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Claude Opus 5
6a31f5e0ad
game-maker / gate (push)
Successful in 1m55s
Details
game-maker / suite (push)
Successful in 6m50s
Details
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
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-19 11:36:11 +02:00
..
aspect.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
assetRef.ts
Trim needless comments and fix the picker width
2026-09-08 15:52:05 +02:00
bounds.ts
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
camera.ts
Refactor round: ship web/index.html, drop the remote browser, fix stale comments and README
2026-09-12 15:44:05 +02:00
collider.ts
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
convex.ts
Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (
#151
); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (
#141
, to be reworked)
2026-09-18 22:56:25 +02:00
declaredRows.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
deviation.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
editorRun.ts
Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (
#62
)
2026-09-12 22:41:14 +02:00
enabled.ts
Trim needless comments and fix the picker width
2026-09-08 15:52:05 +02:00
fonts.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
kinds.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
listItems.ts
Refactor round: ship web/index.html, drop the remote browser, fix stale comments and README
2026-09-12 15:44:05 +02:00
particles.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
PropertySchema.ts
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
ray.ts
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
resolve.ts
Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (
#62
)
2026-09-12 22:41:14 +02:00
rigidbody.ts
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
shaders.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
sounds.ts
A game that stays silent is only half a game, so a sound is an asset like any other (
#45
)
2026-09-15 07:54:28 +02:00
textureRef.ts
The texture field only offers pictures: each texture with its frames, no animations any more; an animation id left in an older project shows as a missing reference (
#143
)
2026-09-18 12:14:01 +02:00
transform.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