Files
feuerwerk/tools
adminandClaude Opus 5.5 e8b3ac0a3b
game-maker / gate (push) Successful in 3m40s
game-maker / suite (push) Successful in 10m56s
Keep behavior variables private to their own graph (#257)
A behavior often needs working state such as a timer or a counter.
Until now every variable showed up on each placed object and in the
Properties menu, so the inspector filled up with values nobody should
touch. A private variable works like any other inside its graph but
is not offered anywhere outside.

- Each behavior variable gets a lock switch next to Keep. It starts
  off, so existing projects stay as they are (`privateVariables`).
- A placed object shows no private variable, neither in the
  inspector nor while the game runs. If all are private, it says so.
- Switching a variable to private drops its overrides on every
  placed object in one undo step. Switching back does not restore
  them.
- A running game does not write a private value back as an
  override, and a project change during the run does not reset it.
- `+ Property` no longer offers private variables. A port that
  names one by hand still reads and writes it without a warning.
- The default value of a private variable is read-only in the asset
  inspector. Its shape (name, fields, type, delete) stays editable.
- Keep is now a pin icon instead of a word. With the lock added, the
  header of a list variable had no room left and the lock covered
  `+ Item`.

Not done: the animation track picker still offers private variables.

Tests: ./check.sh -> 186 files, 2711 tests, CHECK EXIT 0.
e2e 1,19,20,21,56 -> ALL PASSED, 119 checks. New module 56 has
7 checks with a real mouse. Counter-checks fail as expected: unit
without the write-back filter, the sync guard, dropping overrides or
loading the flag. Browser with all variables on the object, an
unfiltered menu, or no value lock.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:54:57 +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