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a65132bb5aec5b2217955a46342980725ddd0259
feuerwerk
/
tests
/
core
T
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admin
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Claude Opus 5
33a7b1b63e
game-maker / gate (push)
Successful in 1m38s
Details
game-maker / suite (push)
Successful in 5m51s
Details
Tilemaps are a new placeable asset type that is painted with autotiles in the scene view, with layers, brush, eraser and rectangle, and is drawn at runtime and in the export (
#128
)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-18 06:41:47 +02:00
..
animation-preview.test.ts
The scene view and the animation preview share one camera, the three form dialogs one base, and keys are found through one set of helpers (
#85
)
2026-09-17 14:19:53 +02:00
animation.test.ts
The scene view and the animation preview share one camera, the three form dialogs one base, and keys are found through one set of helpers (
#85
)
2026-09-17 14:19:53 +02:00
apply.test.ts
Measure a deviation against the base, not the innermost template
2026-09-09 13:45:27 +02:00
aspect.test.ts
Create a sprite asset from a texture's context menu
2026-09-11 09:57:19 +02:00
asset-ref.test.ts
Consolidate duplicated editor code, trim comments, refresh README
2026-09-11 11:00:30 +02:00
autotile.test.ts
Autotile floor tiles take their inner quadrants rotated by half a tile and their inner corners from the upper right block tile, matching RPG Maker MZ (
#118
)
2026-09-17 22:28:11 +02:00
bag-commands.test.ts
Fix findUsages/undo/node-lookup bugs, split Viewport and Editor, share command and inspector helpers
2026-09-08 09:22:49 +02:00
behavior-events.test.ts
Behavior lifecycle: On enable, On disable and On destroy events (
#42
)
2026-09-12 21:21:35 +02:00
camera.test.ts
Play through the first camera that is switched on
2026-09-09 16:13:30 +02:00
collapsed-node.test.ts
Add the Variable node and show the variable name in node titles
2026-09-11 13:34:09 +02:00
collider.test.ts
Transform: scale, rotation and mirror as properties, world transform as a matrix chain, oriented colliders (
#76
)
2026-09-13 17:25:06 +02:00
commands.test.ts
Transform: scale, rotation and mirror as properties, world transform as a matrix chain, oriented colliders (
#76
)
2026-09-13 17:25:06 +02:00
container.test.ts
Remove exports and methods nothing uses any more
2026-09-11 20:15:49 +02:00
deviation.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
dynamic-ports.test.ts
State machines: asset, tab, State branch and Set state nodes (
#51
)
2026-09-12 18:00:23 +02:00
enabled.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
folded-edge.test.ts
Give the three asset tabs one base, and move the viewports into the editor
2026-09-10 07:14:38 +02:00
fonts.test.ts
Fonts: a new asset type, picked from the server or dropped in, worn by text objects (
#74
)
2026-09-13 20:09:59 +02:00
frame-commands.test.ts
A frame with borders tiles unless told to stretch
2026-09-16 18:13:11 +02:00
ghost-ports.test.ts
An edge to a vanished port needs a handle, so the port stays as a ghost (
#60
)
2026-09-14 11:50:36 +02:00
graph-annotations.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.test.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
hierarchy.test.ts
Transform: scale, rotation and mirror as properties, world transform as a matrix chain, oriented colliders (
#76
)
2026-09-13 17:25:06 +02:00
holders.test.ts
A game that is more than one scene needs a way from one to the next, so the graph can load one (
#39
)
2026-09-15 13:24:26 +02:00
http-store.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
key-repeat.test.ts
Type a repeat delay as whole milliseconds
2026-09-10 05:59:39 +02:00
kinds.test.ts
State machines: asset, tab, State branch and Set state nodes (
#51
)
2026-09-12 18:00:23 +02:00
list-item-kind.test.ts
An animation is a timeline of rows over one asset, played on an object rather than worn as a picture (
#97
)
2026-09-16 20:02:25 +02:00
list-of-structs.test.ts
Describe every value kind in one table instead of spreading it over the code
2026-09-12 14:47:17 +02:00
list-value.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
list.test.ts
Fix findUsages/undo/node-lookup bugs, split Viewport and Editor, share command and inspector helpers
2026-09-08 09:22:49 +02:00
live-values.test.ts
State machines: asset, tab, State branch and Set state nodes (
#51
)
2026-09-12 18:00:23 +02:00
load-scene.test.ts
A game that is more than one scene needs a way from one to the next, so the graph can load one (
#39
)
2026-09-15 13:24:26 +02:00
nested-behavior.test.ts
State machines: asset, tab, State branch and Set state nodes (
#51
)
2026-09-12 18:00:23 +02:00
node-catalog.test.ts
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
nodes.test.ts
Replace the five variable nodes with one Variables node
2026-09-11 16:56:24 +02:00
particles.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
placement.test.ts
Place assets by dragging them from the panel into the view
2026-09-09 13:09:13 +02:00
property-ports.test.ts
State machines: asset, tab, State branch and Set state nodes (
#51
)
2026-09-12 18:00:23 +02:00
resolve.test.ts
Transform: scale, rotation and mirror as properties, world transform as a matrix chain, oriented colliders (
#76
)
2026-09-13 17:25:06 +02:00
scope.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
serialize.test.ts
A frame with borders tiles unless told to stretch
2026-09-16 18:13:11 +02:00
shaders.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
sounds.test.ts
A game that is more than one scene needs a way from one to the next, so the graph can load one (
#39
)
2026-09-15 13:24:26 +02:00
state-machine.test.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
struct-shape-ports.test.ts
State machines: asset, tab, State branch and Set state nodes (
#51
)
2026-09-12 18:00:23 +02:00
struct-variable.test.ts
Drop the per-list item declaration; every item carries its own kind
2026-09-12 13:35:02 +02:00
text-and-pointer.test.ts
Replace the property nodes with one Properties node
2026-09-11 18:40:47 +02:00
texture-commands.test.ts
A border drawn in pixels is as wide as the texture says a pixel is, so a small sheet can frame a large sprite (
#96
)
2026-09-16 18:09:43 +02:00
texture-kind.test.ts
State machines: asset, tab, State branch and Set state nodes (
#51
)
2026-09-12 18:00:23 +02:00
texture.test.ts
A border drawn in pixels is as wide as the texture says a pixel is, so a small sheet can frame a large sprite (
#96
)
2026-09-16 18:09:43 +02:00
tilemap.test.ts
Tilemaps are a new placeable asset type that is painted with autotiles in the scene view, with layers, brush, eraser and rectangle, and is drawn at runtime and in the export (
#128
)
2026-09-18 06:41:47 +02:00
time.test.ts
One clock under everything that moves by itself (
#90
)
2026-09-14 09:31:53 +02:00
transform.test.ts
A source wears an icon without becoming decoration (
#89
)
2026-09-14 08:25:49 +02:00
variable-node.test.ts
State machines: asset, tab, State branch and Set state nodes (
#51
)
2026-09-12 18:00:23 +02:00
variable-ports.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
walk.test.ts
Consolidate duplicated editor code, trim comments, refresh README
2026-09-11 11:00:30 +02:00
world-sync.test.ts
Remove exports and methods nothing uses any more
2026-09-11 20:15:49 +02:00