

- The node is a copper plate of 720x280 with a button per type, the
  auto-gain lever, a big drive knob and small knobs for tone, output
  and wet. Each change is one undo step, wired numbers lock their knob.
- The screen draws a sine at -12 dBFS, the level auto-gain is reckoned
  at, as a grey ghost. Over it is the wave that comes out: bent by the
  type, its DC taken out, auto-gain and output after it, blended by
  wet. Under it stand the auto-gain and the peak.
- The heat is the drive over 48 dB, as far as wet lets it be heard.
  The wave goes from cold steel through ember red to white, a glow
  rises from below and flickers, and embers fly up from about 8 dB on.
  A lamp beside the name glows with it.
- The node keeps the editor drawing only while there is heat. Without
  drive it draws nothing, unlike the Delay, which always animates.
- The Reverb's private type button is now PickButton with its own
  colours, and the Saturation's type buttons use it as well.
- No instrument preset uses a Saturation, so no preset needs more
  columns.

Tests:
- Unit saturation-view: 14 new tests.
- Counter-check: without taking out the DC, exactly the DC test fails.
- e2e 34 (atx): ALL PASSED, 137 checks, one new for type, lever and
  drive with undo.
- Gate (atx): CHECK EXIT 0, 289 files, 4431 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:05:11 +02:00
..
Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
2026-09-20 14:24:27 +02:00