This website requires JavaScript.
Explore
Help
Sign In
meleki
/
feuerwerk
Watch
1
Star
0
Fork
0
Code
Issues
37
Actions
Projects
1
Wiki
Activity
Files
d444b27fae742c360cb3cc16da5ef4579e8ee097
feuerwerk
/
src
/
core
/
graph
/
nodes
/
flow
T
History
admin
and
Claude Opus 5
010b6a7f6c
game-maker / gate (push)
Successful in 1m56s
Details
game-maker / suite (push)
Successful in 6m45s
Details
A state can transition to itself: make transition and a second click on the same state connects a self transition, taking it fires On state exited and then On state entered every time, for local and global machines, while Set state into the current state stays silent as before; only states may connect to themselves, every other node is still refused, one self transition per state; the loop is drawn over the middle of the top edge with its arrow pointing down and its name at the apex, the preview already shows it while armed, and the inspector lists it once under Transitions out; new test hook transitionLabelAt, e2e 26e5 (
#163
)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-19 16:10:02 +02:00
..
BehaviorEnd.ts
Let a node work out its own ports
2026-09-10 08:14:18 +02:00
BehaviorStart.ts
Let a node work out its own ports
2026-09-10 08:14:18 +02:00
Branch.ts
Refactoring: one file per node, consistent comments, shared helpers, split large modules
2026-09-08 08:37:22 +02:00
Repeat.ts
Make texture and colour full kinds and drop the load-time migrations
2026-09-12 14:06:14 +02:00
RunBehavior.ts
State machines: asset, tab, State branch and Set state nodes (
#51
)
2026-09-12 18:00:23 +02:00
Sequence.ts
Let a Sequence grow an output as you connect the last one
2026-09-10 08:32:14 +02:00
SetState.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
SetStateByName.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
StateBranch.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
StateTransition.ts
A state can transition to itself: make transition and a second click on the same state connects a self transition, taking it fires On state exited and then On state entered every time, for local and global machines, while Set state into the current state stays silent as before; only states may connect to themselves, every other node is still refused, one self transition per state; the loop is drawn over the middle of the top edge with its arrow pointing down and its name at the apex, the preview already shows it while armed, and the inspector lists it once under Transitions out; new test hook transitionLabelAt, e2e 26e5 (
#163
)
2026-09-19 16:10:02 +02:00