23 Commits
Author SHA1 Message Date
sanspie 3d8e3b2fd3 Web export: the page build key covers the runtime and scripts, so a new engine gets new immutable URLs
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
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ci / release (push) Successful in 5m0s
ci / checks (push) Successful in 3m50s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 4m21s
2026-10-22 19:26:12 +03:00
sanspie c6a24ba393 Try it: scene keys in the hint, J label on Health and Hurtbox, faster Respawn, sound starts with the Try click; lighter web audio pump; release notes from tools/release/notes
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
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ci / release (push) Successful in 7m34s
ci / checks (push) Successful in 2m53s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 5m2s
2026-10-22 18:55:33 +03:00
sanspie 7dca06e4b1 Icons in the engine style for gameplay, shake, clips, curves, dice, debug draw and install; web loader retries a stalled download
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
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ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 17m5s
ci / release (push) Successful in 9m30s
ci / checks (push) Successful in 2m25s
2026-10-22 17:38:02 +03:00
sanspie 6dfdb824e2 Stage 10d3b: physics debug layers follow Game View overlays, PHY diagnostics pages
ci / checks (push) Successful in 3m4s
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 3m53s
ci / release (push) Successful in 5m37s
2026-10-22 16:25:06 +03:00
sanspie de49a53172 Stage 10d3: docs, site demo, check levels, boundary audit (D316)
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / checks (push) Successful in 21m50s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 6m46s
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci / release (push) Successful in 17m42s
2026-10-22 16:00:33 +03:00
sanspie 1030dc9a43 Stage 10d2: audio fast path, shutdown order, profiler and monitor sections
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / checks (push) Successful in 4m58s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 27m47s
ci / release (push) Successful in 11m57s
2026-10-22 14:41:24 +03:00
sanspie 3d25734dfa Stage 10d1: add-component requirements, play diff from history, node labels; one sound button on the web
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 1s
ci / checks (push) Failing after 1s
ci / release (push) Skipped
2026-10-22 13:29:11 +03:00
sanspie 12f628c469 Stage 10c3: platformer and top-down examples on the gameplay kit, new music 2026-10-22 12:16:37 +03:00
sanspie 1529213434 Stage 10c2: health, hitboxes, zones, respawn, pickups, lifetime, templates, StateMachine, gameplay editor tools (D313, D330, D332) 2026-10-22 10:53:54 +03:00
sanspie f8bb865920 Stage 10c1: shape casts and Motion2D (D312, D328, D329) 2026-10-22 03:01:46 +03:00
sanspie f5fb32565e Stage 10b3: desktop onboarding, app icon, clip inspector, asset grid audio cards, web audio and docs fixes (D327) 2026-10-22 03:01:46 +03:00
sanspie f1a8f538d3 Stage 10b: audio mixer, codecs, clips, events, sources, zones and mixer UI (D307–D311, D321–D326) 2026-10-21 20:33:25 +03:00
sanspie 963b01a011 Docs: Try it for every component, quieter design, self-hosted fonts, OS downloads, page meta 2026-10-21 19:20:52 +03:00
sanspie 6aec9dc544 Stage 10a: virtual cameras, blends and zones (D305, D306); release 0.9.0-beta.1
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 1s
ci / checks (push) Failing after 1s
ci / release (push) Skipped
2026-10-21 02:37:55 +03:00
sanspie 70a0111deb Docs overhaul: redesigned site, Try it, runnable Script API examples, edge deploy (D301–D303) 2026-10-20 20:11:47 +03:00
sanspie 0da2549d91 Stage 9.6d: agent layer, CLI and MCP server, external edits in the editor (D297, D299, D300) 2026-10-20 14:06:22 +03:00
sanspie 810984ae7a Stage 9.6c: project refs, refactorings, prefab apply and data editing without the editor (D298) 2026-10-20 13:05:10 +03:00
sanspie 62c8129364 Stage 9: gameplay toolkit, export and web, agent tooling 2026-10-20 12:06:56 +03:00
sanspie 674af03a65 Stage 8: physics and module boundaries; CI on master 2026-10-16 12:10:43 +03:00
sanspie 6b0d006467 Stage 7: documentation, help, playground; templates, aego new/bootstrap/icons, launcher; push-to-deploy site 2026-10-14 22:40:20 +03:00
sanspie ff7e95afe4 Stage 6: coroutines, signals, ScriptRef, workspace CLI, editor tooling 2026-10-12 14:22:08 +03:00
sanspie 67b16d3da5 Stage 2–5: assets, scene/ECS, editor, 3D, and Aego Script 2026-10-08 13:31:21 +03:00
sanspie 56ca1c638e Stage 1: engine core, platform, gpu, vfs 2026-09-26 16:32:40 +03:00
347 changed files with 16570 additions and 893 deletions
+88 -26
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+39 -4
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+8
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@@ -0,0 +1,8 @@
# Aego
A 2D and 3D game engine with an editor, a scripting language and a web export, written in Go.
- Documentation and the playground: <https://aego.akarpov.ru>
- Installing and building from source: [engine/res/docs/install.md](engine/res/docs/install.md)
- Contributing, check levels and rules for engine code: [docs/contributing.md](docs/contributing.md)
- Architecture and decisions: [ARCHITECTURE.md](ARCHITECTURE.md)
+49 -3
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@@ -2,6 +2,7 @@ package agent
import ( import (
"errors" "errors"
"maps"
"os" "os"
"path" "path"
"slices" "slices"
@@ -65,9 +66,8 @@ func sceneCommands() []*Command {
{Name: "scene.rename", Doc: "rename a node", Write: true, Args: []Arg{argFile, argNode, {Name: "name", Type: "string", Doc: "new name", Required: true, Pos: true}}, Run: func(s *Session, a Args) (*Output, error) { {Name: "scene.rename", Doc: "rename a node", Write: true, Args: []Arg{argFile, argNode, {Name: "name", Type: "string", Doc: "new name", Required: true, Pos: true}}, Run: func(s *Session, a Args) (*Output, error) {
return s.sceneTx(a, "Rename", mutate.Rename(a.Str("node"), a.Str("name"))) return s.sceneTx(a, "Rename", mutate.Rename(a.Str("node"), a.Str("name")))
}}, }},
{Name: "scene.add-comp", Doc: "add a component with its defaults", Write: true, Args: []Arg{argFile, argNode, {Name: "comp", Type: "string", Doc: "component name, full or a unique suffix (Body2D)", Required: true, Pos: true}}, Run: func(s *Session, a Args) (*Output, error) { {Name: "scene.add-comp", Doc: "add a component with its defaults and the components it requires", Write: true, Args: []Arg{argFile, argNode, {Name: "comp", Type: "string", Doc: "component name, full or a unique suffix (Body2D)", Required: true, Pos: true},
return s.sceneTx(a, "Add Component", mutate.AddComp(a.Str("node"), a.Str("comp"))) {Name: "no-required", Type: "boolean", Doc: "add only this component; missing requirements stay as problems"}}, Run: (*Session).sceneAddComp},
}},
{Name: "scene.remove-comp", Doc: "remove a component", Write: true, Args: []Arg{argFile, argNode, {Name: "comp", Type: "string", Doc: "component name", Required: true, Pos: true}}, Run: func(s *Session, a Args) (*Output, error) { {Name: "scene.remove-comp", Doc: "remove a component", Write: true, Args: []Arg{argFile, argNode, {Name: "comp", Type: "string", Doc: "component name", Required: true, Pos: true}}, Run: func(s *Session, a Args) (*Output, error) {
return s.sceneTx(a, "Remove Component", mutate.RemoveComp(a.Str("node"), a.Str("comp"))) return s.sceneTx(a, "Remove Component", mutate.RemoveComp(a.Str("node"), a.Str("comp")))
}}, }},
@@ -93,6 +93,49 @@ func (s *Session) scene(a Args) (string, []byte, *mutate.Document, error) {
return rel, src, doc, err return rel, src, doc, err
} }
// sceneAddComp adds a component and, unless no-required is set, the components it requires first, in one transaction (D144).
func (s *Session) sceneAddComp(a Args) (*Output, error) {
rel, src, doc, err := s.scene(a)
if err != nil {
return nil, err
}
node, comp := a.Str("node"), a.Str("comp")
ops := []mutate.Op{mutate.AddComp(node, comp)}
var notes []string
if !a.Bool("no-required") {
td, err := doc.Component(comp)
if err != nil {
return nil, err
}
h, err := doc.Node(node)
if err != nil {
return nil, err
}
req, err := mutate.Required(doc.Scene, td, h)
if err != nil {
return nil, err
}
ops = ops[:0]
for _, r := range req {
ops = append(ops, mutate.AddComp(node, r.FullName))
notes = append(notes, "added "+label(r)+" (required by "+label(td)+")")
}
ops = append(ops, mutate.AddComp(node, td.FullName))
}
out, err := s.applyDoc(a, rel, src, doc, mutate.Tx{Label: "Add Component", Ops: ops})
if out != nil {
out.Notes = append(notes, out.Notes...)
}
return out, err
}
func label(td *schema.TypeDescriptor) string {
if td.DisplayName != "" {
return td.DisplayName
}
return td.FullName
}
func (s *Session) sceneTx(a Args, label string, ops ...mutate.Op) (*Output, error) { func (s *Session) sceneTx(a Args, label string, ops ...mutate.Op) (*Output, error) {
rel, src, doc, err := s.scene(a) rel, src, doc, err := s.scene(a)
if err != nil { if err != nil {
@@ -245,6 +288,9 @@ func (s *Session) sceneRun(a Args) (*Output, error) {
} }
var b strings.Builder var b strings.Builder
b.WriteString("frames: " + strconv.Itoa(rep.Frames) + "\nhash: " + rep.Hash + "\n") b.WriteString("frames: " + strconv.Itoa(rep.Frames) + "\nhash: " + rep.Hash + "\n")
for _, k := range slices.Sorted(maps.Keys(rep.Counters)) {
b.WriteString(k + ": " + strconv.FormatUint(rep.Counters[k], 10) + "\n")
}
for _, l := range rep.Log { for _, l := range rep.Log {
b.WriteString(l + "\n") b.WriteString(l + "\n")
} }
+56
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@@ -1,6 +1,7 @@
package agent package agent
import ( import (
"aego/script/abi"
"errors" "errors"
"strings" "strings"
@@ -34,6 +35,14 @@ type TypeView struct {
Requires []string `json:"requires,omitempty"` Requires []string `json:"requires,omitempty"`
Doc string `json:"doc,omitempty"` Doc string `json:"doc,omitempty"`
Fields []FieldView `json:"fields,omitempty"` Fields []FieldView `json:"fields,omitempty"`
Methods []CallView `json:"methods,omitempty"`
Signals []CallView `json:"signals,omitempty"`
}
type CallView struct {
Name string `json:"name"`
Sig string `json:"sig"`
Doc string `json:"doc,omitempty"`
} }
func schemaCommands() []*Command { func schemaCommands() []*Command {
@@ -90,6 +99,7 @@ func (s *Session) lookupType(name string) (*schema.TypeDescriptor, error) {
found = append(found, td) found = append(found, td)
} }
} }
found = schema.PreferProject(found)
switch len(found) { switch len(found) {
case 1: case 1:
return found[0], nil return found[0], nil
@@ -162,5 +172,51 @@ func (s *Session) schemaShow(a Args) (*Output, error) {
} }
b.WriteString("\n") b.WriteString("\n")
} }
if s.kit != nil {
for _, cm := range s.kit.methods(td.FullName) {
v.Methods = append(v.Methods, CallView{Name: cm.Name, Sig: methodSig(cm.Sig, cm.Params), Doc: summary(cm.Doc)})
}
}
for _, sg := range td.Signals {
params := make([]string, len(sg.Params))
for i, p := range sg.Params {
params[i] = p
if i < len(sg.Names) && sg.Names[i] != "" {
params[i] = sg.Names[i] + " " + p
}
}
v.Signals = append(v.Signals, CallView{Name: sg.Name, Sig: "(" + strings.Join(params, ", ") + ")", Doc: summary(sg.Doc)})
}
for _, sec := range []struct {
title string
list []CallView
}{{"methods", v.Methods}, {"signals", v.Signals}} {
if len(sec.list) == 0 {
continue
}
b.WriteString(sec.title + ":\n")
for _, c := range sec.list {
b.WriteString(" " + c.Name + c.Sig)
if c.Doc != "" {
b.WriteString(" — " + c.Doc)
}
b.WriteString("\n")
}
}
return &Output{Value: v, Text: b.String()}, nil return &Output{Value: v, Text: b.String()}, nil
} }
func methodSig(sig abi.Signature, names []string) string {
params := make([]string, len(sig.Params))
for i, p := range sig.Params {
params[i] = p.String()
if i < len(names) && names[i] != "" {
params[i] = names[i] + " " + params[i]
}
}
out := "(" + strings.Join(params, ", ") + ")"
if sig.Result.Kind != abi.Void {
out += " " + sig.Result.String()
}
return out
}
+21
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@@ -28,6 +28,7 @@ import (
"aego/scene/sceneio" "aego/scene/sceneio"
"aego/schema" "aego/schema"
"aego/script/bind" "aego/script/bind"
"aego/script/bind/manifest"
"aego/script/reload" "aego/script/reload"
"aego/script/runtime" "aego/script/runtime"
"aego/script/workspace" "aego/script/workspace"
@@ -48,6 +49,7 @@ type RunRequest struct {
type RunReport struct { type RunReport struct {
Frames int `json:"frames"` Frames int `json:"frames"`
Hash string `json:"hash"` Hash string `json:"hash"`
Counters map[string]uint64 `json:"counters,omitempty"`
Log []string `json:"log,omitempty"` Log []string `json:"log,omitempty"`
Error string `json:"error,omitempty"` Error string `json:"error,omitempty"`
} }
@@ -79,6 +81,25 @@ type Kit struct {
ws *workspace.Workspace ws *workspace.Workspace
binds *bind.Registry binds *bind.Registry
opt Options opt Options
man *manifest.Manifest
}
// methods lists the script methods the bindings give a component type, built once per kit.
func (k *Kit) methods(comp string) []manifest.CompMethod {
if k.man == nil {
m, err := manifest.FromRegistry(k.binds, k.Types.Schema())
if err != nil {
return nil
}
k.man = m
}
var out []manifest.CompMethod
for _, cm := range k.man.CompMethods {
if cm.Comp == comp {
out = append(out, cm)
}
}
return out
} }
func NewKit(p *project.Project, opt Options) (*Kit, error) { func NewKit(p *project.Project, opt Options) (*Kit, error) {
+6 -1
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@@ -10,6 +10,7 @@ import (
"aego/modules/dataasset" "aego/modules/dataasset"
"aego/modules/debug" "aego/modules/debug"
"aego/modules/display" "aego/modules/display"
"aego/modules/gameplay"
inputmod "aego/modules/input" inputmod "aego/modules/input"
"aego/modules/physics" "aego/modules/physics"
"aego/modules/render2d" "aego/modules/render2d"
@@ -76,6 +77,10 @@ func cameraEntry() assembly.Entry {
return assembly.Entry{ID: camera.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return camera.New() }} return assembly.Entry{ID: camera.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return camera.New() }}
} }
func gameplayEntry() assembly.Entry {
return assembly.Entry{ID: gameplay.ID, Requires: []string{physics.ID, scripting.ID}, New: func(assembly.Options) module.Module { return gameplay.New() }}
}
func dataEntry() assembly.Entry { func dataEntry() assembly.Entry {
return assembly.Entry{ID: dataasset.ID, New: func(assembly.Options) module.Module { return dataasset.New() }} return assembly.Entry{ID: dataasset.ID, New: func(assembly.Options) module.Module { return dataasset.New() }}
} }
@@ -90,5 +95,5 @@ func savegameEntry() assembly.Entry {
func Default() assembly.Catalog { func Default() assembly.Catalog {
return assembly.Catalog{core(), dataEntry(), inputEntry(), render2dEntry(), render3dEntry(), scriptEntry(), physicsEntry(), debugEntry(), return assembly.Catalog{core(), dataEntry(), inputEntry(), render2dEntry(), render3dEntry(), scriptEntry(), physicsEntry(), debugEntry(),
displayEntry(), audioEntry(), accessibilityEntry(), settingsEntry(), tweenEntry(), cameraEntry(), spawnEntry(), savegameEntry()} displayEntry(), audioEntry(), accessibilityEntry(), settingsEntry(), tweenEntry(), cameraEntry(), gameplayEntry(), spawnEntry(), savegameEntry()}
} }
+3
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@@ -8,6 +8,8 @@ import (
cameraeditor "aego/modules/camera/editor" cameraeditor "aego/modules/camera/editor"
"aego/modules/debug" "aego/modules/debug"
debugeditor "aego/modules/debug/editor" debugeditor "aego/modules/debug/editor"
"aego/modules/gameplay"
gameplayeditor "aego/modules/gameplay/editor"
inputmod "aego/modules/input" inputmod "aego/modules/input"
inputeditor "aego/modules/input/editor" inputeditor "aego/modules/input/editor"
"aego/modules/physics" "aego/modules/physics"
@@ -25,6 +27,7 @@ func With(c assembly.Catalog) assembly.Catalog {
With(render3d.ID, render3deditor.Hook). With(render3d.ID, render3deditor.Hook).
With(physics.ID, physicseditor.Hook). With(physics.ID, physicseditor.Hook).
With(camera.ID, cameraeditor.Hook). With(camera.ID, cameraeditor.Hook).
With(gameplay.ID, gameplayeditor.Hook).
With(audio.ID, audioeditor.Hook). With(audio.ID, audioeditor.Hook).
With(debug.ID, debugeditor.Hook) With(debug.ID, debugeditor.Hook)
} }
+2
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@@ -7,6 +7,7 @@ import (
"aego/modules/audio" "aego/modules/audio"
"aego/modules/camera" "aego/modules/camera"
"aego/modules/debug" "aego/modules/debug"
"aego/modules/gameplay"
inputmod "aego/modules/input" inputmod "aego/modules/input"
"aego/modules/physics" "aego/modules/physics"
"aego/modules/render2d" "aego/modules/render2d"
@@ -31,6 +32,7 @@ func Catalog() assembly.Catalog {
{ID: debug.ID, New: func(assembly.Options) module.Module { return debug.New() }}, {ID: debug.ID, New: func(assembly.Options) module.Module { return debug.New() }},
{ID: tween.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return tween.New() }}, {ID: tween.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return tween.New() }},
{ID: camera.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return camera.New() }}, {ID: camera.ID, Requires: []string{scripting.ID}, New: func(assembly.Options) module.Module { return camera.New() }},
{ID: gameplay.ID, Requires: []string{physics.ID, scripting.ID}, New: func(assembly.Options) module.Module { return gameplay.New() }},
{ID: render3d.ID, New: func(assembly.Options) module.Module { return render3d.New() }}, {ID: render3d.ID, New: func(assembly.Options) module.Module { return render3d.New() }},
{ID: spawn.ID, New: func(assembly.Options) module.Module { return spawn.New() }}, {ID: spawn.ID, New: func(assembly.Options) module.Module { return spawn.New() }},
{ID: savegame.ID, Requires: []string{scripting.ID, spawn.ID}, New: func(assembly.Options) module.Module { return savegame.New() }}, {ID: savegame.ID, Requires: []string{scripting.ID, spawn.ID}, New: func(assembly.Options) module.Module { return savegame.New() }},
+5 -3
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@@ -41,6 +41,7 @@ type Config struct {
Editor bool Editor bool
FailOnScriptErrors bool FailOnScriptErrors bool
Catalog assembly.Catalog Catalog assembly.Catalog
Platform platform.Platform
Profile string Profile string
NoProfile bool NoProfile bool
} }
@@ -98,6 +99,9 @@ func (h *Host) build(cfg Config, mods []module.Module) error {
ecfg.LoopScope = cfg.LoopScope ecfg.LoopScope = cfg.LoopScope
} }
builder := engine.NewBuilder(ecfg).WithLogger(lg).Use(rmod) builder := engine.NewBuilder(ecfg).WithLogger(lg).Use(rmod)
if cfg.Platform != nil {
builder.WithPlatform(cfg.Platform)
}
if h.Types, err = assembly.NewTypes(); err != nil { if h.Types, err = assembly.NewTypes(); err != nil {
return err return err
} }
@@ -187,6 +191,7 @@ func (h *Host) build(cfg Config, mods []module.Module) error {
} }
h.Settings.SetNames(h.Sections.Names) h.Settings.SetNames(h.Sections.Names)
h.Engine.SetService(settings.ServiceID, h.Settings) h.Engine.SetService(settings.ServiceID, h.Settings)
h.Engine.OnClose(h.Modules.Shutdown)
if err = h.Modules.Init(&module.InitContext{Engine: h.Engine, Assets: h.Loader, Log: lg, Editor: cfg.Editor, Sections: h.Sections, Problems: h.Problems, Settings: h.Settings}); err != nil { if err = h.Modules.Init(&module.InitContext{Engine: h.Engine, Assets: h.Loader, Log: lg, Editor: cfg.Editor, Sections: h.Sections, Problems: h.Problems, Settings: h.Settings}); err != nil {
return err return err
} }
@@ -227,9 +232,6 @@ func (h *Host) Close() {
return return
} }
h.closed = true h.closed = true
if h.Modules != nil {
h.Modules.Shutdown()
}
if h.Engine != nil { if h.Engine != nil {
h.Engine.Close() h.Engine.Close()
} }
+70
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@@ -0,0 +1,70 @@
package docstool
import (
"fmt"
"io"
"strings"
"aego/app/playground"
"aego/engine/docs"
"aego/engine/module"
)
// CheckExamples loads the example scene of every module code, validates it and runs it headless; the code must be among the problems it reports (D146).
func CheckExamples(reg *docs.Registry, w io.Writer) int {
pg, err := playground.New()
if err != nil {
fmt.Fprintln(w, "examples: cannot start the docs runtime:", err)
return 1
}
pg.SetGame(playground.GameConfig{Headless: true, FrameTime: 1.0 / 60})
defer func() {
if g := pg.Game(); g != nil {
g.Close()
}
}()
bad := 0
for _, e := range reg.All() {
if e.Kind != docs.Code || e.Diag == nil || e.Diag.Example == "" {
continue
}
found, why := false, ""
code := ""
if e.Diag.ExampleScript != "" {
c, err := pg.TryCode(e.Diag.ExampleScript)
if err != nil {
fmt.Fprintf(w, "%s: error: example script does not compile: %v\n", e.ID, err)
bad++
continue
}
code = c
}
if res := pg.PlayScene("example-"+e.ID, []byte(e.Diag.Example), code, nil); !res.Started {
why = "does not load: " + res.Error
} else {
for _, d := range module.ValidateScene(pg.Game().Scene(), nil) {
found = found || d.Code == e.ID
}
if err := pg.Game().Step(tryFrames); err != nil {
why = "stops the engine: " + err.Error()
}
}
poll := pg.Poll()
for _, f := range poll.Faults {
found = found || f.Code == e.ID
}
for _, l := range poll.Log {
found = found || strings.Contains(l.Text, e.ID)
}
switch {
case why != "":
fmt.Fprintf(w, "%s: error: example %s %s\n", e.ID, e.Diag.ExampleFile, why)
bad++
case !found:
fmt.Fprintf(w, "%s: error: example of %s does not produce %s\n", e.ID, e.ID, e.ID)
bad++
}
}
pg.Stop()
return bad
}
+3
View File
@@ -76,6 +76,9 @@ func (e *Env) Check(strict bool) int {
if CheckTry(reg, e.Stdout) > 0 && code == 0 { if CheckTry(reg, e.Stdout) > 0 && code == 0 {
code = 1 code = 1
} }
if CheckExamples(reg, e.Stdout) > 0 && code == 0 {
code = 1
}
return code return code
} }
+13
View File
@@ -19,6 +19,7 @@ type request struct {
Component string `json:"component"` Component string `json:"component"`
Field string `json:"field"` Field string `json:"field"`
Value float64 `json:"value"` Value float64 `json:"value"`
Node string `json:"node"`
} }
type Reply struct { type Reply struct {
@@ -27,6 +28,7 @@ type Reply struct {
Error string `json:"error,omitempty"` Error string `json:"error,omitempty"`
State *docsession.State `json:"state,omitempty"` State *docsession.State `json:"state,omitempty"`
Log []Line `json:"log,omitempty"` Log []Line `json:"log,omitempty"`
Pose []float64 `json:"pose,omitempty"`
} }
func (a *App) Call(method string, payload []byte) Reply { func (a *App) Call(method string, payload []byte) Reply {
@@ -64,6 +66,17 @@ func (a *App) Call(method string, payload []byte) Reply {
case "state": case "state":
st := s.State() st := s.State()
return Reply{State: &st} return Reply{State: &st}
case "pose":
sc := s.Controller().Scene()
if sc == nil {
return Reply{Error: "the scene is not running"}
}
h := sc.Find(sc.Root(), req.Node)
if h.IsZero() || !sc.IsAlive(h) {
return Reply{Error: "no node " + strconv.Quote(req.Node)}
}
p := sc.WorldPosition(h)
return Reply{Pose: []float64{float64(p.X), float64(p.Y)}}
case "log": case "log":
out := Reply{Log: a.lines} out := Reply{Log: a.lines}
a.lines = nil a.lines = nil
+1 -1
View File
@@ -179,7 +179,7 @@ func TestProfilerSectionsFollowPlay(t *testing.T) {
s.Step() s.Step()
} }
drawPanel(s, prof) drawPanel(s, prof)
expectSections(t, prof.Sections(), "Frame", "Memory", "Game", "Scripts", "Physics", "Audio") expectSections(t, prof.Sections(), "Frame", "Memory", "Game", "Scripts", "Physics", "Audio", "Camera", "Gameplay")
if _, err := ctx.Docs.Open("scenes/other.aescene"); err != nil { if _, err := ctx.Docs.Open("scenes/other.aescene"); err != nil {
t.Fatal(err) t.Fatal(err)
} }
+67 -1
View File
@@ -7,8 +7,10 @@ import (
"os" "os"
"path/filepath" "path/filepath"
"aego/core/ids"
"aego/editor/core/command" "aego/editor/core/command"
"aego/editor/core/context" "aego/editor/core/context"
"aego/editor/core/vectors"
"aego/editor/core/workspace" "aego/editor/core/workspace"
"aego/editor/panels/gameview" "aego/editor/panels/gameview"
"aego/editor/shell" "aego/editor/shell"
@@ -56,7 +58,60 @@ func (s *Session) shots(dir string) error {
} }
return selectNamed(ctx, "Player") return selectNamed(ctx, "Player")
}}, }},
{name: "hitbox-gizmo", frames: 60, setup: func(s *Session) error {
sc := ctx.Scene()
var span []ids.NodeID
for _, n := range []string{"EnemyLeft", "PatrolA1", "PatrolB1"} {
span = append(span, sc.ID(sc.Find(sc.Root(), n)))
}
ctx.Select(span...)
if err := ctx.Commands.Run(command.SceneFrame); err != nil {
return err
}
for i := 0; i < 30; i++ {
s.Step()
}
return selectNamed(ctx, "EnemyLeft")
}},
{name: "camera-follow", frames: 60, setup: func(s *Session) error {
sc := ctx.Scene()
ctx.Select(sc.ID(sc.Find(sc.Root(), "Camera")), sc.ID(sc.Find(sc.Root(), "Player")))
if err := ctx.Commands.Run(command.SceneFrame); err != nil {
return err
}
for i := 0; i < 30; i++ {
s.Step()
}
return selectNamed(ctx, "Camera")
}},
{name: "camera-zone", frames: 60, setup: func(s *Session) error {
sc := ctx.Scene()
ctx.Select(sc.ID(sc.Find(sc.Root(), "ArenaZone")), sc.ID(sc.Find(sc.Root(), "PatrolA2")), sc.ID(sc.Find(sc.Root(), "PatrolB2")), sc.ID(sc.Find(sc.Root(), "GroundRight")))
if err := ctx.Commands.Run(command.SceneFrame); err != nil {
return err
}
for i := 0; i < 30; i++ {
s.Step()
}
return selectNamed(ctx, "ArenaZone")
}},
{name: "clip-inspector", frames: 60, setup: func(s *Session) error {
id, ok := s.Pipeline.Lookup("assets/audio/music.ogg")
if !ok {
return fmt.Errorf("no assets/audio/music.ogg")
}
s.App.Data().Inspect(id)
return nil
}},
{name: "add-required", frames: 30, setup: func(s *Session) error {
if err := selectNamed(ctx, "PatrolA1"); err != nil {
return err
}
s.App.Inspector().OpenAdd("follow")
return nil
}},
{name: "tags", frames: 60, setup: func(s *Session) error { {name: "tags", frames: 60, setup: func(s *Session) error {
ctx.UI.CloseAllPopups()
return selectNamed(ctx, "Player") return selectNamed(ctx, "Player")
}}, }},
{name: "prefab", frames: 60, setup: func(s *Session) error { {name: "prefab", frames: 60, setup: func(s *Session) error {
@@ -83,12 +138,23 @@ func (s *Session) shots(dir string) error {
scene() scene()
return ctx.Commands.Run(command.PlayStart) return ctx.Commands.Run(command.PlayStart)
}}, }},
{name: "motion-play", frames: 30, setup: func(s *Session) error {
s.App.Workspace().Show(workspace.Inspector)
s.App.Inspector().ScrollTo("gameplay.Motion2D")
return selectNamed(ctx, "Player")
}},
{name: "mixer", frames: 120, setup: func(s *Session) error {
s.App.Workspace().Switch(workspace.Audio)
s.App.Workspace().Show(workspace.Mixer)
return nil
}},
{name: "physics-debug", frames: 30, setup: func(s *Session) error { {name: "physics-debug", frames: 30, setup: func(s *Session) error {
s.App.Workspace().Switch(workspace.Design)
ctx.Overlay.Set("physics.debug.contacts", true) ctx.Overlay.Set("physics.debug.contacts", true)
return ctx.Commands.Run(gameview.CommandOverlays) return ctx.Commands.Run(gameview.CommandOverlays)
}}, }},
{name: "demo", frames: 60, inset: 2, bottom: 28, setup: func(s *Session) error { {name: "demo", frames: 60, inset: 2, bottom: 28, setup: func(s *Session) error {
for _, f := range []string{"physics.debug", "physics.debug.shapes", "physics.debug.contacts", "physics.debug.joints"} { for _, f := range []string{gameview.CommandOverlays, vectors.CommandToggle} {
ctx.Overlay.Set(f, false) ctx.Overlay.Set(f, false)
} }
return ctx.Commands.Run(shell.CommandFullscreenPlay) return ctx.Commands.Run(shell.CommandFullscreenPlay)
+20 -3
View File
@@ -3,7 +3,9 @@ package export
import ( import (
"bytes" "bytes"
"compress/gzip" "compress/gzip"
"crypto/sha256"
"embed" "embed"
"encoding/hex"
"encoding/json" "encoding/json"
"html/template" "html/template"
"io/fs" "io/fs"
@@ -141,6 +143,21 @@ func (j *job) webTitle() string {
return AppName(j.p) return AppName(j.p)
} }
// webBuild keys the page's ?v= URLs on the data, the runtime and both scripts, so a new engine gets new URLs under immutable caching.
func (j *job) webBuild(scripts ...[]byte) (string, error) {
wasm, err := os.ReadFile(j.l.binary())
if err != nil {
return "", errs.Wrap(err, errs.VFSIO, "cannot read the web runtime")
}
h := sha256.New()
h.Write([]byte(j.rep.Hash))
h.Write(wasm)
for _, s := range scripts {
h.Write(s)
}
return hex.EncodeToString(h.Sum(nil))[:buildKeyLen], nil
}
func (j *job) packWeb() error { func (j *job) packWeb() error {
src, err := wasmExecPath(j.goroot) src, err := wasmExecPath(j.goroot)
if err != nil { if err != nil {
@@ -176,9 +193,9 @@ func (j *job) packWeb() error {
if err := writeFile(filepath.Join(j.l.data, WebFiles), list, WebFiles); err != nil { if err := writeFile(filepath.Join(j.l.data, WebFiles), list, WebFiles); err != nil {
return err return err
} }
build := j.rep.Hash build, err := j.webBuild(exec, loader)
if len(build) > buildKeyLen { if err != nil {
build = build[:buildKeyLen] return err
} }
var page bytes.Buffer var page bytes.Buffer
if err := webIndexTmpl.Execute(&page, webPage{Title: j.webTitle(), Build: build, Icon: j.icon != nil}); err != nil { if err := webIndexTmpl.Execute(&page, webPage{Title: j.webTitle(), Build: build, Icon: j.icon != nil}); err != nil {
+7 -5
View File
@@ -18,12 +18,14 @@ canvas { display: block; width: 100%; height: 100%; outline: none; touch-action:
#status { color: #9a9890; font-size: 13px; } #status { color: #9a9890; font-size: 13px; }
.loader.failed #bar { background: #f0776c; } .loader.failed #bar { background: #f0776c; }
#error { max-width: min(640px, 90vw); max-height: 40vh; overflow: auto; margin: 0; padding: 10px 12px; white-space: pre-wrap; color: #f0776c; background: #1d1f23; border-radius: 6px; font: 12px/1.5 ui-monospace, Menlo, Consolas, monospace; } #error { max-width: min(640px, 90vw); max-height: 40vh; overflow: auto; margin: 0; padding: 10px 12px; white-space: pre-wrap; color: #f0776c; background: #1d1f23; border-radius: 6px; font: 12px/1.5 ui-monospace, Menlo, Consolas, monospace; }
#fullscreen { position: fixed; top: 10px; right: 10px; width: 36px; height: 36px; border: 0; border-radius: 6px; background: rgba(0, 0, 0, 0.45); color: #fff; font-size: 18px; cursor: pointer; opacity: 0.5; } #fullscreen { position: fixed; top: 10px; right: 10px; width: 36px; height: 36px; border: 0; border-radius: 6px; background: rgba(0, 0, 0, 0.45); color: #fff; padding: 0; cursor: pointer; opacity: 0.5; }
#fullscreen:hover { opacity: 1; } #fullscreen:hover { opacity: 1; }
#mute { position: fixed; top: 10px; right: 52px; width: 36px; height: 36px; border: 0; border-radius: 6px; background: rgba(0, 0, 0, 0.45); color: #fff; font-size: 16px; cursor: pointer; opacity: 0.5; } #mute { position: fixed; top: 10px; right: 52px; width: 36px; height: 36px; border: 0; border-radius: 6px; background: rgba(0, 0, 0, 0.45); color: #fff; padding: 0; cursor: pointer; opacity: 0.5; }
#mute:hover { opacity: 1; } #mute:hover { opacity: 1; }
#fullscreen svg, #mute svg { display: block; width: 18px; height: 18px; margin: auto; }
#mute .off, #mute.muted .on { display: none; }
#mute.muted .off { display: inline; }
</style> </style>
<link rel="preload" href="game.wasm?v={{.Build}}" as="fetch" type="application/wasm" crossorigin>
</head> </head>
<body> <body>
<canvas id="game" data-aego tabindex="0" aria-label="{{.Title}}"></canvas> <canvas id="game" data-aego tabindex="0" aria-label="{{.Title}}"></canvas>
@@ -33,8 +35,8 @@ canvas { display: block; width: 100%; height: 100%; outline: none; touch-action:
<div id="status">Loading…</div> <div id="status">Loading…</div>
<pre id="error" hidden></pre> <pre id="error" hidden></pre>
</div> </div>
<button id="fullscreen" type="button" title="Fullscreen" aria-label="Fullscreen" hidden>⛶</button> <button id="fullscreen" type="button" title="Fullscreen" aria-label="Fullscreen" hidden><svg viewBox="0 0 16 16" aria-hidden="true"><path fill="currentColor" d="M9.92 13.44L10.25 13.38L13.38 13.38L13.38 10.25L13.44 9.92L13.76 9.52L14.08 9.39L14.58 9.44L14.98 9.76L15.12 10.25L15.12 14.25L15.06 14.58L14.74 14.98L14.25 15.12L10.25 15.12L9.92 15.06L9.52 14.74L9.38 14.25L9.52 13.76ZM13.44 6.08L13.38 5.75L13.38 2.62L10.25 2.62L9.92 2.56L9.52 2.24L9.39 1.92L9.44 1.42L9.76 1.02L10.25 0.88L14.25 0.88L14.58 0.94L14.98 1.26L15.12 1.75L15.12 5.75L15.06 6.08L14.74 6.48L14.25 6.62L13.76 6.48ZM2.56 9.92L2.62 10.25L2.62 13.38L5.75 13.38L6.08 13.44L6.48 13.76L6.62 14.25L6.56 14.58L6.24 14.98L5.75 15.12L1.75 15.12L1.42 15.06L1.02 14.74L0.88 14.25L0.88 10.25L0.94 9.92L1.26 9.52L1.75 9.38L2.24 9.52ZM6.08 2.56L5.75 2.62L2.62 2.62L2.62 5.75L2.56 6.08L2.24 6.48L1.75 6.62L1.42 6.56L1.02 6.24L0.88 5.75L0.88 1.75L0.94 1.42L1.26 1.02L1.75 0.88L5.75 0.88L6.08 0.94L6.48 1.26L6.62 1.75L6.48 2.24Z"/></svg></button>
<button id="mute" type="button" title="Mute" aria-label="Mute" hidden>🔊</button> <button id="mute" type="button" title="Mute" aria-label="Mute" hidden><svg viewBox="0 0 16 16" aria-hidden="true"><path fill="currentColor" d="M1.81 6.04L4 6L6.74 3.47L7.11 3.41L7.36 3.55L7.5 3.9L7.5 12.1L7.36 12.45L7.11 12.59L6.74 12.53L4 10L2 10L1.65 9.85L1.5 9.5L1.5 6.5L1.58 6.22Z"/><path class="on" fill="currentColor" d="M12.53 5.89L11.97 4.96L11.01 3.9L10.95 3.62L10.99 3.33L11.15 3.08L11.39 2.91L11.82 2.86L12.21 3.05L12.72 3.54L13.53 4.59L13.91 5.29L14.17 5.95L14.35 6.63L14.5 7.96L14.46 8.75L14.34 9.45L14.14 10.13L13.58 11.34L13.18 11.92L12.67 12.52L12.09 13.04L11.67 13.15L11.39 13.09L11.15 12.92L10.99 12.67L10.95 12.38L11.09 11.97L11.61 11.46L12.27 10.59L12.73 9.61L12.88 9.08L12.97 8.54L12.97 7.46L12.73 6.39ZM10.05 7.09L9.82 6.68L9.38 6.19L9.26 5.77L9.31 5.48L9.48 5.24L9.72 5.08L10.01 5.02L10.29 5.08L10.54 5.24L11.01 5.76L11.27 6.16L11.66 7.18L11.75 8.04L11.58 9.12L11.23 9.91L10.54 10.76L10.29 10.92L10.01 10.98L9.72 10.92L9.48 10.76L9.31 10.52L9.26 10.23L9.38 9.81L9.95 9.12L10.2 8.47L10.24 7.76Z"/><path class="off" fill="none" stroke="currentColor" stroke-width="1.6" stroke-linecap="round" d="M10.25 5.75l4.5 4.5M14.75 5.75l-4.5 4.5"/></svg></button>
<script src="wasm_exec.js?v={{.Build}}"></script> <script src="wasm_exec.js?v={{.Build}}"></script>
<script src="loader.js?v={{.Build}}"></script> <script src="loader.js?v={{.Build}}"></script>
</body> </body>
+41 -6
View File
@@ -2,6 +2,7 @@
(function () { (function () {
const build = document.documentElement.dataset.build || ""; const build = document.documentElement.dataset.build || "";
if (document.documentElement.dataset.sound === "off") globalThis.aegoSoundDefault = false;
const canvas = document.getElementById("game"); const canvas = document.getElementById("game");
const loader = document.getElementById("loader"); const loader = document.getElementById("loader");
const bar = document.getElementById("bar"); const bar = document.getElementById("bar");
@@ -12,7 +13,7 @@
function syncMute() { function syncMute() {
const on = globalThis.aegoAudioMute(); const on = globalThis.aegoAudioMute();
mute.textContent = on ? "🔇" : "🔊"; mute.classList.toggle("muted", on);
mute.title = on ? "Unmute" : "Mute"; mute.title = on ? "Unmute" : "Mute";
mute.setAttribute("aria-label", mute.title); mute.setAttribute("aria-label", mute.title);
} }
@@ -70,9 +71,22 @@
status.textContent = `${mb(got)} of ${mb(total)}`; status.textContent = `${mb(got)} of ${mb(total)}`;
} }
async function read(url) { // A request that delivers nothing for STALL ms is aborted and made again past the HTTP cache; a stuck cache entry must not leave the page on "Loading…".
const resp = await fetch(url); const STALL = 8000;
const TRIES = 3;
async function readOnce(url, cache) {
const ctl = new AbortController();
let timer = setTimeout(() => ctl.abort(), STALL);
const kick = () => {
clearTimeout(timer);
timer = setTimeout(() => ctl.abort(), STALL);
};
let counted = 0;
try {
const resp = await fetch(url, { signal: ctl.signal, cache });
if (!resp.ok) throw new Error(`${url}: HTTP ${resp.status}`); if (!resp.ok) throw new Error(`${url}: HTTP ${resp.status}`);
kick();
if (!resp.body) { if (!resp.body) {
const all = new Uint8Array(await resp.arrayBuffer()); const all = new Uint8Array(await resp.arrayBuffer());
progress(all.byteLength); progress(all.byteLength);
@@ -84,8 +98,10 @@
for (;;) { for (;;) {
const { done, value } = await reader.read(); const { done, value } = await reader.read();
if (done) break; if (done) break;
kick();
parts.push(value); parts.push(value);
size += value.byteLength; size += value.byteLength;
counted += value.byteLength;
progress(value.byteLength); progress(value.byteLength);
} }
const out = new Uint8Array(size); const out = new Uint8Array(size);
@@ -95,6 +111,26 @@
at += p.byteLength; at += p.byteLength;
} }
return out; return out;
} catch (e) {
got -= counted;
throw e;
} finally {
clearTimeout(timer);
}
}
async function read(url) {
for (let i = 0; ; i++) {
try {
return await readOnce(url, i === 0 ? "default" : "reload");
} catch (e) {
if (!(e && e.name === "AbortError") || i + 1 >= TRIES) throw e;
}
}
}
async function readJSON(url) {
return JSON.parse(new TextDecoder().decode(await read(url)));
} }
async function each(items, fn) { async function each(items, fn) {
@@ -106,9 +142,8 @@
} }
async function start() { async function start() {
const resp = await fetch(`data/files.json?v=${build}`); const list = await readJSON(`data/files.json?v=${build}`);
if (!resp.ok) throw new Error(`data/files.json: HTTP ${resp.status}`); got = 0;
const list = await resp.json();
total = list.wasm + list.manifest.size + list.files.reduce((s, f) => s + f.size, 0); total = list.wasm + list.manifest.size + list.files.reduce((s, f) => s + f.size, 0);
const wasm = read(`game.wasm?v=${build}`); const wasm = read(`game.wasm?v=${build}`);
const manifest = read(`data/${list.manifest.path}?v=${build}`); const manifest = read(`data/${list.manifest.path}?v=${build}`);
+9 -1
View File
@@ -5,6 +5,7 @@ import (
"encoding/json" "encoding/json"
"os" "os"
"path/filepath" "path/filepath"
"regexp"
"strings" "strings"
"testing" "testing"
@@ -60,9 +61,16 @@ func TestPackWeb(t *testing.T) {
if !strings.Contains(string(page), "&lt;Game &amp;") || strings.Contains(string(page), "<Game") { if !strings.Contains(string(page), "&lt;Game &amp;") || strings.Contains(string(page), "<Game") {
t.Fatal("the title is not escaped") t.Fatal("the title is not escaped")
} }
if !strings.Contains(string(page), `data-build="abababababab"`) { key := regexp.MustCompile(`data-build="([0-9a-f]{12})"`).FindStringSubmatch(string(page))
if key == nil {
t.Fatal("the build key is missing") t.Fatal("the build key is missing")
} }
if err := os.WriteFile(j.l.binary(), append(wasm, '!'), 0o644); err != nil {
t.Fatal(err)
}
if again, err := j.webBuild(); err != nil || again == key[1] {
t.Fatalf("a new runtime kept the build key %s (%v)", again, err)
}
raw, err := os.ReadFile(filepath.Join(j.l.data, WebFiles)) raw, err := os.ReadFile(filepath.Join(j.l.data, WebFiles))
if err != nil { if err != nil {
t.Fatal(err) t.Fatal(err)
+5
View File
@@ -198,6 +198,11 @@ func (g *Game) Engine() *engine.Engine {
return g.e return g.e
} }
// Scene is the scene Play loaded, nil before the first Play or after Stop.
func (g *Game) Scene() *scene.Scene {
return g.scene
}
func (g *Game) Play(name string, src []byte, mods []*bytecode.Module) error { func (g *Game) Play(name string, src []byte, mods []*bytecode.Module) error {
g.Stop() g.Stop()
rt := scriptruntime.New(scriptruntime.Options{Bindings: g.reg, Schema: g.types.Schema(), Log: g.log, VM: playmods.SandboxVM()}) rt := scriptruntime.New(scriptruntime.Options{Bindings: g.reg, Schema: g.types.Schema(), Log: g.log, VM: playmods.SandboxVM()})
+29
View File
@@ -9,6 +9,10 @@ import (
"aego/app/agent" "aego/app/agent"
"aego/core/log" "aego/core/log"
"aego/core/rewind" "aego/core/rewind"
"aego/engine/recorder"
"aego/modules/audio"
"aego/modules/camera"
"aego/modules/gameplay"
"aego/project" "aego/project"
"aego/sdk" "aego/sdk"
) )
@@ -45,6 +49,7 @@ func AgentRunner(mods ...sdk.Module) agent.Runner {
} }
sum, _, _ := WorldHash(a.Engine.MainWorld(), rewind.NewHasher()) sum, _, _ := WorldHash(a.Engine.MainWorld(), rewind.NewHasher())
rep.Hash = hex.EncodeToString(sum[:]) rep.Hash = hex.EncodeToString(sum[:])
rep.Counters = counters(a)
a.Close() a.Close()
rep.Log = logLines(buf.String()) rep.Log = logLines(buf.String())
return rep, nil return rep, nil
@@ -63,3 +68,27 @@ func logLines(s string) []string {
} }
return out return out
} }
// counters sums what the modules counted during the run, for scene run and run_headless.
func counters(a *App) map[string]uint64 {
out := map[string]uint64{}
w := a.Engine.MainWorld()
if s := gameplay.Of(w); s != nil {
st := s.Stats()
out["gameplay.steps"], out["gameplay.casts"], out["gameplay.hits"] = st.Steps, st.Casts, st.Hits
out["gameplay.deaths"], out["gameplay.respawns"], out["gameplay.pickups"] = st.Deaths, st.Respawns, st.Pickups
}
if c := camera.Of(w); c != nil {
c.Outputs(func(camera.OutputInfo) { out["camera.outputs"]++ })
}
if m := audio.ModuleOf(a.Engine); m != nil {
c, st := m.Counts(), m.Stats()
out["audio.finished"], out["audio.stolen"], out["audio.rejected"], out["audio.starved"] = c.Finished, c.Stolen, c.Rejected, c.Starved
out["audio.underruns"] = st.Underruns
}
if r := w.Recorder; r != nil {
counts := r.Counts()
out["events.audio"], out["events.gameplay"] = counts[recorder.Audio], counts[recorder.Gameplay]
}
return out
}
+171 -25
View File
File diff suppressed because it is too large Load Diff
+1
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@@ -80,6 +80,7 @@ type bus struct {
target float32 target float32
delta float32 delta float32
ramp int ramp int
live bool
acc []float32 acc []float32
peak atomic.Uint32 peak atomic.Uint32
rms atomic.Uint32 rms atomic.Uint32
+84
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@@ -441,3 +441,87 @@ func TestVoicePositionAndKill(t *testing.T) {
t.Fatalf("kill: %+v, live %v", ev, m.Live(id)) t.Fatalf("kill: %+v, live %v", ev, m.Live(id))
} }
} }
func directPair(tb testing.TB, mem *Memory, loop bool) (*Mixer, voice, voice) {
m := newMixer(tb)
m.Play(PlayParams{Memory: mem, Gain: 0.7, Pan: 0.3, Loop: loop, FadeIn: 0.005})
buf := make([]float32, 64*2)
m.Mix(buf)
for i := range m.voices {
if m.voices[i].state == voicePlaying {
return m, m.voices[i], m.voices[i]
}
}
tb.Fatal("no playing voice")
return nil, voice{}, voice{}
}
// The direct path for pitch 1 gives the same samples, position, gain and end as Hermite, through fades, loops and the stop ramp.
func TestDirectPathMatchesHermite(t *testing.T) {
for _, ch := range []int{1, 2} {
for _, loop := range []bool{false, true} {
mem := sine(440, rate/20, ch, 0.5)
if loop {
mem.LoopStart, mem.LoopEnd = 100, mem.Frames()-50
}
m, a, b := directPair(t, mem, loop)
if b.step != 1 {
t.Fatalf("step %v, the direct path needs 1", b.step)
}
const n = 256
accA, accB := make([]float32, n*2), make([]float32, n*2)
for block := 0; block < 40; block++ {
if block == 20 {
a.rampTo(0, 300)
b.rampTo(0, 300)
a.stopping, b.stopping = true, true
}
clear(accA)
clear(accB)
da := m.renderMemory(&a, accA, n)
db := m.renderMemoryDirect(&b, accB, n)
if da != db || a.pos != b.pos || a.gain != b.gain {
t.Fatalf("ch=%d loop=%v block %d: done %v/%v pos %v/%v gain %v/%v", ch, loop, block, da, db, a.pos, b.pos, a.gain, b.gain)
}
for i := range accA {
if accA[i] != accB[i] {
t.Fatalf("ch=%d loop=%v block %d sample %d: %v != %v", ch, loop, block, i, accA[i], accB[i])
}
}
if da {
break
}
}
}
}
}
func loadedPitch1(tb testing.TB) (*Mixer, []float32) {
m := newMixer(tb)
mem := sine(440, rate/10, 1, 0.5)
for i := 0; i < 64; i++ {
m.Play(PlayParams{Memory: mem, Gain: 0.1, Pan: float32(i%3 - 1), Pitch: 1, Loop: true})
}
buf := make([]float32, 512*2)
m.Mix(buf)
if m.Active() != 64 {
tb.Fatalf("%d active voices", m.Active())
}
return m, buf
}
func TestMixPitch1Allocs(t *testing.T) {
m, buf := loadedPitch1(t)
if n := testing.AllocsPerRun(200, func() { m.Mix(buf) }); n != 0 {
t.Fatalf("Mix allocates %v times per call", n)
}
}
func BenchmarkMix64Pitch1(b *testing.B) {
m, buf := loadedPitch1(b)
b.ReportAllocs()
b.ResetTimer()
for b.Loop() {
m.Mix(buf)
}
}
+91 -1
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+1 -1
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@@ -141,7 +141,7 @@ func (p *Pump) Start() {
func (p *Pump) run(stop, done chan struct{}) { func (p *Pump) run(stop, done chan struct{}) {
defer close(done) defer close(done)
period := time.Duration(float64(p.cfg.Block) / float64(p.cfg.SampleRate) / 2 * float64(time.Second)) period := time.Duration(float64(p.cfg.Block*p.cfg.Target) / float64(p.cfg.SampleRate) / 6 * float64(time.Second))
t := time.NewTicker(max(period, time.Millisecond)) t := time.NewTicker(max(period, time.Millisecond))
defer t.Stop() defer t.Stop()
for { for {
+30
View File
@@ -102,3 +102,33 @@ func TestAgentSceneTreeJSON(t *testing.T) {
t.Fatalf("output %v:\n%s", err, out) t.Fatalf("output %v:\n%s", err, out)
} }
} }
// The top-down example needs no native module, so the CLI can run it from a copy.
func TestAgentSceneRunCounters(t *testing.T) {
dir := copyProject(t, "topdown")
r, w, err := os.Pipe()
if err != nil {
t.Fatal(err)
}
stdout := os.Stdout
os.Stdout = w
code := dispatch([]string{"scene", "run", "scenes/main.aescene", "--frames", "300", "--json", "--project", dir})
os.Stdout = stdout
w.Close()
out, _ := io.ReadAll(r)
if code != 0 {
t.Fatalf("exit %d:\n%s", code, out)
}
var v struct {
Value struct {
Counters map[string]uint64 `json:"counters"`
} `json:"value"`
}
if err := json.Unmarshal(out, &v); err != nil {
t.Fatalf("output %v:\n%s", err, out)
}
c := v.Value.Counters
if c["gameplay.steps"] == 0 || c["camera.outputs"] != 1 {
t.Fatalf("counters %v, want gameplay steps and one camera output", c)
}
}
+23
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@@ -10,7 +10,9 @@ const ServiceID = "physics2d.queries"
type QueryFilter struct { type QueryFilter struct {
LayerMask uint32 LayerMask uint32
IncludeTriggers bool IncludeTriggers bool
SkipDynamic bool
ExcludeNode scene.NodeHandle ExcludeNode scene.NodeHandle
ExcludeBody scene.NodeHandle
} }
type RayHit struct { type RayHit struct {
@@ -21,6 +23,16 @@ type RayHit struct {
ColliderNode scene.NodeHandle ColliderNode scene.NodeHandle
} }
type CastHit struct {
Point mathx.Vec2
Normal mathx.Vec2
Fraction float32
Depth float32
Node scene.NodeHandle
ColliderNode scene.NodeHandle
Initial bool
}
type Queries interface { type Queries interface {
Raycast(origin, dir mathx.Vec2, maxDist float32, f QueryFilter) (RayHit, bool) Raycast(origin, dir mathx.Vec2, maxDist float32, f QueryFilter) (RayHit, bool)
RaycastAll(origin, dir mathx.Vec2, maxDist float32, f QueryFilter, out []RayHit) int RaycastAll(origin, dir mathx.Vec2, maxDist float32, f QueryFilter, out []RayHit) int
@@ -28,4 +40,15 @@ type Queries interface {
OverlapCircle(c mathx.Vec2, r float32, f QueryFilter, out []scene.NodeHandle) int OverlapCircle(c mathx.Vec2, r float32, f QueryFilter, out []scene.NodeHandle) int
OverlapBox(c, half mathx.Vec2, angle float32, f QueryFilter, out []scene.NodeHandle) int OverlapBox(c, half mathx.Vec2, angle float32, f QueryFilter, out []scene.NodeHandle) int
BodyAt(p mathx.Vec2, f QueryFilter) (scene.NodeHandle, bool) BodyAt(p mathx.Vec2, f QueryFilter) (scene.NodeHandle, bool)
CastCircle(c mathx.Vec2, r float32, delta mathx.Vec2, f QueryFilter) (CastHit, bool)
CastBox(c, half mathx.Vec2, angle float32, delta mathx.Vec2, f QueryFilter) (CastHit, bool)
CastCapsule(a, b mathx.Vec2, r float32, delta mathx.Vec2, f QueryFilter) (CastHit, bool)
CastBody(body scene.NodeHandle, offset, delta mathx.Vec2, f QueryFilter) (CastHit, bool)
Penetration(body scene.NodeHandle, f QueryFilter, out []CastHit) int
BodyPose(body scene.NodeHandle) (mathx.Vec2, float32, bool)
BodyVelocity(body scene.NodeHandle) (mathx.Vec2, float32, bool)
MoveKinematic(body scene.NodeHandle, p mathx.Vec2, angle, dt float32) error
Teleport(body scene.NodeHandle, p mathx.Vec2, angle float32) error
ApplyImpulse(body scene.NodeHandle, j mathx.Vec2) error
Gravity() mathx.Vec2
} }
+22
View File
@@ -0,0 +1,22 @@
package scriptcall
import (
"aego/scene"
"aego/script/vm"
)
const ServiceID = "script.call"
// Ref names a plain method of one script instance; a new program generation makes it stale.
type Ref struct {
Node scene.NodeHandle
Instance vm.InstanceID
Index int32
Gen uint64
}
type Caller interface {
Method(node scene.NodeHandle, name string, params int) (Ref, bool)
Call(ref *Ref, args []vm.Value) bool
Generation() uint64
}
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+37
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@@ -0,0 +1,37 @@
# Contributing
## Build and run
```sh
bash tools/bootstrap-native.sh
make cli
.cache/bin/aego edit examples/platformer
```
`make res` regenerates icons, previews and ES shaders; `make golden-update` rewrites golden images after an intended UI change.
## Check levels
| Level | When | Command |
|---|---|---|
| 1 | after an edit | `make quick`: build and short tests of the packages your change touches and everything that imports them |
| 2 | before a commit | `make affected`, plus `make check-camera`, `check-audio`, `check-gameplay`, `check-mutate`, `check-editor`, `check-web` or `check-docs` for the areas you touched, and `make golden` after UI changes |
| 3 | before a push or a tag | `make ci` |
`tools/affected.sh [base]` lists the affected packages (default base `origin/master`, uncommitted files included). The CI server always runs the full `make ci`.
## Rules for engine code
- **Modules talk through contracts.** A module never imports another module: shared types and services live in `contracts/` (`physics2d`, `camera2d`, `scriptcall`, `signals`, `debugdraw`, …). `tools/depcheck` enforces the import rules; an exception goes into `tools/depcheck/exceptions.txt` with its file and reason.
- **Kernel stays neutral.** Kernel, editor and `sdk` never name a built-in module, its components or its diagnostic codes in string literals; names come from the module catalog.
- **Every component has a Try it scene.** It lives at `res/docs/try/<Component>.aescene` (with `<Component>.aes` and prefabs next to it when needed), shows the component's own effect and runs without warnings; `aego docs check` fails without it.
- **Internal state is not a component.** Controller state lives in unexported fields of the component it belongs to or in a world service. A component that exists only to carry state for a service is registered `Hidden`: it is not in Create, Add Component, Try it or the docs.
- **Requirements add, they do not block.** Declare `Requires`; Add Component, `scene add-comp`, Paste and presets add the missing components in the same undo step.
- **Every diagnostic code has a page with an example.** Component codes (`CAM`, `AUD`, `GMP`, `PHY`, …) also have an example scene that produces the code; `aego docs check` fails without one. Asset codes say `scope: asset`, codes that only an edit during Play produces say `scope: play`.
- **Nodes are labelled, not pathed.** UI shows nodes with `props.NodeLabel` (icon and name, the path in the tooltip).
- **Editor edits go through history.** Every edit is a history command, normally `commands.Mutation`, so Undo, the Play changes diff and agents see it.
- **Hot paths do not allocate.** Systems, mixers and controllers allocate nothing per frame; add `testing.AllocsPerRun` checks and a benchmark next to new hot code.
## Commits
One commit per sub-stage, named `Stage <n><x>: <what>`; decisions go into `ARCHITECTURE.md` as `D<number>` in the same commit.
+13 -1
View File
@@ -97,6 +97,16 @@ sdk.Component[Wind](r, sdk.Name("weather.Wind")).
`engine/problems` collects `sdk.Diagnostic{Owner, Code, Severity, Message, Subject, BlocksPlay}` from sources with a revision; the service rebuilds the list only when a revision changes. `sdk.Diagnostics(ctx)` in `Init` returns the service; a module adds runtime diagnostics as a `sdk.ProblemSource` from `AttachWorld` and removes it in `DetachWorld`. The Problems panel shows them with the owner as category; an error with `BlocksPlay` stops Play (D210). `engine/problems` collects `sdk.Diagnostic{Owner, Code, Severity, Message, Subject, BlocksPlay}` from sources with a revision; the service rebuilds the list only when a revision changes. `sdk.Diagnostics(ctx)` in `Init` returns the service; a module adds runtime diagnostics as a `sdk.ProblemSource` from `AttachWorld` and removes it in `DetachWorld`. The Problems panel shows them with the owner as category; an error with `BlocksPlay` stops Play (D210).
Every code a module reports is listed in `Info.Codes` and has a page `res/docs/diagnostics/<CODE>.md` with front matter `code`, `title`, `severity` (`error`, `warning` or `info`) and either `example: <CODE>.aescene`, a scene next to the page that produces the code (with `<CODE>.aes` next to it when a script has to act, as for PHY007), `scope: asset` for codes that come from importing or checking an asset, or `scope: play` for codes that only an edit during Play produces (PHY006). `aego docs check` fails on a declared code without a page, a page whose code is not declared, a component code without an example, and an example that does not produce its code after `module.ValidateScene` and 60 headless frames. The pages appear under Reference → Diagnostics next to the script codes (D146, D316).
### Contracts between modules
A module never imports another module. What two modules share lives in `contracts/<name>` as plain types, a service ID and an interface; the provider registers the service in its world, the consumer looks it up with `engine.ServiceOf` and works without it.
- **Provisions.** A value handed over at load time, keyed by a kind. `camera2d.AccessibilityKind` (`"camera2d.accessibility"`) carries the IDs of the Screen Shake and Reduce Motion settings: the settings module provides them with `r.Provide(camera2d.AccessibilityKind, camera2d.Accessibility{...})`, the camera module reads `ctx.Provided(camera2d.AccessibilityKind)` in `Init` and scales shake by them every frame.
- **`physics2d.Queries`** (`physics2d.ServiceID`). Ray, point, circle and box queries; shape casts `CastCircle`, `CastBox`, `CastCapsule` and `CastBody`, which sweeps every non-trigger collider of a body and returns the first hit with its fraction, normal and, when the shapes already overlap, `Initial` and `Depth`; `Penetration` lists the overlaps of a body for depenetration; `BodyPose`, `BodyVelocity`, `MoveKinematic` (moves a kinematic body so contacts see its velocity), `Teleport`, `ApplyImpulse` and `Gravity`. `QueryFilter` selects layers and triggers; `SkipDynamic` ignores dynamic bodies, and `ExcludeNode` and `ExcludeBody` skip the caller's own collider or body. The gameplay controller is written only against this interface.
- **`scriptcall.Caller`** (`scriptcall.ServiceID`). `Method(node, name, params)` finds a plain method by name in the scripts on a node and returns a `Ref`; `Call(&ref, args)` runs it. A hot reload starts a new `Generation`, which makes every older `Ref` stale: look the method up again when `Ref.Gen` differs. The State Machine finds its hooks this way.
### Resources ### Resources
Module icons are named `<owner>.*` or `cat.<owner>`; a clash with the engine atlas or another module is a build error. Built-in modules list their icon sources through `IconDir()`. Docs registered with `Registry.Docs` carry the module as owner and are left out of runtime builds (D211). Module icons are named `<owner>.*` or `cat.<owner>`; a clash with the engine atlas or another module is a build error. Built-in modules list their icon sources through `IconDir()`. Docs registered with `Registry.Docs` carry the module as owner and are left out of runtime builds (D211).
@@ -169,4 +179,6 @@ A panel gets a fresh `Frame` every draw (`UI`, drag and drop, time, focus). Anyt
A module can give any of its components a live example on the documentation site: put a scene in `res/docs/try/<Component>.aescene`, named after the last part of the component ID (`try/Body2D.aescene` for `physics.Body2D`). The page of that component gets a Try it block that runs the scene in the browser with the Inspector, selecting the first node that has the component; a guide page can show a scene with `try: try/name.aescene` and `try_select: module.Component` in its front matter. A module can give any of its components a live example on the documentation site: put a scene in `res/docs/try/<Component>.aescene`, named after the last part of the component ID (`try/Body2D.aescene` for `physics.Body2D`). The page of that component gets a Try it block that runs the scene in the browser with the Inspector, selecting the first node that has the component; a guide page can show a scene with `try: try/name.aescene` and `try_select: module.Component` in its front matter.
Try scenes run on the sandbox catalog (core, input, render2d, scripting, physics, debug) with builtin assets only and no scripts. `aego docs check` loads each one, runs it for 60 frames and fails on a load error, a warning or a fault, and on a scene of a module outside the sandbox. Keep the scene to what the component needs, put the documented node first, and add a camera. Try scenes run on the docs runtime catalog (core, input, render2d, render3d, scripting, physics, debug, tween, cameras, gameplay, spawn, savegame and audio) with builtin assets only. A script `<Component>.aes` and prefabs `<Component>.<name>.aeprefab` (with their `.meta`) next to the scene are compiled and mounted with it. `aego docs check` loads each one, runs it for 60 frames and fails on a load error, a warning or a fault, and on a scene of a module outside the catalog. Keep the scene to what the component needs, put the documented node first, and add a camera.
Every visible component needs one. A component registered `Hidden`, which only carries state for a service, has none and is left out of Create, Add Component, Try it and the docs. The rules for engine code, including these, are in [contributing.md](contributing.md).
+15
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@@ -17,6 +17,7 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
| `cat.audio` | engine | 16 | Documentation: Audio group and module | ok | | `cat.audio` | engine | 16 | Documentation: Audio group and module | ok |
| `cat.camera` | engine | 24 | New Project: template 2.5d | ok | | `cat.camera` | engine | 24 | New Project: template 2.5d | ok |
| `cat.game` | engine | 16 | Inspector and Add Component: components of a project module without an icon of their own | ok | | `cat.game` | engine | 16 | Inspector and Add Component: components of a project module without an icon of their own | ok |
| `cat.gameplay` | engine | 16 | template menu Gameplay | ok |
| `cat.node` | engine | 24 | New Project: template empty; Search: node results | ok | | `cat.node` | engine | 24 | New Project: template empty; Search: node results | ok |
| `cat.physics` | engine | 16 | template menu Physics | ok | | `cat.physics` | engine | 16 | template menu Physics | ok |
| `cat.rendering` | engine | 24 | New Project: template 2d; Search: mesh assets | ok | | `cat.rendering` | engine | 24 | New Project: template 2d; Search: mesh assets | ok |
@@ -60,8 +61,10 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
| `edit.paste` | engine | 16 | Paste (nodes, assets, inspector field) | ok | | `edit.paste` | engine | 16 | Paste (nodes, assets, inspector field) | ok |
| `edit.rename` | engine | 16 | Rename (nodes, assets, workspace) | ok | | `edit.rename` | engine | 16 | Rename (nodes, assets, workspace) | ok |
| `edit.select_all` | engine | 16 | Edit → Select All | ok | | `edit.select_all` | engine | 16 | Edit → Select All | ok |
| `file.audio` | engine | 16 | Documentation: sound clips page | ok |
| `file.autosave` | engine | 16 | File → Autosave Scripts | ok | | `file.autosave` | engine | 16 | File → Autosave Scripts | ok |
| `file.data` | engine | 24 | Assets: data asset tiles | ok | | `file.data` | engine | 24 | Assets: data asset tiles | ok |
| `file.download` | engine | 16 | Documentation: Install and run page | ok |
| `file.folder` | engine | 24 | Assets: folders | ok | | `file.folder` | engine | 24 | Assets: folders | ok |
| `file.mesh` | engine | 24 | Assets: mesh tiles | ok | | `file.mesh` | engine | 24 | Assets: mesh tiles | ok |
| `file.open` | engine | 16 | Assets menu: Open | ok | | `file.open` | engine | 16 | Assets menu: Open | ok |
@@ -75,6 +78,16 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
| `file.table` | engine | 24 | Assets: table tiles | ok | | `file.table` | engine | 24 | Assets: table tiles | ok |
| `file.texture` | engine | 24 | Assets: texture tiles | ok | | `file.texture` | engine | 24 | Assets: texture tiles | ok |
| `file.unknown` | engine | 24 | Assets: tiles of other kinds | ok | | `file.unknown` | engine | 24 | Assets: tiles of other kinds | ok |
| `gameplay.checkpoint` | engine | 16 | component gameplay.Checkpoint2D; template gameplay.checkpoint | ok |
| `gameplay.fsm` | engine | 16 | component gameplay.StateMachine | ok |
| `gameplay.health` | engine | 16 | component gameplay.Health | ok |
| `gameplay.hitbox` | engine | 16 | component gameplay.Hitbox2D; template gameplay.enemy | ok |
| `gameplay.hurtbox` | engine | 16 | component gameplay.Hurtbox2D | ok |
| `gameplay.killzone` | engine | 16 | component gameplay.KillZone2D; template gameplay.killzone | ok |
| `gameplay.lifetime` | engine | 16 | component gameplay.Lifetime | ok |
| `gameplay.motion` | engine | 16 | component gameplay.Motion2D; template gameplay.platform; template gameplay.platformer; template gameplay.topdown | ok |
| `gameplay.pickup` | engine | 16 | component gameplay.Pickup2D; template gameplay.pickup | ok |
| `gameplay.respawn` | engine | 16 | component gameplay.Respawn | ok |
| `help.about` | engine | 16 | Help → About Aego | ok | | `help.about` | engine | 16 | Help → About Aego | ok |
| `help.book` | engine | 16 | Documentation tab | ok | | `help.book` | engine | 16 | Documentation tab | ok |
| `log.error` | engine | 16 | Console: errors | ok | | `log.error` | engine | 16 | Console: errors | ok |
@@ -123,6 +136,7 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
| `prefab.variant` | engine | 16 | Assets menu: Create Variant | ok | | `prefab.variant` | engine | 16 | Assets menu: Create Variant | ok |
| `shape.cube` | engine | 16 | template render3d.cube | ok | | `shape.cube` | engine | 16 | template render3d.cube | ok |
| `shape.cylinder` | engine | 16 | template render3d.cylinder | ok | | `shape.cylinder` | engine | 16 | template render3d.cylinder | ok |
| `shape.dice` | engine | 16 | Documentation: random numbers module | ok |
| `shape.plane` | engine | 16 | template render3d.plane | ok | | `shape.plane` | engine | 16 | template render3d.plane | ok |
| `shape.sphere` | engine | 16 | template render3d.sphere | ok | | `shape.sphere` | engine | 16 | template render3d.sphere | ok |
| `status.busy` | engine | 14 | Task Center: running task | ok | | `status.busy` | engine | 14 | Task Center: running task | ok |
@@ -140,6 +154,7 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
| `ui.chevron_down` | engine | 16 | trees, combos and drop-downs | ok | | `ui.chevron_down` | engine | 16 | trees, combos and drop-downs | ok |
| `ui.chevron_right` | engine | 16 | trees and submenus | ok | | `ui.chevron_right` | engine | 16 | trees and submenus | ok |
| `ui.close` | engine | 16 | tabs, chips and dialogs | ok | | `ui.close` | engine | 16 | tabs, chips and dialogs | ok |
| `ui.curve` | engine | 16 | Documentation: curves module | ok |
| `ui.lock` | engine | 16 | Inspector: locked | ok | | `ui.lock` | engine | 16 | Inspector: locked | ok |
| `ui.minus` | engine | 16 | list editors: remove | ok | | `ui.minus` | engine | 16 | list editors: remove | ok |
| `ui.more` | engine | 16 | card menus | ok | | `ui.more` | engine | 16 | card menus | ok |
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