Two ways HEAD failed to build for a fresh checkout, both from work landing
across concurrent streams:
- 623ee745e renamed skin_to_pbr -> skin_to_packed, but arcade_view.rs was
being edited by another stream at the time, so its call site fix stayed
uncommitted while the rename landed
- Cargo.toml listed tools/arcade_eval as a workspace member while the crate
itself was untracked, so loading the workspace failed outright
Both verified: the crate builds, and a stash-everything check now leaves a
working tree that compiles.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
libs/game/audio (77 tests): WAV decoder (8/16/24/32-bit int, f32/f64,
total on malformed input), Ogg container with packet reassembly, sample
bank with on-demand decode + linear resample + LRU eviction and pinning so
a playing voice can't be evicted, and a 24-voice mixer with equal-power
pan, playback-rate pitch, click-free fades, priority+age voice stealing and
a limiter. Generation-tagged voice handles mean a stale handle cannot
retune a reused slot. The limiter test caught a real bug: peak was being
measured per-voice, but what clips is the SUM.
Emission is the point — sounds come from the engine observing gameplay,
not from script calls: Material/MaterialPair (order-independent, the softer
material names the sound), an impact curve mapping closing speed to
gain/pitch, and an AudioDirector with repeat-avoiding variant selection,
per-category volumes, per-pair cooldowns and a per-frame cap. A 200-contact
frame yields <=6 sounds and the cooldown map is proven not to leak.
Blocks now emit their own audio: car engine tracking revs, skid on lateral
slip, suspension thud on landing; character footsteps timed off the WALK
CYCLE rather than a timer, so feet and sound stay together when slowing;
jump/land scaled by fall speed; plane engine by throttle; lap and win
stings. RNG isolation proven: heavy audio work interleaved with world-rng
draws leaves the drawn sequence bit-identical to a silent run.
KNOWN GAP, reported rather than hidden: every Kenney audio pack is Ogg
Vorbis only (471 files, zero WAV), and the from-scratch Vorbis decoder is
NOT correct yet — setup header parses exactly, channels/rate/frame count
and envelope shape are right, but floor magnitudes come out ~75x low and
best correlation against an afconvert reference is 0.67. Two real bugs were
found and fixed en route (type-1 residue filled one codeword instead of the
partition; MDCT post-twiddle carried the pre-twiddle's 1/4 term). The
reference test is committed as #[ignore] with its measurements in the
message so it stays runnable. Ogg stays flagged unplayable in the asset
index; WAV and the --transcode path work today.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Arcade had no chat UI and no cx.audio_output at all, so M7's positional
audio was silent there and there was no way to talk to the AI.
- synth.rs is a port of gamemaker's 24-voice synth (a shared libs/game/audio
crate was out of this task's scope; deduplicating the two copies is a
mechanical follow-up). Gamemaker's audio path is untouched, so no tape
run was needed. One behavioural addition: STEREO — gamemaker's synth
writes the same sample to every channel, so a positional sound had
nowhere to go. Voices now carry pan, and centre keeps full volume in both
channels rather than equal-power, so every existing 2D sound is exactly
as loud as before
- audio.rs drains the AudioRequest queue and resolves SfxAt against a
listener built from THIS device's camera — Local tier by construction,
nothing reaches the wire. A sound past its range queues no voice at all,
so a busy world doesn't burn its 24 slots on things nobody can hear. The
demo world clanks when crates land, so the positional path is audible out
of the box rather than merely implemented
- chat.rs: PortalList with User/Assistant/System bubbles — engine trouble
gets its own colour because the player didn't say it and the AI didn't
either. main.rs is now a Splitter: chat + input + status left, game right
- Voice degrades per tier: a `voice` feature gates the mic (local-llm
implies it — a judge needs a mic to judge), the text box exists in every
tier. Caught in headless boot: naming ptt_use_escape in script logged an
[E] every startup when the feature is off, because VoiceWave is a stub
View there; push-to-talk moved to feature-gated Rust
- authoring.rs submits the agent's edit to the intent log as a transaction
against the generation the turn started from, then writes the merged head
back to disk — otherwise the next mtime poll would re-propose the agent's
stale text as new. Eval errors return via CoeditResponse::EvalError and
land in chat as System messages naming the last version that worked.
Tests assert a typed request reaches the log, and that the LOCAL agent
gets rebased when it loses a race to a remote one — no privileged path
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Committed together: both streams landed in libs/game/script, so splitting
them would produce two commits that don't compile.
M6 — packaging and sharing
- libs/zip_file gains a writer (store + deflate); real `unzip -t` validates
our archives in an interop test. Packing is deterministic (fixed
timestamps, sorted entries), so a package can be addressed by its own
sha256 — which is what makes the registry's digest check mean anything
- libs/game/pkg: .arcade format (game.splash + manifest.toml + assets),
total manifest parsing (attacker bytes always yield a Manifest or an
error, never a panic; non-finite numbers refused rather than defaulted),
registry client that verifies sha256 INSIDE download so tampered bytes
never reach the extractor
- Hardened extraction: absolute paths, drive letters (C:x is absolute on
Windows), UNC, backslashes, .., NUL/control chars, symlink members (via
mode bits), duplicate names (the ambiguity IS the attack), declared-size
caps checked before decompressing plus a post-decompress check, entry/
total/archive caps, and a post-join re-check that the resolved parent is
still inside the destination — which catches a pre-existing symlink the
name test cannot see. 4000-round mutation fuzz with a canary file beside
the destination; a 320 MB deflate bomb under 1 MB on the wire is refused
- Capability stripping rebinds fs/run/net to FRESH EMPTY OBJECTS rather
than shadowing known verbs, so there is no hole the day someone adds one.
Applied before the game handle is registered. Vacuity guard: an unstripped
isolate genuinely reads a file, so the sandbox tests can't pass for
unrelated reasons. Browser-installed games load Trust::Downloaded
M7 — pretty pass
- GameSun adopts draw::SceneSun (axis-converted: SceneSun is map-space
y-south/z-up, games are y-up). Shaders compute hemisphere ambient +
direct instead of each hardcoding its own split; defaults collapse the
new formula to the old constants exactly, so unifying did not restyle
existing games. write_into is the single write path — "one sun" is
compiler-enforced
- Projected shadow geometry: the caster's silhouette along the sun, fitted
in the sun's own (u,v) frame, so it stretches as the sun swings. Nearest
N casters get projection, the rest blobs; one instance in the existing
alpha batch, no extra pass. 0.6us for 24 casters
- Two pre-existing shadow bugs found via capture: the pipeline blends
premultiplied, so unpremultiplied dark RGB ADDED light instead of
removing it; and shadows were fogged, mixing them toward the bright
horizon so a distant shadow came out lighter than the ground it darkened
- Particles are structurally isolated from the sim: GameWorld has no
particle field and step_world has no particle code — the renderer owns
simulation and its own RNG. particles_never_advance_the_world_rng
interleaves particle verbs with real rand() draws over 32 rounds and
asserts both the RNG state and the drawn stream are identical
- game.sfx_at with listener-relative gain/pan and a near-field ease so a
sound at your feet doesn't flip channels; 2D verbs unchanged
- apps/arcade/BUDGETS.md: measured particle/sim costs, Quest columns marked
as estimates (the real particle limit is fill rate, not CPU)
Tape probe BYTE_IDENTICAL. Not done: arcade has no audio backend, so
positional sound is implemented and tested but not audible there yet.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
libs/game/coedit (zero deps, so merge logic is testable without a socket or
a VM). Not a CRDT: transactions are host-serialized into an append-only
generation history, and a conflict is answered by handing the author the new
base so THEY re-derive their intent.
- Transaction carries the author's whole intended file, not a patch: the
diff against its declared base is derived host-side, so a stale or
malformed patch can never be applied — and an AI writes whole files anyway
- diff3 over lines with LCS anchors. Merge::Conflict deliberately carries NO
merged text: a half-merged game file that still parses is worse than an
honest rejection. Conflict -> Rebase{new base + per-generation summary of
what landed underneath}. An edit already present in the tip is refused as
NoChange rather than appended as an empty generation
- Leases are advisory as designed: a test asserts a submit SUCCEEDS while
another author holds the lease. They shape who chooses to edit; they never
gate the log. TTL expiry means a crashed author cannot lock a region
- Wire: coedit is reliable-channel ONLY — a test signs a valid submission,
sends it by datagram, and asserts it is ignored, so no datagram can
rewrite the game. Every response is addressed, never broadcast
- Arcade bridge routes in exactly one place; local agent and remote authors
share the queue and the rules, and a test asserts the local agent gets
rebased identically when it loses a race. Remote players map to
AuthorId(player+1) so a client holding player id 0 cannot impersonate the
host's agent
- 200-round deterministic fuzz: 4 authors submit against deliberately stale
bases, rebase, resubmit — asserting linear append-only numbering, no
generation claiming a base from the future, and that replaying accepted
diffs from generation 0 reproduces the head exactly
Two real bugs found building it: validate used `?` on the base lookup, so an
unknown base returned "no refusal" instead of UnknownBase; and
MAX_COEDIT_SOURCE (512 KiB) exceeded MAX_FRAME_BYTES (256 KiB), so the host
would have accepted a source it could never hand back inside a Rebase,
stranding the next author on an answer that never arrives. Both now 192 KiB.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- libs/game/script (new): the table-driven game.* binding layer game.md
called for — 71 verbs in a HashMap built once per isolate, replacing
gamemaker's 84-arm linear chain. spawn_entity/spawn_terrain ported
verbatim so fixture terrain matches bit-for-bit; generation-tagged
callback slots; streaming eval + hot reload. Rollback snapshot is
GameWorld::clone() — M1a made the world Clone, and a clone cannot forget
a field, which is the exact bug class that put next_id in M0r's fix list.
(Gamemaker still runs its own copy; migrating it is a follow-up.)
- Capability tiers: Voice (VAD + Whisper + local judge) -> VoiceUnfiltered
(push-to-talk, every utterance costs a call) -> Chatbox (typing is the
gate). Text box in every tier, mic only above Chatbox. The chain sits
behind the local-llm feature so Quest/mobile never link a backend they
don't have
- Librarian: the local model is an optional override (None = no opinion),
never a gate — a flaky or absent model can only sharpen a decision.
Beneath it, deterministic word-overlap matching for load-by-description,
restart, and manifest-clamped knob writes. Creative requests deliberately
do NOT match an existing game (tested). Locally-answerable utterances are
dropped before they reach the cloud
- /pair: self-contained page (no external URLs, asserted), 4-digit confirm
code so a room of headsets can't take the wrong key, 0600 config-dir
storage documented as NOT a keystore — Android/iOS must move to the
platform one before shipping. Key never enters a log, package, or error
- Racing fixture evals through the new dispatch (28 entities) and renders;
hot-reload rollback verified live — a bad verb reports with a suggestion
and keeps the last good world
Found (platform, unfixed — out of this task's scope):
HttpServerHeaders::from_tcp_stream buffers past the headers into a
BufReader, so a body arriving in the same TCP segment is swallowed and
handle_post blocks forever on a body that's already gone. Browsers split
the two, which is why nothing noticed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A room of devices now plays one game: host simulates, clients send input
and render replicated truth.
- libs/game/sim/player.rs: Players roster on GameWorld, slot 0 is always
this device. Player 0's input stays in the world's original held/pressed/
pad/cam_yaw fields and is mirrored into the roster, which is what keeps
single-player numerics bit-identical (tape gate confirms). Ids are never
reused, so a stale reference resolves to None, never to somebody else
- The camera-movement knot resolved: world.player_move(p) rotates that
player's axes by THEIR cam_yaw, carried in their input packet. Player 0's
branch is the original expression character-for-character (the f32 cos
widened to f64 kept deliberately — tidying it would move the numbers)
- libs/game/session/replication.rs: Shared = pos/vel/size/kind/tag;
Derived = facing/anim/scale/glow/blob shadows, recomputed client-side and
costing zero wire bytes; Local = camera/audio/effects. Statics never enter
the per-tick stream
- Protocol (additive, version unchanged): EntityDesc + Descriptors message
splits rare reliable construction data from volatile unreliable state —
without it a joiner sees poses for entities it cannot build. EntityDesc
carries pos because statics never appear in the state stream (the
late-joiner test caught ground arriving at the origin)
- Script: game.players/player_name/player_entity/player_input/bot/on_join/
on_leave; blocks gained owner: PlayerId so a car reads its own driver
- Arcade: ARCADE_HOST=1 / ARCADE_JOIN=<addr>; clients skip world
construction and don't simulate
- Racing wire volume, 6 players x 60Hz x 200 entities: 2400 pps,
20.9 Mbit/s up (audit projected 74 Mbit for the XR stack). Asserted in
racing_scenario_wire_volume_fits_a_living_room
Two more not-a-playable-default bugs, same class as M1b's rng-at-zero:
Entity::default() leaves gravity_scale 0 (weightless wheels) and ground
without friction gives no traction — only the DSL path filled these in.
255 tests green; tape probe BYTE_IDENTICAL; xr/arcade/gamemaker build.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Harvest-and-rebuild from xr/src/net after the adversarial audit (verdict:
transport promote-with-fixes, authority model rewrite).
- Authority: explicit Host/Client roles. Client->host Join/Input/Intent/
Leave/Ping; host->client Welcome/StateBatch/Event/Bye/Pong. No per-object
authority field and no takeover messages — authority theft (audit H-11)
is unrepresentable, not merely blocked
- Auth: self-contained SHA-256/HMAC; every datagram and frame is
magic|version|sender|payload|mac, verified BEFORE any peer state is read
or written. Closes seq-window poisoning, spoofed kick, address hijack
- Endpoints are pumped, not threaded: nothing blocks, so the connect-flood
stall (H-5) cannot occur and a full session runs deterministically in one
test process. The host only ever accepts, never initiates
- Harvested: LZ4 frame codec (check-before-allocate), partial-tail drain,
budgeted read/write loops, MTU batching, peer/config shapes. Frame cap
4MiB -> 256KiB now that XR alignment payloads are gone
- Per-entity sequencing (a stale datagram drops only its stale members),
rejoin seq reset, player cap, peer timeout, snapshot-based mid-join
- Measured 6 clients x 60Hz x 200 entities: 2880 pps, 3.13 MB/s (~25 Mbit
up) — Quest WiFi viable without delta encoding yet
- Hostile suite: one test per audit attack + 3000-mutation fuzz that must
never panic or wedge the host. 24/24 green
- micro_serde: String::de_bin no longer panics on invalid UTF-8, checked
offset arithmetic, Vec::de_bin rejects counts the buffer cannot back and
never sizes allocation from the wire (11/11)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- libs/game/math: cross-arch bit-deterministic f32 kernel (f64-internal
fdlibm-style polynomial kernels, exactly-rounded IEEE ops only, zero
platform-libm transcendentals). Parity golden hashes recorded on aarch64;
equal hashes on every other target IS the determinism test
- libs/game/sim: the gamemaker world moved verbatim (entity/terrain/world/
queries/step — float expression order preserved so tapes replay
bit-identically). No Cx, no draw types, no ScriptObjectRef: script
callbacks are CallbackSlots resolved through a generation-tagged
host-side CallbackTable in game_view.rs; sim reset no longer touches audio
- examples/gamemaker: game_view.rs 5545 -> 4640 lines (script boundary,
rendering, input devices, host I/O remain); per-tick args/input objects
built via unchecked pushes + release_transient (flat-heap tick path)
- apps/arcade: Makepad Arcade app shell + workspace membership
- Verified: headless sandbox3d fixture (90 entities) boots end-to-end;
gamemaker/sim/math/script-test suites green
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
tools/remote joins the root workspace (default-run makepad-remote, so
'cargo run -p makepad-remote -- --server' works from the checkout root
on worker boxes). Libraries stay in the build graph as path deps; the
runnable-package list is the things a human actually launches.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The boolean union cascade (59-77% of heavy tile builds) is now baked
per (tile, bucket 14/15/16) as additive field 101: cascade output made
deterministic (1/64 grid snap, canonical ring order, sorted tiers) and
bit-reproducible; renderer consumes guarded by structure signature +
coordinate checksum with runtime fallback; MAKEPAD_NO_BAKED_FACES=1.
Roundtrip bit-identical on all keys x buckets x dz configs. New
tools/map_bake producer (worker-pool incl. worker-side brotli).
- z14 streets merging never ran (early-out at DETAIL_ZOOM): fixed —
1957->1285 ways (-34%), payload -20MB, cascade input shrunk at source.
- Slow-tile log now prints per-stage ms + a ready-to-paste headless repro
command; harness honors archive/detail/dz/overlay/rz/3D envs.
- Worst AMS tile: 2-3s cold -> 175ms rz16 (61ms native); NL bake data
882MB at 60ms threshold; Europe needs threshold 150ms + 2 buckets to
fit shard budget (+2-4GB est).
- App -> nl-base-br3-faces archive; bridge-dz rebake required (joins
fail closed against br3 feature indices).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Inhouse i_overlay 7.0.3 and its i_float/i_shape/i_key_sort/i_tree deps
(used by the map road union mesh under the widgets 'maps' feature) as
workspace-excluded path crates, stripped of tests/locks/registry crud.
i_float's no_std libm dependency is removed by switching it to std
float math, so the maps feature no longer pulls any external crates.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- rain radar layer: pure-Rust KNMI HDF5 reader (superblock v0 walk,
single-chunk deflate datasets, byte-exact vs h5py), ellipsoidal polar
stereographic reprojection (20 m vs product corners), bilinear value
sampling -> smooth banded isolines, textured quad overlay through the
overlay camera, 25-frame nowcast animation; RadarSync polls at most
once per 4 min through a disk-persisted gate and caches frames on disk
- makepad-geodata + makepad-tesla crates join the workspace (overlay
builders, radar sync, NL open-data layers; transit routes now z7-14)
- Europe major-roads routing graph: nav-build --major-roads does a
ways-first scan (5.7M ways / 46M nodes / 194 s / 971 MB) and the app
falls back to it when a route leaves the regional graph — Amsterdam to
Paris routes offline (501.8 km)
- 3D flying markers: chargers/POIs/stops ride thin stalks with DYNAMIC
height (each pin clears its own building +8 m); labels, kW text,
brand and tap zones all consume the baked per-marker lift; stalks and
buildings grow together on the 2D->3D transition (per-tile flat->3D
fade heights, no replay on zoom regens)
- markers depth-honest (small bias, buildings occlude them); phong-lit
canopy/light spheres matching the buildings' NW sun; buildings tint by
BAG age in 3D; district area tints (rank 60, alpha .32); transit line
labels + stop names; follow-mode is an explicit attach/detach toggle;
rotation release schedules the label re-place (no stuck upside-down
labels after a fast spin)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New makepad-converse crate: SpeechOutput/Playback moved out of gamemaker
(mix_into for custom audio callbacks, install_audio_output convenience);
TranscriptFilter trait + PassthroughFilter + FilterWorker thread (filters
built on the worker via factory since LlamaSession is not Send);
ConversePipeline wiring filter -> makepad_ai agent backend -> speech with a
ConverseAction stream, llm leg pluggable (claude-code / acp /
openai-compatible base_url for local servers). QwenFilter behind the
local-llm feature: chatml prompt, non-thinking prefill, greedy, SEND:/SKIP:
line protocol, fail-open parse; filter-repl bin for interactive testing.
Gamemaker's speech leg now uses the crate; its agent plumbing stays local.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Conversion tooling (tools/map_tiles): curated Shortbread base pyramid
from a VersaTiles planet archive (bbox extract, brotli->gzip transcode
parallelized per 256x256 block), all-tag native OSM pbf detail
converter, pbf audit, and nav-build/nav-probe producing the routing
graph + search index artifacts. download_map.sh orchestrates pinned
downloads and conversions. mbtile_reader writer now skips SQLite's
lock-byte page at byte offset 1 GiB — allocating through it corrupted
every database over 1 GiB ("2nd reference to page 16385"); the 31 GB
Europe conversion passes integrity checks.
Navigation (libs/map_nav, new): region.search place/POI/street/address
index (prefix autocomplete, NL/EN category synonyms, proximity
ranking) and region.graph routing graph (CSR directed edges,
car/bike/foot speeds, oneway, turn restrictions, snap grid, A*),
maneuver generation and the NavSession map-matching state machine;
26 unit tests.
MapView interaction layer: MapViewAction, camera API + animated
fly_to, overlay.rs (route polyline with traveled dimming, markers,
position puck), per-widget mbtiles_path override, archive
minzoom/maxzoom honored for tile requests, zoom-level cross-fade over
the previous level's imagery, floating panels win hit-testing.
examples/map is the navigator app: worker-thread search, Drive/Bike/
Walk routing, simulated turn-by-turn with banner, follow camera.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- WorldDef enqueue_task/finish_task/user_task_context (C contract incl.
null-return-means-inline); TaskSystem dispatch (Serial/Internal/External)
replaces the bare scheduler; determinism hash bit-identical through an
external thread-per-task system.
- examples/box3d: makepad app rendering the live simulation (offscreen 3D
pass with depth, orbit/zoom camera, instanced lit boxes/spheres, 204-box
pyramid + spheres, 4-worker solver, Space to reset).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Full engine port in libs/box3d: math, geometry, GJK/TOI, hull builder,
dynamic tree, manifolds, constraint graph, solver (serial, scalar SIMD
path), all 8 joint types, sensors, mover, world API. 147 ported C unit
tests green in debug and release. See libs/box3d/README.md for the
upstream revision and sync notes, PORTING.md for conventions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- New GlassPanel widget (widgets/src/glass_panel.rs) + lib export
- gauss_view: honor surface_alpha for translucent glass surfaces
- examples/glass: standalone demo (wired into Cargo workspace + makepad.splash)
- rustfmt.toml: re-enable disable_all_formatting to stop rustfmt from
reformatting the whole tree on save
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Generally, this commit makes improvements to image decoding and rendering.
Added a bunch of functions for image discovery / metadata gathering:
`decode_image_from_data()`, `image_size_by_data()`, `looks_like_svg()`
Added more `Image[Ref]` functions for other image formats:
`ImageRef::load_{bmp,qoi,ico,gif,webp,svg}_from_data()`, plus a nice
convenience fn for auto-detec+load: `load_image_from_data()`.
Added cheap, lazily-init'd support for SVGs within the `Image` widget.
Fixed some issues with aspect ratio being clobbered during image rotation.
* ft makepad_test
* Improve run handling, manifest parsing, and stdout newline
Replace dynamic free-port lookup with an ephemeral localhost SocketAddr in test runtime and remove the unused find_free_listen_address helper. Ensure headless stdout messages end with a newline. Simplify send_to_app error handling and add a test that queued bootstrap messages are delivered once an app socket connects. Substantially enhance process_manager: unify cargo flag parsing, parse Cargo.toml to determine package/bin targets, resolve the correct binary name for direct stdio runs, and build the cargo/build+exec script from the resolved args. Add unit tests for manifest parsing and script generation and adjust related call sites.
* test harness
* Preserve test attrs; return Vec for gateway binds
In the test macro (libs/makepad_test/macros/src/lib.rs) preserve wrapper-only attributes (ignore and should_panic) on the generated wrapper test while removing them from the inner function. Added Attribute import, is_wrapper_only_test_attr helper, adjusted attribute filtering and emission, and added unit tests to verify attribute placement and expansion.
In the hub (studio/hub/src/hub.rs) change gateway_bind_candidates to return a Vec<SocketAddr> instead of an iterator and special-case ephemeral port 0 to preserve ephemeral binding; otherwise collect the range of candidate ports into a Vec. Added tests to validate candidate behavior. Also minor formatting/whitespace tweaks and a small IPv6 formatting adjustment.
* Add visible Studio mode and remote client
Enable running UI tests visibly through a running Makepad Studio. Adds a new makepad-network dependency and studio_remote client (libs/makepad_test/src/studio_remote.rs) and integrates it into the runtime via a TestConnection enum. Introduces visible-mode tooling: env vars (MAKEPAD_TEST_VISIBLE, MAKEPAD_TEST_STUDIO, MAKEPAD_TEST_STUDIO_MOUNT, MAKEPAD_TEST_STARTUP_DELAY_MS, MAKEPAD_TEST_ACTION_DELAY_MS, MAKEPAD_TEST_KEEP_OPEN_MS), pacing/delays after actions, and pause-before-shutdown. Splits startup into start_headless_app/start_visible_app, clears existing visible builds before launching, and updates tests, docs (GUIDE.md, README.md), and selector/runtime minor cleanups/formatting.