
adminandClaude Opus 5
bdb3f066cf
The asset type "vector art" exists as a model, which is stage 1 of #129 and shows nothing in the browser yet on purpose: a vectorart asset is not placeable, sits in the + menu and in the asset panel with its own icon (a curve between two points) and has no tab, so it behaves like a font - selectable, its rows in the inspector, a double click leading nowhere - because the tab is stage 3 and half an asset would only be in the way; the data model in Asset.ts is a shape built from rings (even-odd, so a shape may have holes, answer 6 in the issue), a ring being points with optional bezier handles in/out stored as an offset from the point and a closed flag (an open path is stroke only, answer 4), plus fill colour, opacity and an optional stroke (answer 5) - the two handles are kept apart instead of mirrored, because what "smooth" means is the editor's business and not the model's; canvas width, height and the filter are properties, so they get an inspector row and undo like any other, while the shapes are intrinsic data like the frames of a texture; the revision that #185 hands to the picture path is a fingerprint of what is drawn, not a counter, which is exactly why that key took a string token - no command can forget to bump it - and the name of a shape is deliberately left out of it, renaming changing no pixel; six undo commands in the new vectorArtCommands.ts (add a shape numbered in order, remove one which comes back to its old place - unlike a tilemap layer the last one may go too -, rename, move, write the rings as one step per gesture with the list copied, and set the style where stroke: null takes it away) and the pure function shapeOrderTarget for the four buttons of the planned inspector list (one forward, to front, one back, to back), which also serves dragging in that list; loading from a project file is strict - a point without numbers falls away, a broken handle leaves a corner behind, duplicate shape ids fall away like duplicate layer ids, a stroke of width 0 is no stroke - while a ring with a single point, which is what someone is drawing right now, stays; three findings on the way: JSON.stringify as the fingerprint was wrong because the same drawing came back from a project file as {points, closed} and was built as {closed, points}, so a reload would have rasterized the same picture under a new key (the fingerprint writes its fields in a fixed order now and a test measures that case), toNumber in serialize.ts turns any nonsense into 0 so the Number.isFinite checks ran into nothing and {x: 'far'} became the left edge instead of vanishing (shapes read numbers strictly via asFinite, 0 being a place on the canvas here), and "Vector art" would have been both a menu entry and the panel heading, which an existing test catches because a click by text would hit the heading - the group is called "Vector drawings" now while the menu entry stays "Vector art"; 20 new unit tests in tests/core/vectorart.test.ts and three counter-checks hold: the fingerprint back on JSON.stringify fails 2, reading the numbers loosely again fails 4, and not copying the ring list fails 1; no e2e check and the check sum stays 1157, only module 04 counting 19 asset types instead of 18 (#129)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 20:29:35 +02:00
..
Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (#146)
2026-09-18 18:11:43 +02:00
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Changing the password: the Logout button at the far right of the toolbar became an Account menu that names the signed-in account in an entry of its own that cannot be picked, with Change password... above Logout, and the new dialog (src/editor/auth/PasswordDialog.ts) asks for the current password, the new one and its repetition, all three as bullets, and stays standing when the server refuses so that it can say why, unlike the other form dialogs; the rules for empty, too short, new equal to old and a differing repetition sit as the pure function passwordProblem() next to loginProblem(), the API gained POST ?r=auth/password which answers 204, insists on the current password although a session is there, enforces a minimum length of 8 in UserStore::MIN_PASSWORD_LENGTH and again in the client so the mask can answer without asking the server, and the new SessionStore::destroyAllFor($user, $keep) ends every other session of the account while the tab that changed the password keeps its own; the placeholders admin/admin and user/user stay as they are, which the length check does not touch because it only runs when a password is set through the API; e2e 45 grew by 8 checks for the menu, the dialog, both refusals and signing in with the old and the new password, and it sets the e2e account back at the end - a run dying in between leaves it on <password>-tmp, which a make-user.php call repairs (#182)
2026-09-20 13:46:40 +02:00
2026-09-08 09:22:49 +02:00
Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (#146)
2026-09-18 18:11:43 +02:00
Moving against a tilemap whose cells block with an outline no longer costs more than a whole frame: an outlined cell is its own polygon, split into convex parts, so a map that is a handful of merged rectangles when built from plain solid tiles is hundreds of solids under one entity - and Move brought every one of them into world coordinates and tested it exactly, including the ones on the far side of the map, which measured 148 ms per Move call on a 20x20 map with 16-corner outlines (34 ms at 8 corners, 0.4 ms with plain solid tiles), matching the report that standing still holds 60 fps while anything that moves stutters; the fix is a broad phase in two stages that decides nothing and only leaves out what cannot be reached - a move never ends further from its start than it is long, because sliding always shortens the rest, so every collider of the mover gets a rectangle grown by the move length and an obstacle whose rectangle does not meet it is never tested, a ray taking the rectangle around itself, and that rectangle is carried back into the map's own units with invert(m) and turned into cell coordinates (cellsWithin), a rotated map through its own axes, so a far cell is not brought into world form in the first place - solidShapesOf was O(cells) per call, which was the second cost block and the reason the 60x60 case still grew; CollisionSystem.overlaps takes the same range, so the editor run asks a map only for the cells within reach of the other side each frame, two maps narrowing nothing, and a Move obstacle now falls away at build time when its layer does not meet the mover's (#152) instead of inside the loop; the measurements after: 148 -> 0.26 ms, 34 -> 0.27 ms, 60x60 20 -> 3.5 ms, plain tiles unchanged; this is no regression of the recent commits - the same benchmark in worktrees against 947a6b1 (#141), 6a31f5e, 4f55f85 and ae3aa7d gives the same 85-148 ms, the cost has been there since outlined cells arrived with #141; new pure functions shapeBounds/grownBounds/boundsMeet in collider.ts and cellsWithin/cellsMeet in tilemapCollision.ts, 11 new unit tests in tests/core/broadphase.test.ts (the rectangles of all four shapes including a rotated box measuring its diagonal reach, touching counts as meeting, cellsWithin straight and turned by 90 degrees, a map handing out 400 cells without a range and under 10 with one, an 800 unit move from far away still stopping at the first cell, a rotated map blocking where its one painted cell was turned to, a ray across the whole map, and the editor run seeing a collider on a far cell), and four counter-checks hold: dropping the cell filter fails the counting test, padding without the move length fails 4 move tests, ignoring the rotation in cellsWithin fails 3, and a wrong range in the detection fails the touching test; one blunt test on the way - the first rotated map was painted on every cell, where even a wrongly computed cell range blocks and the counter-check stayed green, so exactly one cell is painted now and the test measures where it turned to; no e2e check and the check sum stays 1157, because a timing check in the browser would flutter under CI load while modules 40 and 42 cover the correctness anyway, the speed evidence being the node benchmark (#184)
2026-09-20 19:25:53 +02:00
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Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the names a project starts with, so the three places that have to agree read the same function: the editor run through CollisionSystem, the Solids sweep per pair and Rapier, where the mask becomes the collider's interaction groups; the project file gained collisionLayers: ["Default"] (default one layer, no formatVersion bump), the collider schema two new kinds - layer as a dropdown of the project's layers and layerMask as a menu of tickboxes that stays open while it is ticked (Menu.ts learned rows that do not close on a pick) - and the names are edited through "Collision layers..." in the toolbar's Project menu, not a Project tab, which is the decision I made myself because the question ran into the MCP timeout: the dialog (src/editor/CollisionLayersDialog.ts) holds up to 16 names, Add layer appends "Layer <n>" and Apply writes all of them as one undo step (SetCollisionLayersCommand); a mask read from a file goes through a check that refuses anything that is not a finite number, because Number(null) is 0 and a collidesWith: null would silently have meant "meets nothing"; 9 new e2e checks in module 8 cover the menu entry, the dialog, Add layer, Apply and its undo, both inspector rows, the tickbox menu, and the mover walking straight through the crate that 8c blocked on once their layers no longer meet, and 21 new unit tests cover the rule, the schema and the command (#152)
2026-09-20 15:31:22 +02:00
One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid tiles, a contact blocks only when its normal is within 45 degrees of the blocking side, the new node Ignore one-way lets an object drop through for a while, and it all holds for Move and for dynamic bodies in Rapier, where the decision is made before each step because the hook may not touch the engine (#155); the new Raycast node answers hit, object, collider, point, normal and distance in our own f64 geometry, the same in editor run and play, and the editor run draws each ray for 0.25 s (#153); On collision stay gains an interval with its own clock per pair, and stay and enter gain the contact point next to normal and impulse (#149); fixes that every Rapier collider of a tilemap had the shape of its last cell
2026-09-19 11:36:11 +02:00
2026-09-13 17:25:06 +02:00
2026-09-11 20:15:49 +02:00
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2026-09-16 18:13:11 +02:00
A picture in the editor may now be drawn instead of uploaded, which is the piece #129 (Vector art) and #130 (Pixel editor) both need and neither could build alone: TextureRef.file has been a file name on the server, isTextureFile() checking a sha256 hash plus an extension and TextureLibrary fetching it over HTTP, so an asset that paints its own image had nowhere to put itself - the key now also takes the form gen:<assetId>@<revision>, which an uploaded file can never look like, and everything that only passes a ref along (sprite, tile, tilemap mesh, particle source, shaders, aspect ratio) is untouched because it still sees a Texture; the revision is a string, not a counter, which is the one deviation from the plan in the issue and costs nothing - gen:a1@7 and gen:a1@c0ffee go through the same door, so a generator may fingerprint its own content instead of relying on every command to remember to bump a number; two registries keyed by asset type as a plain string, so a plugin may bring its own type - registerPictureSource(type, read) in the new core/model/generated.ts tells the model canvas size and revision and resolvePicture() builds the ref from it (no rect, no slice, smooth from props.filter like a texture), and registerPictureGenerator(type, draw) in the new viewport/generatedPictures.ts hands out the finished texture, projectPictureFactory(() => state.project) tying the two together per session in App.ts; invalidation is a rule instead of guesswork at twenty call sites: GeneratedPictures<T> holds one picture per asset keyed on the revision and frees the old one as soon as the new is drawn, TextureLibrary destroying it and dropping the crops cut from it, while a generator that cannot draw yet is not remembered but asked again next time - the class imports Pixi as a type only, so the whole bookkeeping is measurable without a GPU; carried along are the picture picker (a drawn asset sits among the textures by name, without frames), the delete warning (counts tiles and animations for it too) and the asset context menu, where "Create sprite from picture" now covers it while "Create animation from texture" stays texture-only because it needs frames; one finding while probing - crop() could not have cut a generated texture at all, a RenderTexture having no source.resource to draw back from and drawImage running onto null, so it is handed out whole, a drawn picture having no sheet whose neighbouring row could bleed in; 18 new unit tests, 10 in tests/core/generated-picture.test.ts (building and splitting the key, an uploaded file is not one, no registry means no picture, resolving to canvas size, a new revision is a new key, a canvas without a size, the filter, the sprite size, picker order) and 8 in tests/viewport/generated-pictures.test.ts (drawing once, freeing the old revision and only for its own asset, null is not remembered, no key means nothing drawn, a session change gives everything back, peek), and three counter-checks hold: dropping generated assets from resolvePicture fails 5 of the 10 core tests, not freeing the old revision fails 1 viewport test, and narrowing the picker back to textures fails 3; no e2e check and the check sum stays 1157, because without a generator the groundwork shows nothing in the browser - that evidence comes with #129 (#185)
2026-09-20 20:09:42 +02:00
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Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the names a project starts with, so the three places that have to agree read the same function: the editor run through CollisionSystem, the Solids sweep per pair and Rapier, where the mask becomes the collider's interaction groups; the project file gained collisionLayers: ["Default"] (default one layer, no formatVersion bump), the collider schema two new kinds - layer as a dropdown of the project's layers and layerMask as a menu of tickboxes that stays open while it is ticked (Menu.ts learned rows that do not close on a pick) - and the names are edited through "Collision layers..." in the toolbar's Project menu, not a Project tab, which is the decision I made myself because the question ran into the MCP timeout: the dialog (src/editor/CollisionLayersDialog.ts) holds up to 16 names, Add layer appends "Layer <n>" and Apply writes all of them as one undo step (SetCollisionLayersCommand); a mask read from a file goes through a check that refuses anything that is not a finite number, because Number(null) is 0 and a collidesWith: null would silently have meant "meets nothing"; 9 new e2e checks in module 8 cover the menu entry, the dialog, Add layer, Apply and its undo, both inspector rows, the tickbox menu, and the mover walking straight through the crate that 8c blocked on once their layers no longer meet, and 21 new unit tests cover the rule, the schema and the command (#152)
2026-09-20 15:31:22 +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
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2026-09-12 14:47:17 +02:00
The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
2026-09-20 18:54:12 +02:00
2026-09-18 16:01:12 +02:00
2026-09-12 18:00:23 +02:00
Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (#146)
2026-09-18 18:11:43 +02:00
2026-09-12 18:00:23 +02:00
The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
2026-09-20 18:54:12 +02:00
2026-09-11 16:56:24 +02:00
The Raycast node filters by collision layers: the node gained a "Layers" setting, a tickbox per collision layer of the project - the same field kind the collider uses for "Collides with" - and the ray only hits what sits on a ticked layer, tilemaps counting as colliders; the default is every layer, and a graph without the param answers exactly as before, which is its own unit test; the check is one-sided on purpose, unlike the symmetric rule of #152: a ray is not a collider, so it never reads the collidesWith of the thing it hits - a collider that meets nothing is still seen by a ray - because who a ray may look at is the ray's business, and a unit test holds that case; the filter sits in Solids.raycast in front of the intersection test, which is the one path the editor run and Play both take, so every unit test runs through describe.each against both systems; NodeView did not know the field kinds layer/layers, so the node would have read "Layers: 65533" - it now shows the name of the layer, or "All layers"; 5 new e2e checks in the new block 43d (a shield on its own layer between the caster and the floor stops the ray, the "Layers" row on the node, the tickbox menu with the project's layers, the ray reaching 280 instead of 145 units once the shield's layer is unticked, and the mask read as a name) and 6 new unit tests, three against each system; two counter-checks hold: disarming the filter line drops 6 unit tests and the unticking check in module 43, and switching the formatting off makes the node check fail with the raw bits; two findings from measuring came out of it and stand in the wiki and the notes - __gm.rays() only measures while the Scene tab is in front, so a node selection blinds it and the block measures through a Log node on distance instead, and a running behavior instance keeps the graph it started with, so the editor run casts with the old mask until the instance is built anew (#158)
2026-09-20 18:15:35 +02:00
One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid tiles, a contact blocks only when its normal is within 45 degrees of the blocking side, the new node Ignore one-way lets an object drop through for a while, and it all holds for Move and for dynamic bodies in Rapier, where the decision is made before each step because the hook may not touch the engine (#155); the new Raycast node answers hit, object, collider, point, normal and distance in our own f64 geometry, the same in editor run and play, and the editor run draws each ray for 0.25 s (#153); On collision stay gains an interval with its own clock per pair, and stay and enter gain the contact point next to normal and impulse (#149); fixes that every Rapier collider of a tilemap had the shape of its last cell
2026-09-19 11:36:11 +02:00
2026-09-19 16:30:52 +02:00
2026-09-16 17:38:54 +02:00
2026-09-18 16:56:47 +02:00
One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid tiles, a contact blocks only when its normal is within 45 degrees of the blocking side, the new node Ignore one-way lets an object drop through for a while, and it all holds for Move and for dynamic bodies in Rapier, where the decision is made before each step because the hook may not touch the engine (#155); the new Raycast node answers hit, object, collider, point, normal and distance in our own f64 geometry, the same in editor run and play, and the editor run draws each ray for 0.25 s (#153); On collision stay gains an interval with its own clock per pair, and stay and enter gain the contact point next to normal and impulse (#149); fixes that every Rapier collider of a tilemap had the shape of its last cell
2026-09-19 11:36:11 +02:00
2026-09-09 13:09:13 +02:00
2026-09-19 12:54:53 +02:00
2026-09-12 18:00:23 +02:00
The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
2026-09-20 18:54:12 +02:00
2026-09-13 17:25:06 +02:00
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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)
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Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
2026-09-20 17:24:42 +02:00
The asset type "vector art" exists as a model, which is stage 1 of #129 and shows nothing in the browser yet on purpose: a vectorart asset is not placeable, sits in the + menu and in the asset panel with its own icon (a curve between two points) and has no tab, so it behaves like a font - selectable, its rows in the inspector, a double click leading nowhere - because the tab is stage 3 and half an asset would only be in the way; the data model in Asset.ts is a shape built from rings (even-odd, so a shape may have holes, answer 6 in the issue), a ring being points with optional bezier handles in/out stored as an offset from the point and a closed flag (an open path is stroke only, answer 4), plus fill colour, opacity and an optional stroke (answer 5) - the two handles are kept apart instead of mirrored, because what "smooth" means is the editor's business and not the model's; canvas width, height and the filter are properties, so they get an inspector row and undo like any other, while the shapes are intrinsic data like the frames of a texture; the revision that #185 hands to the picture path is a fingerprint of what is drawn, not a counter, which is exactly why that key took a string token - no command can forget to bump it - and the name of a shape is deliberately left out of it, renaming changing no pixel; six undo commands in the new vectorArtCommands.ts (add a shape numbered in order, remove one which comes back to its old place - unlike a tilemap layer the last one may go too -, rename, move, write the rings as one step per gesture with the list copied, and set the style where stroke: null takes it away) and the pure function shapeOrderTarget for the four buttons of the planned inspector list (one forward, to front, one back, to back), which also serves dragging in that list; loading from a project file is strict - a point without numbers falls away, a broken handle leaves a corner behind, duplicate shape ids fall away like duplicate layer ids, a stroke of width 0 is no stroke - while a ring with a single point, which is what someone is drawing right now, stays; three findings on the way: JSON.stringify as the fingerprint was wrong because the same drawing came back from a project file as {points, closed} and was built as {closed, points}, so a reload would have rasterized the same picture under a new key (the fingerprint writes its fields in a fixed order now and a test measures that case), toNumber in serialize.ts turns any nonsense into 0 so the Number.isFinite checks ran into nothing and {x: 'far'} became the left edge instead of vanishing (shapes read numbers strictly via asFinite, 0 being a place on the canvas here), and "Vector art" would have been both a menu entry and the panel heading, which an existing test catches because a click by text would hit the heading - the group is called "Vector drawings" now while the menu entry stays "Vector art"; 20 new unit tests in tests/core/vectorart.test.ts and three counter-checks hold: the fingerprint back on JSON.stringify fails 2, reading the numbers loosely again fails 4, and not copying the ring list fails 1; no e2e check and the check sum stays 1157, only module 04 counting 19 asset types instead of 18 (#129)
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