- Shaders: the Pass node in the catalogue, the section Drawing in
passes with the bloom recipe and Wider than 8, the measurements and
In the code.
- Particles: a field shader counts a pixel as a unit of its frame, so
a Blur reaches as far at every zoom.
- Development: 1716 editor checks.
Describe the field shader of a particle source (#170)
- Particles: rows Field shader, Field width and Field height, and a
section on how the frame, its UV, its resolution and the checks
work.
- Shaders: a pointer to it, and the measurement with 1, 10 and 50
sources under What it costs.
- Development: e2e total 1707.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Describe the white scene symbols and how they make room
- Scene-editing: symbols are the panel icons, white in a thin dark
outline with no plate, 18 world units across and clickable.
- Scene-editing: overlapping symbols stand on a ring round the middle
of their positions, whoever owns them.
- Colliders and Particles follow the new look and placement.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The pages described snapping as a checkbox and, in vector art, as a
Grid button. Both are now the same magnet toggle.
- Behaviors, State machines, Particles, Shaders and Vector Art name
the magnet instead of the checkbox or the Grid button.
- Architecture lists SnapToggle and headerIcons.
- Development carries the check total 1188.
Tests:
- 1188 is computed (1184 + 4), the full run is left to CI
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A source wears a shader: what it costs, and what the fragment can see (#88)
Particles: the Shader row, why it is free where a sprite's is not, that the
fragment sees a particle's picture and not its life, and which row wins when a
name arrives from both graphs.
Shaders: the same from the shader's side.
Architecture: where a shader is cheap depends on what already breaks the batch,
and that rows from two places need an owner.
Development: 833 -> 837 checks.
One global clock: the time scale, the pause and what it resets (#90)
Architecture: core/time.ts in the layout, and why one accumulating clock
beats three wall clocks — plus the price, that whoever keeps an absolute
second of it has to survive its reset.
Concepts: a pause is that scale at 0, and it reaches particles, time shaders
and the animation preview, not just the world.
Particles / Shaders: both pages claimed their clock was the editor's and did
not stop for a pause. Both were true and are not any more.
Development: a check that wants an exact number must be handed the number —
the preview's round trip through elapsed seconds had been quietly flaky — and
clock checks across a driver round trip want a multiple, not an epsilon.
Counters to 833.
Particles: the preview stands beside the graph and wears the asset's own rows (#86)
A hold moves the field's origin instead of pausing a counter, which is the other
side of "a particle is a function of its age" and now stated in Architecture.
Development gains the rule that a step opens a tab with openTab(), not by
clicking its name, and both counters go to 816.
Particles: a particle is a formula of its age (#73)
New page. The clock-raster idea, the seven outputs, the two comfort nodes (Gravity,
Start velocity) that hand out offsets instead of forces, and the limits the formula
model buys: no collision, no wind, no braking in flight.