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e3ebf44593b3f10788c10c3ab7da80243362ce11
feuerwerk
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tests
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Claude Opus 5
e3ebf44593
game-maker / gate (push)
Successful in 1m58s
Details
game-maker / suite (push)
Successful in 6m54s
Details
Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (
#176
)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-19 18:36:20 +02:00
..
annotation-drag.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
asset-groups.test.ts
Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (
#176
)
2026-09-19 18:36:20 +02:00
asset-menu.test.ts
A search that ignores what a thing is called is no search, so the name wins (
#43
)
2026-09-15 10:21:20 +02:00
beads.test.ts
Edit the graph during play and watch values and flow run through it
2026-09-11 21:19:07 +02:00
console-log.test.ts
Shaders draw in the sprite's own pass: a Mesh with the graph's fragment, no filter (
#77
)
2026-09-13 15:31:08 +02:00
documents.test.ts
Tabs are open documents: Scene, Game and Plugins stay as fixed tabs, every other asset opens in its own tab (double click or Enter in the asset panel, on creation, from the list button), several assets of one kind can be open at once, a tab is labelled with its kind dimmed before the name, cut at 160 px and renamed with its asset, closes with its x or a middle click and goes away when its asset is deleted; a tab always shows its own document instead of following the selection, the picker in the tab head is gone, zoom and scroll are kept per document for the session and dropped on close, a double click on a call node stays in the same tab with breadcrumbs per tab; one editor per kind is switched between documents, the placement rules live in the pure module documents.ts, and the test hook showTab stays as a compatibility path; new e2e module 44 documents (
#171
)
2026-09-19 15:49:54 +02:00
editor-run.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
font-import.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
graph-band-selection.test.ts
A box drawn around a part of the graph is part of it, so a fit frames it and a band catches it (
#95
)
2026-09-16 14:23:56 +02:00
graph-framing.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-trail.test.ts
Add Get/Set properties nodes and a breadcrumb for opened sub-behaviors
2026-09-11 15:07:07 +02:00
image-grid.test.ts
The tile list in the tilemap section is a palette of pictures: each tile shows its lone tile (the four convex corners for floor and wall, the picture itself for none) with its name below, laid out with the image-picker grid (
#139
)
2026-09-18 10:15:51 +02:00
list-slot.test.ts
Describe every value kind in one table instead of spreading it over the code
2026-09-12 14:47:17 +02:00
live-variables.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
node-selection.test.ts
Pan with the middle button, select several nodes, and fit properly
2026-09-09 14:29:30 +02:00
object-variables.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
open-asset.test.ts
Asset panel: double-click opens the tab, single click only selects (
#71
)
2026-09-13 12:10:21 +02:00
painted-tilemap.test.ts
The tilemap panel gains Fill and Pick: Fill floods the connected cells of the active layer that carry the same tile (edge neighbours only, bounded by the grid) as one undo step, Pick takes the tile of the clicked cell on the active layer, and holding Alt picks while any tool is active (
#133
)
2026-09-18 12:31:19 +02:00
palette-ranking.test.ts
A search that ignores what a thing is called is no search, so the name wins (
#43
)
2026-09-15 10:21:20 +02:00
pause.test.ts
Hold a running game, and let the editor run reach into containers
2026-09-09 18:16:28 +02:00
plugins.test.ts
Plugins are switched on and off in a Plugins tab, the server keeps the state in data/plugins/plugins.json, and switched-off plugins are never delivered (
#114
)
2026-09-17 20:15:51 +02:00
sheet-view.test.ts
A frame that keeps its corners can be stretched to any size (
#41
)
2026-09-16 12:04:09 +02:00
struct-field-edit.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
tab-row.test.ts
Tab row: what does not fit goes behind a menu, the active tab always stays (
#84
)
2026-09-13 22:06:46 +02:00
texture-import.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
tile-strip.test.ts
The autotile asset is renamed to tile and gains a plain None (1 × 1) kind, which is now the default; older projects load their autotiles as floor tiles (
#131
)
2026-09-18 08:01:07 +02:00
tilemap-size-field.test.ts
A placed tilemap grows and shrinks at every edge: the new GRID EDGES block in the inspector adds or removes one column or row at Left, Top, Right or Bottom as one undo step, shifting the cells of all layers and moving the placement through its own matrix so the content stays in place on screen; removed painted cells are kept outside the grid and return when the edge grows again, and the Columns and Rows fields of a placement keep the content in place too (
#136
)
2026-09-18 13:58:03 +02:00
timeline-view.test.ts
An animation's rows are edited on a timeline: double click sets a key, keys are banded, dragged and deleted, the ruler scrubs (
#98
)
2026-09-16 20:38:34 +02:00
track-selection.test.ts
An animation's rows are edited on a timeline: double click sets a key, keys are banded, dragged and deleted, the ruler scrubs (
#98
)
2026-09-16 20:38:34 +02:00
transitions.test.ts
A transition carries a name, so a state needs no visible port (
#52
)
2026-09-14 14:05:18 +02:00
variable-choices.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
variable-rows.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