84 Commits
Author SHA1 Message Date
sanspie e957ffb268 Music: new platformer track and built-in Melody (pad, plucked arpeggio, bass, drums, lead, delay and reverb; seamless loops)
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 0s
ci / checks (push) Successful in 14m36s
ci / release (push) Skipped
2026-10-22 11:54:58 +03:00
sanspie c24a4791fa Stage 10c2b: StateMachine and script calls, respawn persistence, gameplay editor tools (D332)
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci / checks (push) Failing after 4s
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 3s
ci / release (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
2026-10-22 10:53:54 +03:00
sanspie 12e9f5d0d0 Short component names prefer the project's own component over engine modules (D93) 2026-10-22 06:44:09 +03:00
sanspie 24284632d5 Stage 10c2a: health, hitboxes, zones, respawn, pickups, lifetime, templates (D313, D330) 2026-10-22 06:19:20 +03:00
sanspie 60556df87c Stage 10c1: shape casts and Motion2D (D312, D328, D329)
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / checks (push) Failing after 0s
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 1s
ci / release (push) Skipped
2026-10-22 03:01:46 +03:00
sanspie 67586b178c Camera: a blend started during a rewind replay starts from the previous camera's pose (D306) 2026-10-22 03:01:46 +03:00
sanspie 2f8ea7af98 Asset grid: audio cards, folder previews, audition in pickers; Add Component adds required components 2026-10-22 03:01:46 +03:00
sanspie c4643dc20c web export: editor icons for the mute and fullscreen buttons
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 0s
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / checks (push) Failing after 0s
ci / release (push) Skipped
2026-10-22 02:38:14 +03:00
sanspie c629199eb5 web audio: estimate the worklet queue by the audio clock and keep 6 blocks without SharedArrayBuffer
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 / release (push) Skipped
ci / checks (push) Failing after 1s
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 0s
2026-10-22 02:26:41 +03:00
sanspie 80e8966fb0 docs: download card with a download icon, files grouped by OS
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 / release (push) Canceled after 0s
ci / build (amd64, linux, ubuntu-24.04) (push) Canceled after 1h39m8s
ci / checks (push) Successful in 1h16m34s
2026-10-22 01:59:16 +03:00
sanspie 35f58cdd23 docs: sound button in Try it for scenes that play audio
ci / release (push) Skipped
ci / checks (push) Successful in 1h57m35s
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 3h11m4s
2026-10-22 01:40:19 +03:00
sanspie 8391ebcd98 docs: plan the end of Stage 11
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 29m44s
ci / checks (push) Successful in 15m25s
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 / release (push) Successful in 20m0s
2026-10-21 22:27:08 +03:00
sanspie 3ab43e84f1 Windows start: boot log, fatal message box, OpenGL driver error 2026-10-21 22:27:04 +03:00
sanspie 62b5f640fc edge: clean URLs, .html redirects and 60 s page cache on the edge proxy
ci / checks (push) Successful in 35m9s
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 1h23m6s
ci / release (push) Skipped
2026-10-21 21:13:55 +03:00
sanspie 814cd2bf07 docs: clean URLs without .html, old .html links redirect; keep != two characters in code
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci / checks (push) Successful in 20m39s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 38m26s
ci / release (push) Successful in 20m31s
2026-10-21 20:54:44 +03:00
sanspie 8e717a4fd1 Stage 10b3–10b3b: desktop onboarding, app icon, clip inspector (D327)
ci / checks (push) Successful in 31m3s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 48m31s
ci / release (push) Successful in 1h28m27s
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
2026-10-21 20:33:32 +03:00
sanspie a2c3a24381 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 9da9851538 docs: description and Open Graph title on every page and the playground
ci / checks (push) Successful in 14m32s
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 17m14s
ci / release (push) Successful in 19m26s
2026-10-21 19:20:52 +03:00
sanspie 4fd1e11741 docs: download buttons for the visitor's OS from the latest release
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 15m54s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 17m37s
ci / release (push) Successful in 19m37s
2026-10-21 19:05:12 +03:00
sanspie 8f9a0299dc depcheck: finish the wasm fixture rename to modules/accessibility
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 19m28s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 17m22s
ci / release (push) Successful in 20m16s
2026-10-21 18:36:14 +03:00
sanspie ca3eedf9b0 docs: tell Dark Reader the site has its own dark theme
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 13m37s
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 / release (push) Skipped
ci / checks (push) Failing after 12m24s
2026-10-21 17:17:03 +03:00
sanspie 4f0662eb3b docs: highlighted inline code looks like other inline code and wraps cleanly
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) Failing after 5m55s
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 10m29s
ci / release (push) Skipped
2026-10-21 17:12:02 +03:00
sanspie 9abf5c75ab playground: hide the game view for console examples
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci / checks (push) Failing after 10m20s
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci / release (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 12m23s
2026-10-21 17:07:27 +03:00
sanspie 96fef1f6a8 docs: real-export nav golden without the unreleased audio module 2026-10-21 17:06:11 +03:00
sanspie 6230d30620 docs: light code theme, reference icons for script packages and settings, no code ligatures
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) Failing after 10m39s
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 11m41s
ci / release (push) Skipped
2026-10-21 17:00:56 +03:00
sanspie 91ea202e74 docs: inline CSS so Firefox paints dark at once, header on the page grid, readable fields table
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 17m28s
ci / checks (push) Successful in 17m7s
ci / release (push) Successful in 27m25s
2026-10-21 16:34:01 +03:00
sanspie 6128c86685 docs: editor icons back, editor theme colors, no white flash or sidebar jump on load
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 16m46s
ci / build (amd64, linux, ubuntu-24.04) (push) Failing after 14m12s
ci / release (push) Skipped
2026-10-21 16:21:51 +03:00
sanspie 2be6ce1d64 docs: self-host IBM Plex Sans and JetBrains Mono
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 14m44s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 16m44s
ci / release (push) Successful in 19m19s
2026-10-21 16:12:07 +03:00
sanspie 2e664ae508 docs: skip image-only lines when picking a page summary
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 15m19s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 17m41s
ci / release (push) Successful in 19m50s
2026-10-21 16:05:34 +03:00
sanspie aab6e0b0c9 docs: quieter site design, flat nav for single-page groups, drawer on mobile, light theme toggle
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci / checks (push) Successful in 16m48s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 18m53s
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / release (push) Successful in 22m38s
2026-10-21 15:57:53 +03:00
sanspie 9ba3e1631f docs: Try it demos for every component, with scripts, prefabs and in-memory saves
ci / release (push) Successful in 36m23s
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 21m16s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 23m8s
2026-10-21 13:11:16 +03:00
sanspie 4068e00375 install: read SHA256SUMS.txt first and fetch the archive by its checksum, past stale proxy caches
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci / checks (push) Successful in 15m44s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 17m13s
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / release (push) Successful in 17m39s
2026-10-21 03:56:04 +03:00
sanspie 914cf39150 release: Linux files and checksums first, keep going when a Windows upload fails
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 / release (push) Successful in 20m29s
ci / checks (push) Successful in 14m57s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 16m18s
2026-10-21 02:37:55 +03:00
sanspie dede4d8af3 release: record upload failures in the release body
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 13m53s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 15m0s
ci / release (push) Failing after 15m2s
2026-10-21 02:32:02 +03:00
sanspie b6dd46f523 Stage 10a follow-up: camera scene tests, rewind check, value Adjust
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci / checks (push) Successful in 14m14s
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 16m1s
ci / release (push) Failing after 14m38s
- camera.NewService and SetAccessibility; AttachWorld wires the accessibility settings
- tests/camera: priorities, blends, cuts, zones, follow, bounds, outputs, shake, zero allocations, BrainStep benchmark
- integration: rewind restores the camera state across a zone change
- camera2d.Adjuster passes the view by value (no per-frame allocation), D304 updated
- modules/camera/module.mk: test-camera in CI, bench-camera
2026-10-21 01:32:28 +03:00
sanspie 9d32052624 release: one SHA256SUMS.txt and a zipped Windows installer, the attachment types Gitea accepts
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci / release (push) Failing after 14m32s
ci / checks (push) Successful in 14m14s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 16m8s
2026-10-21 01:31:53 +03:00
sanspie e636801578 release: upload straight to the Gitea server with retries
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 / release (push) Failing after 14m22s
ci / checks (push) Successful in 14m30s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 17m14s
2026-10-21 00:29:58 +03:00
sanspie 01fdeef7a8 Aego 0.9.0-beta.1
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 14m2s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 16m23s
ci / release (push) Failing after 14m1s
2026-10-20 23:57:45 +03:00
sanspie 71354f6a60 install scripts: fall back to nightly, explain when nothing is published 2026-10-20 23:55:52 +03:00
sanspie 8ae6832503 edge sync: keep the destination when resuming downloads 2026-10-20 20:11:47 +03:00
sanspie 183d75ed50 gendocs: nav golden without the editor-only tour 2026-10-20 20:07:22 +03:00
sanspie 19edcbf9b2 render3d in the web sandbox without the OBJ importer; 3D try scenes select a shape 2026-10-20 19:49:47 +03:00
sanspie 8ed77a7638 Docs: no favicon request 2026-10-20 19:48:24 +03:00
sanspie ca3c9bf2e7 Docs: 3D Try it scenes, render3d in the sandbox, smarter code language detection 2026-10-20 19:43:38 +03:00
sanspie db59f117a4 deploy: short cache for the root page; edge notes in D303 2026-10-20 19:35:50 +03:00
sanspie 0d2c20da26 Docs: revision in the header, content-versioned assets; deploy passes the commit to the image 2026-10-20 19:31:14 +03:00
sanspie dd41ff15a5 deploy: edge serves the site and wasm from its own copy 2026-10-20 19:12:22 +03:00
sanspie 599e09a35d Docs: Try it on Physics 2D guide pages 2026-10-20 18:26:35 +03:00
sanspie 60614938be Release: Windows installer, install.ps1, component page layout 2026-10-20 18:20:18 +03:00
sanspie a60ca47d31 wip release windows 2026-10-20 18:13:57 +03:00
sanspie 00ae2418a0 Docs: more editor screenshots for the editor, prefab, tags, input, time and physics guides 2026-10-20 17:57:58 +03:00
sanspie 8fc9b4c287 Docs: highlighting for every code block, editor-only tour off the site, page icons, prefetch, field docs for physics, wider Try it, demo camera 2026-10-20 17:50:21 +03:00
sanspie b29934b51d deploy: short HTML cache the edge proxy can store 2026-10-20 17:29:55 +03:00
sanspie c475b42e5d gendocs: Script API index links to type pages; nav golden 2026-10-20 17:01:11 +03:00
sanspie b103816400 websmoke: Try smoke checks the scene tree 2026-10-20 17:00:46 +03:00
sanspie 487170dd9c depcheck: tween in the web sandbox 2026-10-20 16:46:52 +03:00
sanspie 57579356d6 Docs: streamed compile with tee'd progress, tween in the sandbox, console runs step module systems 2026-10-20 16:46:03 +03:00
sanspie d5377410e4 Docs: HTTP cache for the docs runtime, autostart after a first start, cheaper warm loads 2026-10-20 16:29:16 +03:00
sanspie f6c83a6e0c Docs: compile-checked examples for modules outside the sandbox, HasScript fix 2026-10-20 16:03:58 +03:00
sanspie 8d7712d671 Docs: runnable Script API module examples and Run it blocks 2026-10-20 16:03:26 +03:00
sanspie 63980faccb Docs: diagnostics with checked examples 2026-10-20 16:00:13 +03:00
sanspie 0041e7e639 Docs: loader streams compile from the original response 2026-10-20 15:59:50 +03:00
sanspie e334be569f Architecture: D301–D303, amendments for the docs overhaul 2026-10-20 15:49:46 +03:00
sanspie b488958444 Docs panel goldens with short-name links 2026-10-20 15:48:31 +03:00
sanspie 5875a65193 Docs: Try it for every 2D physics component, script examples on component pages, Script API index, smooth wheel scrolling on the web 2026-10-20 15:46:33 +03:00
sanspie 6ab66cb8ae Docs: scene tree, loading progress and cache, release builds, install page, editor screenshots 2026-10-20 15:36:03 +03:00
sanspie f8fe54e9c5 Docs: short-name cross references in the site and the editor docs panel, links from code 2026-10-20 15:17:10 +03:00
sanspie e4326e7e7c Docs: editor icons, editor highlighter, redesigned site and navigation 2026-10-20 15:14:55 +03:00
sanspie 6a22396467 Stage 9 complete
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci / checks (push) Successful in 22m2s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 23m5s
2026-10-20 14:06:22 +03:00
sanspie 21e03128a8 Stage 9.6d2: MCP server and external edits in the editor (D297, D300) 2026-10-20 13:56:45 +03:00
sanspie e5b1964f3e Stage 9.6d1: agent layer and CLI (D299) 2026-10-20 13:48:01 +03:00
sanspie cffa66514b Stage 9.6c2: prefab apply and data editing without the editor (D298)
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci / checks (push) Successful in 21m2s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 22m8s
2026-10-20 13:05:10 +03:00
sanspie 2744cff481 Stage 9.6c1: project refs and refactorings without the editor (D298)
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 23m31s
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci / checks (push) Successful in 21m57s
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
2026-10-20 12:12:18 +03:00
sanspie 91052a54db make lint: staticcheck the editor build
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 16m26s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 17m48s
2026-10-20 12:06:56 +03:00
sanspie 7f4d87ef2c Stage 9: gameplay toolkit, export and web, agent tooling 2026-10-20 12:06:56 +03:00
sanspie 6cc0673082 CI on master, docs auto-deploy and repo link, macOS build fixes
ci / checks (push) Successful in 13m36s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 14m40s
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
2026-10-16 12:10:43 +03:00
sanspie ab9b003457 Stage 8: physics and module boundaries 2026-10-15 19:16:09 +03:00
sanspie 41d949717d deploy: push-to-deploy docs site and playground
make site-headless builds the CLI without cgo (aego_nonative) and the
static site with the wasm playground. deploy/ holds the image, the
container nginx config (gzip_static with Vary), compose and deploy.sh
run by the post-receive hook on mainserv.

.gitignore ignores only the root site/ output; tools/gendocs/site was
never committed because of it.

Docs site: index and section summaries render code, bold and italic
instead of raw markdown; search.json gets the plain text. Page summaries
drop a leading list or quote marker. The nav toggle is three CSS bars
centred in a 32px button.

Playground: a loading overlay in the editor pane shows a spinner, a
progress bar and the downloaded size while aego.wasm streams in, then
'Starting engine' until the runtime is ready; a failed start keeps the
error on the overlay. docstool writes the wasm size and a version hash
into index.html; play.js, play.css, wasm_exec.js and aego.wasm are
referenced with ?v=<hash> so a deploy never mixes cached old files with
new ones.

Instruction budget: default 1M per callback (was 100k), playground 2M;
the donut needs ~120k per frame. Playground: software 3D donut example,
multi-line log entries render as monospace blocks, a fault is reported
once instead of also as a "script stopped" log line.

The compose project is named aego explicitly; the default name came from
the deploy/ directory and collided with other stacks on the host.
2026-10-14 22:40:20 +03:00
sanspie 69d19e501f Stage 7: documentation, help, playground; templates, aego new/bootstrap/icons, launcher
Documentation: engine/docs assembles one registry from the script
bindings, the schema, module docs and module-owned script paths; problems
are reported as warnings at build time. Module registries record doc
sources and script module owners; diag.Codes lists every diagnostic code.

Project bootstrap: project.defaultSpace ("2d"/"3d"), EnsureDirs creates
the default folders when the editor opens a project (reported in the
console), prefabs/ is a pipeline root. Native builds drop -trimpath so
binding locations resolve inside native/.

Editor files: create scene/prefab/script from menus, move/rename/duplicate
/delete with undo, script package retargeting on move, open scenes and
script panels follow renames, Save As / Rename Scene prompts, scene
picker, startup scene. Scoped shortcuts fall back to the global command
when disabled; Save As is Ctrl+Shift+S, Save All Ctrl+Alt+S.

Script editor: Go to Implementation (stub → native/ source), host
definitions always resolve to stubs, bracket match/mismatch states,
rainbow brackets (persisted), mono code font (ui-mono atlases, per-command
fonts in draw.List, PushFont/PopFont restored by Mark/Restore).

Tests: langsvc definition/implementation, bracket states, dispatch
fallback, script renames, font stack, editor file-op integration, golden
mono glyph and bracket references; depcheck rule for engine/docs.

Docs pipeline: engine, render2d and script/engine ship their own res/docs;
keyword hover text comes from the registry through manifest.Keywords;
project script symbols join the registry; aego docs export|check|build|
serve, --tool docs in native binaries, aego check --explain; app/docstool
and the tools/gendocs module (goldmark) build the static site.

Playground: app/playground + cmd/aego-playground (js/wasm, 3.3 MB gzip)
compile, highlight and run scripts in the browser; run blocks in the
language docs become examples. engine/builtin/headless is the module set
without render3d; workspace.Config.FS; StubFor/StubPaths; backends and the
script importer drop out of js builds.

VM: one frame pointer in the interpreter loop, direct host calls, panic
recovery once per run instead of per host call (Update2k -19%,
Schedule10k -24% against the previous head). bench-build/compare/profile
run pre-built, pinned, interleaved binaries.

Editor: structural bracket levels and current-block highlight, indent
guides, occurrence highlighting with write marks, multi-format clipboard
(copy/cut/paste assets, paste images as sprites or textures). gl33 probes
a renderable depth format and reports framebuffer failures by stage.

7 E:
- project templates empty/2d/2.5d/3d, app/projects as the single creation path (D148)
- launcher and recent projects (D149)
- orthographic Camera3D and Scene View (D150)
- reference states in the Inspector, ids.Short (D151)
- sceneio remaps node references when loading without KeepIDs (D152)
- exported ComponentRef<T> (D153)
- aego icons via module.Audit (D146)
2026-10-13 01:08:56 +03:00
sanspie cf68c71f05 Stage 6: coroutines, signals, ScriptRef, workspace CLI, editor tooling
Language: yield/signal/coroutine become keywords, start is contextual.
Coroutine methods (func Name() coroutine) with start and
yield / wait / frames / fixed / await; signals with Emit/Connect and
Connection handles; ScriptRef<T> and node.GetScript<T>() for fields,
plain methods and signals of other scripts. Diagnostics AES2050-AES2059.

Bytecode v3: ScriptRefs, XFields, XMethods and Connects tables resolved by
name in vm.Link, per-script signals, coroutine flag on functions; new
opcodes START/YIELD/EMIT/CONNECT/DISCONNECT/CONNECTED/COSTOP/CORUN/
SELFREF/GETSCRIPT/GETXF/SETXF/CALLR, checked by verify.

Runtime: script/coroutine scheduler (frames/fixed counters, time heap,
await lists; only due coroutines are visited) and script/signal registry
(snapshot per Emit, deferred removal, no allocations in steady state).
Hot reload cancels coroutines of changed scripts, rebinds connections by
name and signature, then runs Reloaded.

Tooling: script/build removed, aego check/test/dump run on the workspace
(test builds include _test.aes); langsvc completion, hover, signatures and
semantic tokens for the new syntax; editor highlighting, snippets with
placeholders, coroutine/signal profiler graphs and stats.

Docs (script.md sections 16-19, editor.md, ARCHITECTURE), test fixtures and
golden files, platformer enemies wired to the player, scriptreload demo,
and run.Config.FrameTime for deterministic headless fixed steps.

Modules (6.5): engine/module registry and ComponentBuilder are the one
registration path for engine subsystems and native code; render2d,
render3d and script/engine are modules over scene/frame, the script
component moved to scene/scriptcomp, and scene/components and
scene/systems are gone. Editor inspector, templates, picking shapes and
extension hooks are driven by descriptors and editor/builtins; sdk gains
Component/EditorHook; depcheck checks the module graph and the
aego_runtime graph.

Also: stop tracking built tool binaries; gl33 activates the scratch unit
before binding for texture updates.

Verification: typed component method adapters (Method0..2, Proc0..2)
with direct field access and no allocations; app.Build as the single
construction path for run and the editor; modules attach per scene
document; depcheck aego_editor pass; diagnostic codes in one place and
every code covered by a test; indexed coroutine heaps with eager
cancel; dead component references and nil intrinsics fault with
AES6004, host faults keep their code; GC roots of struct fields checked
in verify and vm.Link; 255-field limit; AES4010 for script packages
shadowing host modules; architecture registry D111-D147.

Golden: the harness renders on the thread that owns the GL context,
ReadPixels returns rows in memory order (render targets are top-down per
D17), and the first rendering references are committed.
2026-10-12 14:22:08 +03:00
sanspie 08f0b15e1e docs: update architecture spec and script reference 2026-10-08 13:31:21 +03:00
sanspie 17cb5e4291 Stage 2-5: assets, scene/ECS, editor, 3D, and Aego Script
Stage 2: render pipeline and UI toolkit over gpu/platform.
Stage 3: schema registry, asset pipeline + runtime loader, scene graph and ECS.
Stage 4: editor — docking, inspector, scene/game views, play mode, asset browser, console, profiler; 4.5 adds the 3D foundation (mixed 2D/3D spaces, meshes, depth).
Stage 5: Aego Script — compiler (lexer/parser/types/resolver/checker/asm/compiler), bytecode with verifier and register VM, instance runtime, stdlib, native bindings, and editor/CLI integration (aego run/edit/check/test/dump).
2026-10-08 13:17:28 +03:00
sanspie eb9ac1e589 Initial commit 2026-09-26 16:32:40 +03:00
sanspie dae4bc19e1 Stage 1: engine core, platform, gpu, vfs
Foundation for the aego engine.

core/    errs, log, handle arena, mathx, clock, stats
platform SDL3 backend plus a headless one, input state, events
gpu      device abstraction with gl33 and null backends
vfs      scheme-based virtual filesystem with overlay mounts
engine   builder, module registry, phase-ordered system loop, jobs
demos    basic, resize, input, headless; sandbox driver

OpenGL bindings are generated into gpu/gl33/gl by tools/gen-gl.sh,
so the module has no external dependencies.
2026-09-18 20:51:54 +03:00
260 changed files with 735 additions and 5993 deletions
+25 -76
View File
File diff suppressed because it is too large Load Diff
+4 -39
View File
File diff suppressed because it is too large Load Diff
-8
View File
@@ -1,8 +0,0 @@
# 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)
+3 -49
View File
@@ -2,7 +2,6 @@ package agent
import (
"errors"
"maps"
"os"
"path"
"slices"
@@ -66,8 +65,9 @@ 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) {
return s.sceneTx(a, "Rename", mutate.Rename(a.Str("node"), a.Str("name")))
}},
{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},
{Name: "no-required", Type: "boolean", Doc: "add only this component; missing requirements stay as problems"}}, Run: (*Session).sceneAddComp},
{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) {
return s.sceneTx(a, "Add Component", mutate.AddComp(a.Str("node"), a.Str("comp")))
}},
{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")))
}},
@@ -93,49 +93,6 @@ func (s *Session) scene(a Args) (string, []byte, *mutate.Document, error) {
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) {
rel, src, doc, err := s.scene(a)
if err != nil {
@@ -288,9 +245,6 @@ func (s *Session) sceneRun(a Args) (*Output, error) {
}
var b strings.Builder
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 {
b.WriteString(l + "\n")
}
-55
View File
@@ -1,7 +1,6 @@
package agent
import (
"aego/script/abi"
"errors"
"strings"
@@ -35,14 +34,6 @@ type TypeView struct {
Requires []string `json:"requires,omitempty"`
Doc string `json:"doc,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 {
@@ -172,51 +163,5 @@ func (s *Session) schemaShow(a Args) (*Output, error) {
}
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
}
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
View File
@@ -28,7 +28,6 @@ import (
"aego/scene/sceneio"
"aego/schema"
"aego/script/bind"
"aego/script/bind/manifest"
"aego/script/reload"
"aego/script/runtime"
"aego/script/workspace"
@@ -49,7 +48,6 @@ type RunRequest struct {
type RunReport struct {
Frames int `json:"frames"`
Hash string `json:"hash"`
Counters map[string]uint64 `json:"counters,omitempty"`
Log []string `json:"log,omitempty"`
Error string `json:"error,omitempty"`
}
@@ -81,25 +79,6 @@ type Kit struct {
ws *workspace.Workspace
binds *bind.Registry
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) {
+3 -5
View File
@@ -41,7 +41,6 @@ type Config struct {
Editor bool
FailOnScriptErrors bool
Catalog assembly.Catalog
Platform platform.Platform
Profile string
NoProfile bool
}
@@ -99,9 +98,6 @@ func (h *Host) build(cfg Config, mods []module.Module) error {
ecfg.LoopScope = cfg.LoopScope
}
builder := engine.NewBuilder(ecfg).WithLogger(lg).Use(rmod)
if cfg.Platform != nil {
builder.WithPlatform(cfg.Platform)
}
if h.Types, err = assembly.NewTypes(); err != nil {
return err
}
@@ -191,7 +187,6 @@ func (h *Host) build(cfg Config, mods []module.Module) error {
}
h.Settings.SetNames(h.Sections.Names)
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 {
return err
}
@@ -232,6 +227,9 @@ func (h *Host) Close() {
return
}
h.closed = true
if h.Modules != nil {
h.Modules.Shutdown()
}
if h.Engine != nil {
h.Engine.Close()
}
-70
View File
@@ -1,70 +0,0 @@
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
@@ -76,9 +76,6 @@ func (e *Env) Check(strict bool) int {
if CheckTry(reg, e.Stdout) > 0 && code == 0 {
code = 1
}
if CheckExamples(reg, e.Stdout) > 0 && code == 0 {
code = 1
}
return code
}
-13
View File
@@ -19,7 +19,6 @@ type request struct {
Component string `json:"component"`
Field string `json:"field"`
Value float64 `json:"value"`
Node string `json:"node"`
}
type Reply struct {
@@ -28,7 +27,6 @@ type Reply struct {
Error string `json:"error,omitempty"`
State *docsession.State `json:"state,omitempty"`
Log []Line `json:"log,omitempty"`
Pose []float64 `json:"pose,omitempty"`
}
func (a *App) Call(method string, payload []byte) Reply {
@@ -66,17 +64,6 @@ func (a *App) Call(method string, payload []byte) Reply {
case "state":
st := s.State()
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":
out := Reply{Log: a.lines}
a.lines = nil
+1 -1
View File
@@ -179,7 +179,7 @@ func TestProfilerSectionsFollowPlay(t *testing.T) {
s.Step()
}
drawPanel(s, prof)
expectSections(t, prof.Sections(), "Frame", "Memory", "Game", "Scripts", "Physics", "Audio", "Camera", "Gameplay")
expectSections(t, prof.Sections(), "Frame", "Memory", "Game", "Scripts", "Physics", "Audio")
if _, err := ctx.Docs.Open("scenes/other.aescene"); err != nil {
t.Fatal(err)
}
+1 -67
View File
@@ -7,10 +7,8 @@ import (
"os"
"path/filepath"
"aego/core/ids"
"aego/editor/core/command"
"aego/editor/core/context"
"aego/editor/core/vectors"
"aego/editor/core/workspace"
"aego/editor/panels/gameview"
"aego/editor/shell"
@@ -58,60 +56,7 @@ func (s *Session) shots(dir string) error {
}
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 {
ctx.UI.CloseAllPopups()
return selectNamed(ctx, "Player")
}},
{name: "prefab", frames: 60, setup: func(s *Session) error {
@@ -138,23 +83,12 @@ func (s *Session) shots(dir string) error {
scene()
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 {
s.App.Workspace().Switch(workspace.Design)
ctx.Overlay.Set("physics.debug.contacts", true)
return ctx.Commands.Run(gameview.CommandOverlays)
}},
{name: "demo", frames: 60, inset: 2, bottom: 28, setup: func(s *Session) error {
for _, f := range []string{gameview.CommandOverlays, vectors.CommandToggle} {
for _, f := range []string{"physics.debug", "physics.debug.shapes", "physics.debug.contacts", "physics.debug.joints"} {
ctx.Overlay.Set(f, false)
}
return ctx.Commands.Run(shell.CommandFullscreenPlay)
+3 -20
View File
@@ -3,9 +3,7 @@ package export
import (
"bytes"
"compress/gzip"
"crypto/sha256"
"embed"
"encoding/hex"
"encoding/json"
"html/template"
"io/fs"
@@ -143,21 +141,6 @@ func (j *job) webTitle() string {
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 {
src, err := wasmExecPath(j.goroot)
if err != nil {
@@ -193,9 +176,9 @@ func (j *job) packWeb() error {
if err := writeFile(filepath.Join(j.l.data, WebFiles), list, WebFiles); err != nil {
return err
}
build, err := j.webBuild(exec, loader)
if err != nil {
return err
build := j.rep.Hash
if len(build) > buildKeyLen {
build = build[:buildKeyLen]
}
var page bytes.Buffer
if err := webIndexTmpl.Execute(&page, webPage{Title: j.webTitle(), Build: build, Icon: j.icon != nil}); err != nil {
+1
View File
@@ -26,6 +26,7 @@ canvas { display: block; width: 100%; height: 100%; outline: none; touch-action:
#mute .off, #mute.muted .on { display: none; }
#mute.muted .off { display: inline; }
</style>
<link rel="preload" href="game.wasm?v={{.Build}}" as="fetch" type="application/wasm" crossorigin>
</head>
<body>
<canvas id="game" data-aego tabindex="0" aria-label="{{.Title}}"></canvas>
+5 -40
View File
@@ -2,7 +2,6 @@
(function () {
const build = document.documentElement.dataset.build || "";
if (document.documentElement.dataset.sound === "off") globalThis.aegoSoundDefault = false;
const canvas = document.getElementById("game");
const loader = document.getElementById("loader");
const bar = document.getElementById("bar");
@@ -71,22 +70,9 @@
status.textContent = `${mb(got)} of ${mb(total)}`;
}
// A request that delivers nothing for STALL ms is aborted and made again past the HTTP cache; a stuck cache entry must not leave the page on "Loading…".
const STALL = 8000;
const TRIES = 3;
async function readOnce(url, cache) {
const ctl = new AbortController();
let timer = setTimeout(() => ctl.abort(), STALL);
const kick = () => {
clearTimeout(timer);
timer = setTimeout(() => ctl.abort(), STALL);
};
let counted = 0;
try {
const resp = await fetch(url, { signal: ctl.signal, cache });
async function read(url) {
const resp = await fetch(url);
if (!resp.ok) throw new Error(`${url}: HTTP ${resp.status}`);
kick();
if (!resp.body) {
const all = new Uint8Array(await resp.arrayBuffer());
progress(all.byteLength);
@@ -98,10 +84,8 @@
for (;;) {
const { done, value } = await reader.read();
if (done) break;
kick();
parts.push(value);
size += value.byteLength;
counted += value.byteLength;
progress(value.byteLength);
}
const out = new Uint8Array(size);
@@ -111,26 +95,6 @@
at += p.byteLength;
}
return out;
} catch (e) {
got -= counted;
throw e;
} finally {
clearTimeout(timer);
}
}
async function read(url) {
for (let i = 0; ; i++) {
try {
return await readOnce(url, i === 0 ? "default" : "reload");
} catch (e) {
if (!(e && e.name === "AbortError") || i + 1 >= TRIES) throw e;
}
}
}
async function readJSON(url) {
return JSON.parse(new TextDecoder().decode(await read(url)));
}
async function each(items, fn) {
@@ -142,8 +106,9 @@
}
async function start() {
const list = await readJSON(`data/files.json?v=${build}`);
got = 0;
const resp = await fetch(`data/files.json?v=${build}`);
if (!resp.ok) throw new Error(`data/files.json: HTTP ${resp.status}`);
const list = await resp.json();
total = list.wasm + list.manifest.size + list.files.reduce((s, f) => s + f.size, 0);
const wasm = read(`game.wasm?v=${build}`);
const manifest = read(`data/${list.manifest.path}?v=${build}`);
+1 -9
View File
@@ -5,7 +5,6 @@ import (
"encoding/json"
"os"
"path/filepath"
"regexp"
"strings"
"testing"
@@ -61,16 +60,9 @@ func TestPackWeb(t *testing.T) {
if !strings.Contains(string(page), "&lt;Game &amp;") || strings.Contains(string(page), "<Game") {
t.Fatal("the title is not escaped")
}
key := regexp.MustCompile(`data-build="([0-9a-f]{12})"`).FindStringSubmatch(string(page))
if key == nil {
if !strings.Contains(string(page), `data-build="abababababab"`) {
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))
if err != nil {
t.Fatal(err)
-5
View File
@@ -198,11 +198,6 @@ func (g *Game) Engine() *engine.Engine {
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 {
g.Stop()
rt := scriptruntime.New(scriptruntime.Options{Bindings: g.reg, Schema: g.types.Schema(), Log: g.log, VM: playmods.SandboxVM()})
-29
View File
@@ -9,10 +9,6 @@ import (
"aego/app/agent"
"aego/core/log"
"aego/core/rewind"
"aego/engine/recorder"
"aego/modules/audio"
"aego/modules/camera"
"aego/modules/gameplay"
"aego/project"
"aego/sdk"
)
@@ -49,7 +45,6 @@ func AgentRunner(mods ...sdk.Module) agent.Runner {
}
sum, _, _ := WorldHash(a.Engine.MainWorld(), rewind.NewHasher())
rep.Hash = hex.EncodeToString(sum[:])
rep.Counters = counters(a)
a.Close()
rep.Log = logLines(buf.String())
return rep, nil
@@ -68,27 +63,3 @@ func logLines(s string) []string {
}
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
}
-1
View File
@@ -80,7 +80,6 @@ type bus struct {
target float32
delta float32
ramp int
live bool
acc []float32
peak atomic.Uint32
rms atomic.Uint32
-84
View File
@@ -441,87 +441,3 @@ func TestVoicePositionAndKill(t *testing.T) {
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)
}
}
+1 -91
View File
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -141,7 +141,7 @@ func (p *Pump) Start() {
func (p *Pump) run(stop, done chan struct{}) {
defer close(done)
period := time.Duration(float64(p.cfg.Block*p.cfg.Target) / float64(p.cfg.SampleRate) / 6 * float64(time.Second))
period := time.Duration(float64(p.cfg.Block) / float64(p.cfg.SampleRate) / 2 * float64(time.Second))
t := time.NewTicker(max(period, time.Millisecond))
defer t.Stop()
for {
-30
View File
@@ -102,33 +102,3 @@ func TestAgentSceneTreeJSON(t *testing.T) {
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)
}
}
Binary file not shown.
-37
View File
@@ -1,37 +0,0 @@
# 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.
+1 -13
View File
@@ -97,16 +97,6 @@ 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).
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
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).
@@ -179,6 +169,4 @@ 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.
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).
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.
-4
View File
@@ -61,10 +61,8 @@ 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.rename` | engine | 16 | Rename (nodes, assets, workspace) | 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.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.mesh` | engine | 24 | Assets: mesh tiles | ok |
| `file.open` | engine | 16 | Assets menu: Open | ok |
@@ -136,7 +134,6 @@ Sources are `<id>.svg` files in `engine/res/icons/src` and `modules/<id>/res/ico
| `prefab.variant` | engine | 16 | Assets menu: Create Variant | ok |
| `shape.cube` | engine | 16 | template render3d.cube | 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.sphere` | engine | 16 | template render3d.sphere | ok |
| `status.busy` | engine | 14 | Task Center: running task | ok |
@@ -154,7 +151,6 @@ 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_right` | engine | 16 | trees and submenus | 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.minus` | engine | 16 | list editors: remove | ok |
| `ui.more` | engine | 16 | card menus | ok |
Binary file not shown.

Before

Width:  |  Height:  |  Size: 121 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 150 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 145 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 118 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 28 KiB

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 142 KiB

After

Width:  |  Height:  |  Size: 133 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 146 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 131 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 152 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 154 KiB

After

Width:  |  Height:  |  Size: 160 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 162 KiB

After

Width:  |  Height:  |  Size: 159 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 94 KiB

After

Width:  |  Height:  |  Size: 176 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 147 KiB

After

Width:  |  Height:  |  Size: 141 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 207 KiB

After

Width:  |  Height:  |  Size: 203 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 160 KiB

After

Width:  |  Height:  |  Size: 154 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 162 KiB

After

Width:  |  Height:  |  Size: 156 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 140 KiB

After

Width:  |  Height:  |  Size: 133 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 123 KiB

After

Width:  |  Height:  |  Size: 122 KiB

-2
View File
@@ -43,12 +43,10 @@ type Env struct {
Types *scene.Types
Res asset.Resolver
OnAdd func(*schema.TypeDescriptor) func(*scene.Scene, scene.NodeHandle)
Notify func(string)
}
func EnvOf(ctx *context.Editor) Env {
e := Env{Clip: ctx.Clipboard, Types: ctx.Types, OnAdd: ctx.OnAdd}
e.Notify = func(text string) { ctx.Notify(context.LevelWarn, text) }
if ctx.Loader != nil {
e.Res = ctx.Loader
}
-77
View File
@@ -1,77 +0,0 @@
package clipboard
import (
"testing"
"aego/core/ids"
"aego/core/log"
"aego/editor/core/command"
"aego/editor/core/context"
"aego/editor/core/document"
"aego/editor/core/selection"
"aego/engine/module"
"aego/scene"
"aego/scene/sceneio"
"aego/schema"
)
type reqBase struct {
A float32 `aego:"a"`
}
type reqNeeds struct {
B float32 `aego:"b"`
}
type reqModule struct{}
func (reqModule) Info() module.Info { return module.Info{ID: "reqtest"} }
func (reqModule) Register(r *module.Registry) error {
if err := module.Component[reqBase](r, schema.Name("reqtest.Base")).Err(); err != nil {
return err
}
return module.Component[reqNeeds](r, schema.Name("reqtest.Needs")).Requires("reqtest.Base").Err()
}
// Pasting a component adds what it requires in the same undo step (D144).
func TestPasteAddsRequiredComponents(t *testing.T) {
types := scene.NewTypes(schema.NewRegistry())
if err := sceneio.RegisterUnknown(types); err != nil {
t.Fatal(err)
}
if _, err := module.Load(types, nil, reqModule{}); err != nil {
t.Fatal(err)
}
if err := types.Schema().Freeze(); err != nil {
t.Fatal(err)
}
s := scene.New(types, nil, scene.Options{})
src := s.Create(s.Root(), "Src")
dst := s.Create(s.Root(), "Dst")
scene.Add[reqBase](s, src)
scene.Add[reqNeeds](s, src).B = 4
s.Flush()
m := document.NewManager(document.Options{Root: t.TempDir(), Types: types, Log: log.Nop()})
d := m.New("scenes/r.aescene", s)
ctx := &context.Editor{Types: types, Docs: m, Selection: selection.New(), Commands: command.New(), Clipboard: &fakeClip{}}
needs, _ := types.Schema().ByName("reqtest.Needs")
if err := CopyComponent(ctx, s, s.ID(src), needs.ID); err != nil {
t.Fatal(err)
}
if err := PasteComponent(ctx, d, []ids.NodeID{s.ID(dst)}); err != nil {
t.Fatal(err)
}
if !scene.Has[reqBase](s, dst) || !scene.Has[reqNeeds](s, dst) {
t.Fatal("paste did not add the required Base")
}
if n, _ := scene.Get[reqNeeds](s, dst); n.B != 4 {
t.Fatalf("pasted value %v", n.B)
}
if err := d.History.Undo(); err != nil {
t.Fatal(err)
}
if scene.Has[reqBase](s, dst) || scene.Has[reqNeeds](s, dst) {
t.Fatal("one Undo must remove both")
}
}
-13
View File
@@ -10,7 +10,6 @@ import (
"aego/editor/core/history"
"aego/editor/core/history/commands"
"aego/scene"
"aego/scene/mutate"
"aego/scene/sceneio"
"aego/scene/scriptcomp"
"aego/schema"
@@ -33,18 +32,6 @@ func (e Env) pasteInto(tx *history.Transaction, d *document.SceneDocument, nodes
if !s.Accepts(h, td.ID) {
continue
}
req, err := mutate.Required(s, td, h)
if err != nil {
if e.Notify != nil {
e.Notify(s.Name(h) + ": " + err.Error())
}
continue
}
for _, r := range req {
if err := tx.Exec(commands.NewMutation("Add "+r.FullName, env, commands.AddComp(s, n, r, nil))); err != nil {
return err
}
}
if err := tx.Exec(commands.NewMutation("Add "+td.FullName, env, commands.AddComp(s, n, td, values))); err != nil {
return err
}
-3
View File
@@ -30,9 +30,6 @@ type ProfilerSection struct {
Draw func()
}
// OverlayGame is the flag of Window → Game View Overlays; module overlays and debug channels in the Game View follow it.
const OverlayGame = "view.game.overlays"
type Overlays struct {
on map[string]bool
Scale float32
+26 -3
View File
@@ -1,16 +1,39 @@
package gizmo
import (
"aego/core/ids"
"aego/core/errs"
"aego/editor/core/history/commands"
"aego/editor/core/props"
"aego/schema"
)
func SetProperty(e *EditCtx, t schema.TypeID, fd *schema.FieldDescriptor, v schema.Value) {
if e.Err != nil || e.Tx == nil || fd == nil || e.Scene.Handle(e.Node).IsZero() {
if e.Err != nil || e.Tx == nil || fd == nil {
return
}
if err := props.New(e.Scene, nil).Set(e.Tx, []ids.NodeID{e.Node}, t, fd.ID, v); err != nil {
h := e.Scene.Handle(e.Node)
if h.IsZero() {
return
}
td, ok := e.Scene.Registry().ByID(t)
if !ok {
e.Err = errs.New(errs.SchemaUnknownType, "component type is not registered")
return
}
nv, err := props.Normalize(fd, v)
if err != nil {
e.Err = err
return
}
before, err := e.Scene.GetProperty(h, t, fd.ID)
if err != nil {
e.Err = err
return
}
if props.Equal(before, nv) {
return
}
if err := e.Tx.Exec(commands.SetField(e.Scene, e.Node, td, fd, nv, props.Label(fd))); err != nil {
e.Err = err
}
}

Some files were not shown because too many files have changed in this diff Show More