Architecture, Videos: a fixed editor size with ?w=&h=
- Architecture names ?w=&h= next to the other query parameters. - Videos says how it sets the size of an editor recording. - Development counts the new e2e check 62d. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -5,6 +5,8 @@
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frames skip the compositor queue, so the UI keeps up with the pointer (click to picture measured
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72-77 ms before, 16-18 ms after). The price is possible tearing while things move fast;
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`?vsync` falls back to Pixi's own context. A browser without the mode simply ignores it.
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`?w=1920&h=1080` lays the canvas out at that size in CSS pixels instead of the window's
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(`ui/pageSize.ts`). A smaller window shows it shrunk to fit, the editor and a released game alike.
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- **Rapier 2D** (`@dimforge/rapier2d-compat`, WebAssembly) — the physics engine. Pixi draws only, so
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bodies, forces and contacts come from here (#144). It is a chunk of its own (about 790 KB gzip) that
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`runtime/physics/engine.ts` loads once in the background after the editor has opened its project,
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@@ -21,7 +21,7 @@ php tests/php/releases.test.php # the release stor
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php tests/php/files.test.php # uploaded files in a folder per account (#344), the same way
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php tests/php/videos.test.php # the video store, its queue and the worker (#402), with the
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# real ffmpeg: the CI image and game-maker-video have it
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 2039 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 2040 editor checks, screenshots in /tmp/gm-e2e-*.png
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GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step
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./e2e.sh start [GM_STEPS] # the same run detached, see below
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./e2e.sh status # live progress, or the last run's result
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@@ -220,6 +220,9 @@ beside the menu button.
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- **It costs no second drawing.** The frame is copied from the canvas right after the editor drew
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it. An idle editor draws nothing, and the recording repeats its last picture.
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- **A resized window** is fitted into the size the recording started with, centred, the rest dark.
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- **A size of its own:** open the editor with `?w=1920&h=1080` and its canvas is laid out at that
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size, whatever the window. A smaller window shows it shrunk to fit, a larger one centred at full
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size. The recording is that size times the screen's scaling (up to 2): at 100 % exactly 1920*1080.
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- It runs on through Play and Stop, beside a recording of the game view if a game starts one.
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Saving is the same: up to the server, then a video asset once the editor is not playing.
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