Files
feuerwerk/tools
adminandClaude Opus 5.5 f84defb9b6
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 10m2s
Pick an object of the same scene for an Object variable (#258)
An Object variable could only be set by a graph while the game runs.
A placed object always showed "(null)", although the other objects of
its scene are there to choose from and the runtime can already find
any object by its id. Now the placed object stores a reference to one
of them, and the running game turns it into the real object.

- Stored as {"$object": "<id>"}. The empty placeholder stays as it
  was, so old projects load unchanged and empty still means "(null)".
- The row of an Object variable on a placed object is a dropdown with
  None and every object of the scene, indented like the Hierarchy.
  The same goes for Object fields in structs and Object items in
  lists, also in the Variables and List tabs.
- The behavior asset keeps "(null)". An asset has no scene, so "Apply
  to asset" is gone from Object rows.
- The runtime resolves the reference when the Variables or Properties
  node reads it. A destroyed target reads as null, a missing one shows
  "(missing)" in the row.
- Inside a container only objects of the same container are offered.
  The reference keeps the template id, so every placement finds its
  own copy.
- Deleting the target clears the reference in the same undo step.
  Paste points references inside the pasted group at the copies and
  leaves outside references alone. Create container and Unpack carry
  references along with the new ids.
- A value a graph writes while running stays in the run. The scene
  keeps the picked object, also in "Run in editor".

Found on the way:

- Setting an override coerced every object slot to empty, in plain
  values, struct fields and list items. The shared objectPlace() now
  keeps the reference.

Not done:

- No eyedropper to pick in the scene, the dropdown is enough for now.
- Deleting a template object in the container editor does not clean up
  references in other scenes. They read as null there.

Tests:

- ./check.sh: 187 files, 2724 tests, CHECK EXIT 0
- e2e 1-9, 51, 57: ALL PASSED, 389 checks
- e2e 1, 57 on the final bundle: ALL PASSED, 17 checks
- 13 unit tests in object-references.test.ts, 5 checks in e2e 57
- Counter-checks: 8 unit breaks fail their tests, the browser break
  without a pick list fails 57b-57d

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:35:17 +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