Describe On fixed update, sound preloading and timed FX changes
- Behaviors: On fixed update in the node list and the event order,
and a section Fixed update.
- Physics: the order of On fixed update against the engine steps.
- Sounds: sounds are loaded ahead, and Set sound FX parameters has a
time that ramps on the audio clock, with the sweep as an example.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Describe the slider, joint motors and Joint position (#154)
Physics gets the slider with its rail and distance limits, the motor
on hinge and slider, the weak hinge motor on a long arm and the node
Joint position.
- Behaviors lists Joint position, Concepts names the slider.
- Development carries the e2e total of 1701.
Physics has a new section Joints for the hinge, the spring, the rope and the fixed joint. Concepts, Behaviors and Architecture name the new asset type and the node Add joint. Development counts 1691 e2e checks.
Document admin-only deletes, file modes and Esc as Cancel (#85)
Brings the pages in line with refactoring round 8 of the code.
- API: deleting an image, font or sound is for administrators only, a
bad upload answers 422, private files are 0640 and the web server
answers 403 for them, and saves take turns on a lock file. The line
that said there was no authentication yet is gone.
- Home: the "Not yet" list named several scenes in one run, auth and
graph comments and groups, which all exist.
- Concepts, Keyboard, Vector art: Escape on a question is its Cancel,
deleting a project leads back to the picker, and Delete removes
shapes picked in the list.
- Architecture: AtomicFile, routeFiles, HashedFileStore, the lock
file, removeSelection and removeShapes, objectName and groupName,
and the Escape of a Dialog.
- Development: the check sum, and the race check in
accounts.test.php needs pcntl.
- Eight pages lose the 38 characters Gitea flagged as ambiguous, and
quoted labels follow the editor's American spelling.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Describe dragging a rigidbody while the game plays
A held body follows the mouse and starts from rest on release. The check total in Development is now 1357.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Colliders: the shape "Frame collision", how it is measured and
when it turns red.
- Physics, Tiles, Tilemaps: friction and bounciness on a tile, and
why cells of different surfaces never merge.
- Textures: an outline drawn on a frame can serve as a collider.
- Architecture: frameOutline.ts and the surface grouping.
- Development: check sum 1198.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Raycast all (#157): Colliders gained the section on the new node - the parallel lists sorted by distance, a collider counting once while a tilemap counts per cell, "max hits" with 0 for all - and lost the line that only the nearest hit is answered; Behaviors lists the node and says what a travelling list may carry and what happens to it when it is stored; Physics names #154 as the only open point; Architecture carries storedList(); Development carries the check sum 1157
Raycast filtering by collision layers (#158): Colliders gained the "Layers" setting of the Raycast node with the one-sided rule - a ray is not a collider and never reads the collidesWith of what it hits - and the note that a running behavior instance keeps the graph it started with; Physics lost the line that a layer filter for rays comes later and names #157 as the only open point; Behaviors describes the node; Development carries the check sum 1153
Collision layers and masks: Physics and Colliders describe the layer and the mask of layers a collider meets, that a pair only meets when both masks name the other's layer, and where the names are edited - "Collision layers..." in the toolbar's Project menu, as one undo step, up to 16 of them; API names the project field collisionLayers, Architecture lists collisionLayers and CollisionLayersDialog, Concepts and Tilemaps name the two new inspector rows, Development carries the check sum 1138
One-way colliders and tiles, the Raycast node and collision stay with interval and contact point in Colliders, Physics, Behaviors, Tiles and Tilemaps, Architecture and Development updated, check total 1073 (#149, #153, #155)
Physics stage 2: capsule and polygon shapes in Colliders, collision outline per frame in Textures, outlined tiles in Tilemaps and Tiles, Physics, Architecture and Development updated, check total 1067 (#151, #141)
Physics: Move slides along the contact normal with friction, outputs hit/normal in Behaviors, sliding and friction in Colliders and Physics, check total 1057 (#150)
Physics stage 1b: Moving bodies from a graph and pushing with Move in Physics, the new nodes in Behaviors, blocking in Colliders, Architecture, check total 1055 (#147)