Bring Home and Architecture up to date (#85)
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@@ -123,8 +123,8 @@ src/core/model/ Project (object holders), Asset + AssetTypes, SceneObject
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src/core/properties/ PropertySchema, kinds (one row per value kind), listItems (an item's kind, read off its value), resolve (the only override merge), deviation (what is gold), collider/camera/bounds geometry, clip (the region clip areas cut each object to, a convex polygon, #260) (with the side a one-way collider blocks from, and the rectangle around a shape a broad phase looks at first, #184), convex (capsules and polygons: rounded convex pieces against each other), ray (where a ray meets a shape, in double precision), rigidbody (what the engine reads off a rigidbody, a collider's material and the scene), joint (what it reads off a joint: its settings, where its far end is, its length and a hinge's limits, #154), aspect, enabled, editorRun, assetRef/textureRef (how a reference reads), declaredRows (the row a Property node declares in a shader or particle graph, and the params that node has in both)
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src/core/util/ list (take out, put back and move an item — what a command's undo is made of), vec (dot, the closest point on a segment — shared by the collider maths, the outline hit area and the polygon grips; a cubic Bezier at `t` and cut in two at `t` — shared by vector art, its Boolean operations and the curve grips), color (`mixColor`, channel by channel — keys of an animation, stops of a gradient, the particles' Mix colour), recorder (#253: assignments taken back last first — the undo of an edit whose reach is not known in advance)
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src/core/commands/ undoable commands (pixelArtCommands: one command runs any pixel art edit and keeps the state before it, #130), CommandStack, SetBagValueCommand base, RenameCommand base (undone by renaming back: variable, struct field, port), MoveCommand base (undone by moving back: tile picture, tilemap layer, vector shape), vectorArtCommands (#129: the shapes of a drawing, one gesture one command), one import command shape for texture/font/sound, require.ts (validated lookups, and what an instance may not change), naming.ts
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src/core/graph/ graph model, NodeRegistry/NodeContext/values (a travelling list may hold live objects, `storedList`
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narrows one down to what a PropertyBag may hold, #157), interpreter, dropTarget, nested (behaviors as nodes),
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src/core/graph/ graph model, NodeRegistry/NodeContext/values (a travelling list may hold live objects, #157;
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liveObjects' `withoutObjects` empties them on every way out of the run, #238), interpreter, dropTarget, nested (behaviors as nodes),
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emitGraph (the walk both graph compilers share: each node once, in dependency order; cycles and property names reported),
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sharedState (what a run shares: a bag per Variables asset, the state of a global machine; what a scene change carries forward and what it starts afresh, #164),
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eventOrder (#264: the Order setting of event nodes and how the pulses of one event kind are sorted),
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@@ -199,6 +199,11 @@ src/viewport/ WorldViewport (the drawing of a world or a holder, the ba
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CPU and laid side by side onto one canvas, so a frame is cut out like a texture frame),
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SoundLibrary, ShaderLibrary, ParticleLibrary,
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particles (one ParticleContainer per source), tilemap (one container per layer),
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shaderPicture (the picture a shader is laid over when it shades a camera's frame, #299, or
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a particle field, #170: drawn anew each time into a render texture kept while its size
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holds, the replaced one freed once the shader holds the new; cameraShade and the field
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shader both draw through it), shaderPasses (the pictures of a shader's Pass nodes, #301),
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quadPadding (the quad a shader's Padding grows, and the plain unit quad without one),
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drawOrder (objects and tilemap layers by z, #174, rows of a layer sorted by Y, #228), activeCamera — no editor concepts,
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so tests reach it freely
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src/editor/ App → Editor (layout + ticker), PlaySession (the run),
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@@ -263,7 +268,8 @@ src/editor/viewport/ FreeViewport (a camera of its own: fit, pan, wheel zoom)
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tilemapPainting (brush, eraser, rectangle, fill and pick on the selected map),
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polygonCorners (a polygon collider's corner handles, #151), tilemapSolids (where a placed
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map blocks, outlined like a collider, #132/#173)
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src/editor/inspector/ Inspector panel, host (what a section builds into), field factory, previewHandlers (scrub → preview → command), valueSpecs
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src/editor/inspector/ Inspector panel, host (what a section builds into, and `emptyHost`, the empty one the
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Inspector, the Variables tab and the Tilemap panel each start from), field factory, previewHandlers (scrub → preview → command), valueSpecs
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(where a value lives — shared with the inline lists),
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one section per selection kind (asset/object/node/frame/shape), variableRows (one row shape for
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every variable), shapeSection (the shapes of a vector drawing: the list, the four order
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@@ -10,22 +10,24 @@ Live: <https://nockal.com/game-maker/> · Widget playground: <https://nockal.com
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| Page | What it covers |
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|---|---|
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| [Concepts](Concepts) | Assets, scene objects, overrides, containers, play mode, the camera, the console, editing while playing, running without Play |
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| [Accounts](Accounts) | Signing in and out, the three accounts, who a project belongs to, how a session outlives a deployment |
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| [Accounts](Accounts) | Signing in and out, roles and the accounts, who a project belongs to, how a session outlives a deployment |
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| [Scenes](Scenes) | The active scene and the start scene, the switch next to Play, `Load scene` and what a swap keeps |
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| [Scene editing](Scene-editing) | Placing by drag, editor symbols, z-order, hierarchy and parenting, the editor offset |
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| [Behaviors](Behaviors) | Node graphs: variables and properties, Variables assets, the node set, structs and lists, loops, behaviors as nodes, editing the graph, the live view |
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| [Structs](Structs) | Struct assets: a named shape that struct variables, fields and `Pack`/`Expand` follow |
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| [Colliders](Colliders) | Collider assets, collision events, blocking movement |
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| [Physics](Physics) | Rigidbodies, the collider material, gravity and units, the fixed step, the contact on `On collision enter` |
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| [Physics](Physics) | Rigidbodies, the collider material, gravity and units, the fixed step, the contact on `On collision enter`, joints |
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| [Textures](Textures) | Getting images in, where they go, tinting, the filter, frames, nine-slice, upload limits |
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| [Vector art](Vector-Art) | The vector art asset, canvas and shapes, the Pen and Select tools, the shape list, how a drawing is worn |
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| [Pixel art](Pixel-Art) | The pixel art asset and its palette, the tools, layers and frames, onion skin and the preview, resizing, how frames are worn and where the pixels are stored |
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| [Fonts](Fonts) | Uploading a typeface, what a text wears, what the editor falls back to |
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| [Sounds](Sounds) | Uploading a sound, what the asset says, `Play sound` and `Stop sound`, what a pause and a stop do to a voice |
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| [Animations](Animations) | Animation assets, the Animation tab, how they run |
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| [Curves](Curves) | Easings drawn by hand, the Curve tab, using one on a key or a `Lerp` |
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| [Tiles](Tiles) | The tile asset, plain tiles and the two autotile kinds, the pictures as animation steps, the Tile tab |
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| [Tilemaps](Tilemaps) | The tilemap asset, painting in the scene view, layers, what it looks like in the game |
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| [State machines](State-machines) | The state machine asset, its scope, named transitions, the start state, `State branch` and its `else`, `Set state`, `Set state by name`, `State transition`, the two state events and the live highlight |
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| [Shaders](Shaders) | The shader asset, the Shader tab, the node set, the Adjust colors recipe, wearing a shader |
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| [Shaders](Shaders) | The shader asset, the Shader tab, the node set, the Adjust colors recipe, passes, shader functions, wearing a shader on a sprite, a text, a particle field or a camera |
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| [Particles](Particles) | The particles asset, a particle as a formula of its age, the source's rows, the Particles tab |
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| [Containers](Containers) | Editing a template, instances and their edits, screens without scene switching |
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| [Keyboard](Keyboard) | Every shortcut |
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@@ -48,8 +50,7 @@ into issues #1-#50, closed ones included, each carrying the commits it was filed
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## Not yet
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A touch-optimised layout. Sound has no mixer, no fade and no
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`Set volume` on a playing voice (see [Sounds](Sounds)). A frame is always stretched to
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the sprite's `width` x `height`: no nine-slice. Animations have no events on the
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`Set volume` on a playing voice (see [Sounds](Sounds)). Animations have no events on the
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timeline and no preview in the Scene tab. Slicing cuts a regular grid only — no detection of where the sprites actually
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sit on the sheet. Unreferenced image files are never collected — deliberately, since the image
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picker offers them again; nothing deletes a stored image except `DELETE ?r=textures/{file}`, which
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