Commit graph

628 commits

Author SHA1 Message Date
Arena Agent
fe5b75d92d Merge latest makepad work while preserving fork game crates and apps 2026-09-05 20:55:35 +00:00
Admin
a75fe914ff layout: extend turtle sizing and add Grid 2026-09-05 17:21:48 +02:00
Admin
199be9eb1d map + route: the six overlays (EV chargers, transit, nature, districts, building age, population) read through the same archive plane as the base tiles — OverlaySource {name, TileSourceConfig}, hosted .mkmap archives on makepad.nl fetched by range through the shared archive reader and disk cache, a local .mbtiles only as a dev override; one layer table (apps/route/src/overlays.rs) for the native and demo builds, the demo checkboxes now set overlays like native
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WV6BzHQiJEvvK9EPc1d4ks
2026-09-03 20:41:27 +02:00
Admin
9e2d65b50b pdf + photos + task + wm + video + automate + widgets: no per-job threads — pool jobs and start-up workers
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WV6BzHQiJEvvK9EPc1d4ks
2026-09-03 16:38:24 +02:00
Admin
697215e1d9 route + converse + example-map: every worker comes from the runtime pool or a start-up worker
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WV6BzHQiJEvvK9EPc1d4ks
2026-09-03 16:21:17 +02:00
Admin
5184340565 platform + vj + map + files + widgets + image_tiles: the runtime owns one warm two-lane task pool — jobs never spawn threads
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WV6BzHQiJEvvK9EPc1d4ks
2026-09-03 16:06:44 +02:00
4c94531456 feat(test): Android makepad_test via adb + in-process hub (legacy Java path)
Adds the Android test runtime to makepad_test: builds the APK with
cargo-makepad's standard Java path, installs and launches via adb with
makepad.STUDIO_* intent extras (incl. STUDIO_BUILD), connects the app to an
in-process hub over adb reverse, and waits for startup + responsiveness.
Adds clean in-process hub shutdown (HttpServerHandle + GatewayHandle Drop)
and the STUDIO_BUILD intent parsing on the app side. No native-activity or
NDK APK compilation code is included.
2026-09-03 10:54:58 +03:00
Admin
232909d16a script: the VM reaches std and its slot through one host — no aliased references
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WV6BzHQiJEvvK9EPc1d4ks
2026-09-02 14:31:15 +02:00
Admin
19cf377238 platform: the thread runtime contract — spawner, tasks, pools, scheduler, UI waker
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WV6BzHQiJEvvK9EPc1d4ks
2026-09-02 14:14:15 +02:00
Admin
6981e9052b fonts: manifest generated from the chains, app-level font assets, a symbol fallback, deprecated i18n aliases
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WV6BzHQiJEvvK9EPc1d4ks
2026-09-02 13:22:42 +02:00
Admin
b0380bac34 image-tiles: the picture-wall engine as a library — tape atlases, a baker CLI, and the TileGrid widget
The Source Library wall's pixel engine, extracted for anyone's pictures:
libs/image_tiles carries the NV12 slot pyramid, the 32x32 shard atlas
geometry and the one-HEVC-intra-frame-per-file tape codec (tape.rs), a
small SQLite index (db.rs), a priority decode pool (store.rs), and the
TileGrid widget — instanced tiles batched per atlas page, anchor-locked
wheel zoom with log-space glide, continuous per-shard LOD with
crossfades, full-resolution promotion under byte budgets with LRU
eviction, and uniform-only re-presents inside the pad of the last build.
image-tiles-bake downloads a manifest of URLs (fetch pool free to be
wide, encode pool hard-capped — concurrent VT session churn has panicked
the encoder's IOMMU) and bakes a library; examples/image_tiles views one.
No JPEGs on disk; decode and encode are the hardware's.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-09-01 20:19:56 +02:00
Admin
0257d6c6dc engine libs: render and sim for a strategy round, the per-unit decision hook, the mp4 sample index, stitch and xatlas quieted, example refresh
Squashed from work:
- docs: button shader annotations — widgets/button.rs complete + splash demo buttons
- tweaker: the Shader tab shows the pinned widget's ANIMATOR STATES as little posed swatches under the well — one per tr
- widgets: the glass stops reading draw_pass.time, so glass apps idle again
- render, sim, platform: what a strategy round needs underneath
- draw, platform: overlays now composite above content that uses draw_depth
- asset: mp4 sample index for range-streaming, chat tools, import profiles
- platform: native file and save dialogs, in-house on all three desktops
- sim: a per-unit decision hook — one commandable unit can think for itself, before the kit steers
- makepad_ai is deleted — every backend is a hub pipe, the agent seam lives with its consumers (aicore §14, decided 2026
- libs: the zero-warning sweep — stitch casts say what they mean, xatlas keeps upstream's surface quietly
- zero-warning sweep, round two — the first full-workspace pass
- zero-warning sweep, round three — the model lanes and the deep examples
- zero-warning sweep, round four — the last stragglers
2026-09-01 16:46:35 +02:00
Admin
e37c263b9c ai backbone: the hub era — makepad_ai deleted, every backend is a hub pipe; machine residency elections, job leases, ETA placement; the store only stores; creator pipelines run in the app (aicore)
Squashed from work:
- asset-ai: FastH3 4-step fast video backend; clip keyframes on the wire
- asset-ui: loop video chains — text→image→video that ends where it began
- h3: safetensors -> pruned-Q4_K GGUF quantizer for the 24GB DiT tiers
- h3_quant_gguf verify: row-error gates calibrated to the measured Q4_K floor
- asset-ai realtime: the feedback loop — the source anchors, the drifted frame inits
- asset-ai realtime: a feedback loop survives a resize and travels by default
- asset-ai realtime: the feedback loop frees itself from the feed handshake and pauses for its listener
- asset-ai realtime: the outbound encode leaves the loop's critical path
- asset-ai ocr: the ocr domain — Chandra 2 at page resolution, and the tower goes planner-owned
- llm slots: a lane can hold an image span — embedding prefill and a rope cursor of its own
- vision tower on CUDA: the encode leg gets its two missing kernels
- llm/ocr: one M-RoPE grid encoder for both image paths, and a livelock made an error
- vision tower on CUDA: the f16 GEMM keeps the precision it was throwing away
- live: a feed that moves box takes its trip with it — one seed image
- vision tower on CUDA: the tiled attention becomes bit-exact, and tensor cores go
- llm prefill on CUDA: the MMA attention kernel gets the tile a 4-to-1 model needs
- asset-ai ocr: the CUDA encode lane joins the integration — vision-parity sits beside run's three arms, and the kernels
- Merge branch 'ocr-perf-integration' into work
- asset-ai: the live anchor can follow the trip, and text leaves the 5090
- asset-ai: the camera moves the world, and the world starts still
- asset-import: the EA strategy classics, in the one 2D contract
- rtsmap: one seeded generator for tiled strategy maps
- asset-ui: one card for the strategy classics, with a pack dropdown
- asset-ai: music3 reference-audio path, ocr/h3 backends, registry
- asset: mp4 sample index for range-streaming, chat tools, import profiles
- cnc: tiberium is twelve growth frames, not twelve empty variants
- platform: native file and save dialogs, in-house on all three desktops
- chat: the scan holds out for a lane home
- chat: a full home queues you — take the free lane
- chat: the preload has a percentage, and the boundless cap stops showing
- llm cuda: the 32x2 attention tile — even GQA ratios stay on MMA
- sa3 gets a bake path: the sfx model's tables precomputed by a diffusion-side bin
- sqlite_query: anti-join regression test
- td import: HARV's second frame block is its harvesting cycle, not a turret
- asset-ui: sprite enhancement runs on the 32B dev DiT — distillation, not the prompt, was the ceiling
- ai-hub: makepad-asset-ai becomes makepad-ai-hub at libs/ai/hub, the chat pane becomes makepad-chat-ui, the service bin
- asset-ui: test health fixtures grow the realtime field they were born without
- ai-hub: one home at ~/.makepad — weights/ run/ cache/ logs/, the service cache migrates from ai_content by a single re
- ai-hub: subprocess workers die with the node — process groups everywhere, PDEATHSIG on linux, one KILL_ON_JOB_CLOSE Jo
- ai-hub: the hub object — AiHub::in_process, pipes vocabulary, and the local LLM engine generalized out of mpfiles (aic
- strict-json: the dependency-free JSON module gets its own crate; asset-client re-exports it so nothing downstream move
- ai-hub: the machine layer — node entries, the 0600 machine token, and the residency election that IS the lock (aicore
- ai-hub: MPHUB1 — the fabric beacon only dedicated nodes can send (aicore §4)
- ai-hub: job leases — work lives only while it is renewed (aicore §8)
- asset-creator: the pipeline library is born — specs, the deps gate, and the derived-state law (aicore §9)
- ai-hub: RAM residency facts — the CPU-side twin of residency.rs (aicore §3)
- ai-hub: ETA placement primitives — relative GPU throughput, the four-term estimate, and an observable breakdown (aicor
- ai-hub: leases go live on the wire — origin fields on submit, /job/<id>/keepalive, /bye, and the reaper that cancels w
- ai-hub: the chat providers move in — fleet qwen, openai, grok, claude/codex/grok CLIs, the responses driver, and the w
- asset-creator: the engine — one pipeline run against the hub, deps-gated, spliced, cancellable, resumable-by-construct
- ai-hub: the machine node mode — --machine binds loopback, registers in ~/.makepad/run, and exits on its own once idle
- asset-creator: makepad-creator-run — the detached client for runs that must outlive a window (aicore §9)
- ai-hub: a native Claude Messages-API provider — API-key or Claude Code OAuth, bounded SSE streaming, injected tools (a
- route + converse: off makepad_ai — the Agent seam moves to converse, route's cloud dispatcher rides the hub's Claude p
- asset-creator: the preset tables move in — fifteen chain-policy constants shared by every creator app (aicore §9 / P6)
- makepad_ai is deleted — every backend is a hub pipe, the agent seam lives with its consumers (aicore §14, decided 2026
- ai-hub: loads hold the machine residency election — set_model_state claims on Loaded and publishes the service port (a
- ai-hub: chats run the machine election — route to a serving holder, wait on a loading one, claim and publish when open
- ai-hub: pick_for_domain_eta — ETA-ranked placement over the shared hard-filter core (aicore §6 / P4)
- asset-creator: the engine picks a provider per stage at dispatch time — a chain's later stages see fresh fleet state (
- ai-hub: the fabric secret gates the service HTTP surface — bearer on everything but /health and the ticketed peer path
- vj: DREAM runs execute in the app — pipelines.rs becomes the run it used to watch (aicore §9 / F1)
- asset-creator: the runner — generate one thing and put it in the catalog, one implementation for every surface (aicore
- chat-ui: the session runs in the app — no broker anywhere on the chat path (aicore P8 / F5)
- asset-store: assets.query is a first-class query endpoint — the bounded SQL surface outlives the broker (aicore P8 / F
- asset-creator: CreatorTools — the chat tool pack for a store that only stores (aicore §9 / P8)
- asset-store: the shrink — the store stores (aicore P7)
- importer + asset-server host: the coordination era ends (aicore P7)
- store config purge + asset-ui goes fleet-direct; the derive protocol gets its route proof (aicore P7)
- client + chat dispatcher: the dead wire comes out (aicore P7/P8)
- ai-hub: 0.3.0 — the health version says which era a node runs
- ai-hub: the default fleet is 'gen' — apps hear the LAN without env plumbing
- ai-hub: the preload note percents the prefill, not the job bar
- ai-hub: conversations keep their KV — the wire mirror, the lane identity, the in-turn dynamic context (aicore §7)
- ai-hub: an open-think model is thinking from its first token
- libs: the zero-warning sweep — stitch casts say what they mean, xatlas keeps upstream's surface quietly
- zero-warning sweep, round two — the first full-workspace pass
- zero-warning sweep, round three — the model lanes and the deep examples
- zero-warning sweep, round four — the last stragglers
- zero-warning sweep, round five — vj and chat-ui
- zero-warning sweep, round six — three cascades

Co-authored-by: Claude <info@makepad.nl>
2026-09-01 16:46:31 +02:00
Admin
3b4d6a4ff7 platform+widgets: sploded 3D inspect view, the tweaker design-feedback suite, script math-AOT and docs channel, pointer-pin and pixel-probe, modal layout, map warp
Squashed from work; the fine-grained history is under tag archive/work-2026-08-29:
- mp* wave: mpwm window manager + the mp app family, WM API, theme bridge, PDF engine fix
- mpwm polish wave: terminal key focus, focus-history close order, pop-back-to-origin, occupied-workspace cycling, demo
- mpwm: warm-instance pool, flat-luminance opens, flicker-free CEF resize
- work: land the sources the last commits reference
- kenney: catalogue all 50 free 3D kits; Modal dismissed() never fired
- platform: windows check green again — SetWindowTextW binding
- map: exact warp-aware inverse projections — pointer ops work folded
- mpwm: quick-look gap fixes; image cache eviction on preview unload
- tweaker: material thumbnails + vibecode popup + ctrl-space notes, undo/redo over the edit ledger, capture-semantics pi
- tweaker: vibe popup card chrome + dispatch order, ctrl-space notes verified, sploded design v2 chapter
- tweaker: tabbed side panel (Props/Shader/Tree) - shader tab with checkerboard material well + prompt, complete widget-
- sploded v2: nesting-depth z, hairline scope frames, body pass
- sploded: pin the depth convention with a test, kill the draw_depth residue
- sploded: real body-pass split (scene-pass capture, panel flat) + y-convention source of truth with anti-flip gate test
- sploded: hollow outlines, flat-band input, ray-pick unprojection
- tweaker: shader tab defaults to the selection's first draw layer, stale hint trimmed
- sploded: outlines become clipped, antialiased strips; tighter deck
- sploded: merge the lane's v2 (nesting-depth z, clipped AA strip outlines, flat-band input, unproject, SplodedStack bod
- sploded: the exploded view is a LIVE view — pointer events route through the inverse explode transform (ray -> plane -
- tweaker: tabs are real widgets (uid, tree node under the dock, own plane in 3D) and pickable; navigation-class clicks
- sploded: pinned/hover outlines render on the widget's own plane in 3D — per-widget nesting depth lives on the platform
- tweaker: the material well renders the pinned widget's actual shader — the swatch byte-copies the widget's live draw c
- tweaker: the Shader tab shows the shader as written — the layer's pixel/vertex fn source (nearest definition up the co
- sploded: I = true isometric preset (yaw 45°, pitch atan(1/√2))
- tweaker: eyedropper — the colour popover's pick button arms a pixel probe; the next press in the app samples that devi
- tweaker: the shader loop closes — /tweak/apply resolves the pinned widget by uid (anonymous path segments never round-
- vj: responsive DJ mixer + Windows drag-and-drop, cherry-picked from PR #1199 (vjroger)
- tweaker: the material well is a magnifier — the mirrored instance draws at the widget's native size in the well's own
- tweaker: per-layer material thumbnails — the Widget derive emits WidgetNode::layer_areas() (every #[live] Draw… field
- tweaker: the shader source view is the real CodeView (syntax highlighting, selection, editing) when the app registers
- tweaker: Ctrl+Enter sends on every platform (TextInput treated only Cmd as primary on macOS, so Ctrl+Enter inserted a
- Modal claims no layout slot: the DJ page fills its window again
- tweaker: every fn apply recompiles (eval_chunk ran every chunk under ONE synthetic callsite, so the script body — and
- tweaker: an apply whose draw shader fails to compile is rejected — the layer goes back (last live fns / the fn as writ
- tweaker: the Shader tab's source view owns its scrolling (the ScrollYView around the CodeView double-scrolled the care
- widgets: set_visible belongs to every widget, not just View (#1194)
- script: a dead heap's resource handles must not outlive it (#1195)
- Resources: search the executable's directory, not only the working directory (#1196)
- Windows: fit a restored window to the displays that are actually attached (#1197)
- d3d11: a failing GPU call reports the loss instead of killing the process (#1198)

Co-authored-by: Kevin Boos <1139460+kevinaboos@users.noreply.github.com>
2026-08-29 09:26:24 +02:00
Admin
d72cffd0f6 raytrace: the traced pane starts coarse and doubles to native, with the raster underneath
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- fab: a 3D creation shell and the viewer built on it
- raytrace: the traced pane starts coarse and doubles to native, with the raster underneath
- texcomp: the block codec and the container every texture will travel in
2026-08-26 08:49:47 +02:00
Admin
45e65e69db draw+widgets: a Splash keeps its host's walk across a body rebuild, a dock redraws its panels, boxed labels center on their ink, hsv2rgb compiles, and slider/tip/dropdown catch up
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the console grows real transports, and the deck stops lying about reverse
- vj: video goes NV12 end to end, and the GPU does the unpacking
- widgets: boxed labels center on their ink, not on the font's line box
- metal: a fresh texture forgets nothing it never had — reallocated vec textures upload whole
- fab: a 3D creation shell and the viewer built on it
- widgets: a dock redraws its panels, not just its own frame
- draw: hsv2rgb takes vector bounds, so it compiles
- texcomp: the block codec and the container every texture will travel in
- widgets: a Splash keeps the walk its host declared across a body rebuild, and logs a body that fails to evaluate instead of drawing nothing
- vj: DJ-tab scroll knobs, title-click reset, crossfade fix, stem headroom — plus the pre-Ampere CUDA fix (#1193)

Co-authored-by: Rogier de Leeuw <vjroger@gmail.com>
2026-08-26 08:49:45 +02:00
Admin
d1fb9ad8ad examples: datagrid, portallist_hit, render_to_texture, splat_bench
Four new examples, each of which is also the test surface for the thing it
demonstrates:

  - datagrid — the DataGrid widget across five tabs (sheets with a formula
    engine, big data, charts, pixels, widgets).
  - portallist_hit — PortalList hit-testing, with a UI test suite.
  - render_to_texture — the offscreen pass, with a UI test suite.
  - splat_bench — Gaussian splat sorting and drawing under load.

uizoo gains a dropdown tab; the splash example's UI test follows the splash
host-services change.
2026-08-23 01:34:36 +02:00
Admin
6d708d9391 Clean the public tree for a checkout other people can use.
Drop the archived old/ tree, root AI notes, splashgame.md (Arcade lives
in the private sandbox), widgets-dll leftovers, and LAN/oracle helper
scripts. Move download_*.sh into tools/, and move sim/math out of
libs/game/ so the public repo no longer has a game/ directory.

Also quiet first-party compile noise and skip asset-ui tests that need
sandbox kits or uncommitted fixtures.
2026-08-18 15:23:19 +02:00
Admin
5421bc71c6 Remove widgets-dll, hotload_ui, and the weezl tokio test.
hotload_ui and xr pulled a dylib widgets wrapper that made
`cargo build --workspace` fail. XR now uses normal widgets.
The vendored weezl async test needed tokio, which we do not ship.
2026-08-18 14:45:09 +02:00
Admin
3b1ed5107b Drop unused examples from the public tree.
Remove godot, scratchpad, arracing, comfyui, exf, ddgo, and git.
Flux workflow JSON used by diffusion tests moves into libs/diffusion.
2026-08-18 14:41:52 +02:00
Admin
765f4785fc Let a clean makepad checkout load and compile.
Drop the private sandbox clone from required workspace members
and Studio runnables. Finish the platform_ops VecDeque merge
(push_back / Option remove), land the mip-repeat texture API
the renderer already calls, and unbreak the Q3 importer plus
the godot example template that .gitignore had hidden.
2026-08-18 14:36:05 +02:00
Admin
f0e1f83831 Close the rik2 land: workspace, splash, and sandbox cleanup.
Point the workspace at libs/asset and libs/render. Drop Arcade
frontend, gamemaker, rig, pack registry, physics, and the old
libs/game gameplay crates. Those live in the private sandbox repo.
2026-08-18 14:24:00 +02:00
Admin
8fce54a7a8 Land the house Art-Net/DMX desk from rik2.
libs/show_control plus the automate example. Not Arcade gameplay.
2026-08-18 14:23:59 +02:00
Admin
55dde7b02a Land the 3D renderer and leftover sim/math from rik2.
libs/render (Renderer, SceneDraws, preview play) plus the Arcade
sim/math it still draws through. Gameplay crates stay out.
2026-08-18 14:23:59 +02:00
Kevin Boos
db678bdf30
new Fit bound based on the size of the line that it actually lands on (#1164)
* Windows: fix DPI-change problems: freezing, blank windows, drag-n-drop errors

- win32: do_callback queues re-entrant events (WM_DPICHANGED pumped inside
  Present, nested WM_SIZE) instead of dropping them; the drops left dpi/geometry
  stale, the window blank, and hit-testing offset after display-scale changes.
- win32: WM_DPICHANGED applies the OS-suggested rect and returns 0; removed the
  duplicate-delivery compensations the lossless queue obsoletes.
- d3d11: no unbounded Present(1) block after a timed-out frame-latency wait
  (DO_NOT_WAIT + paced retry); DXGI errors log instead of panicking.
- dnd: Drag/Drop events carry WindowId and are remapped via dpi_override_scale,
  fixing drop-zone offset under UI zoom (Windows OLE, macOS external drops,
  Wayland internal drags).
- win32: packaged-build window icons load at native shell sizes via LoadImageW.

* TextFlow: enforce `max_lines` for inline code wraps, list items, and inline widgets

`max_lines` + `text_overflow: Ellipsis` under-counted or skipped visual lines
whenever anything but a plain text run started one, so rich content (rooms-list
previews, anything with inline `<code>` or mention pills) could overflow its
line budget or hard-clip without an ellipsis.

* TextFlow: the inline `<code>` forced wrap left `is_continuation` stale, so a
  wrapped code run was granted one extra row AND reported one fewer — a 2-line
  overflow per wrap. The wrap now refreshes the continuation state and row
  budget, is refused when no line remains, and its prediction probes measure
  an unclamped layout (a clamped probe always claimed "fits on one line").
* Layouter: a non-wrapping layout truncated by `max_lines` never reported
  `is_truncated` (detection was row-count only), so `max_lines: 1` labels
  hard-clipped mid-word instead of showing "…". Width overflow on the
  surviving last row now also triggers the ellipsis.
* TextFlow: list items charged two lines each (marker run + content run); the
  marker now shares one visual line with the item's first content run.
* Inline child widgets (mention pills, images) bypassed the budget entirely:
  Html now gates them on `is_content_truncated()`, charges the rows they open
  via `track_inline_content()`, and holds a widget that lands on the last
  allowed line in place (`Turtle::set_flow_wrap`) instead of letting the
  turtle relocate it onto a row the budget can't pay for. A held widget that
  still overruns the line is hidden behind a tracked clip and replaced with a
  drawn "…" — the same contract text truncation has.

* TextFlow: fix row alignment and spacing for wrapped text beside inline widgets

On the single-batch text path (Windows/Linux), a multi-row text run never told
the turtle where its internal row boundaries were: every walk since the last
boundary — a bold sender on one visual row, a mention pill on the next — was
centered by `finish_row` against one merged row. Text sat a few px off the
pill baselines, rows around wrapped runs squeezed or overlapped, and an
up-centered pill on a padding-less first row rose above the clip and lost the
top of its rounded corners.

* DrawText: the single-walk path now allocates per visual row and runs
  `turtle_new_line_with_spacing` at each internal boundary, keeping one glyph
  instance batch. It emits a first-row walk owning the run's align entries and
  a last-row walk with an empty range, so the run is never shifted twice.
* Turtle: `FinishedWalk` carries a `RowAlignRole`. A wrapped run's rows are
  immovable (their glyphs share one batch): rows holding its visible text are
  an `Anchor` — `finish_row_center` centers every shiftable walk on the
  anchor's line, shifting a taller pill UP onto the text — while a
  whitespace-only first row (a continuation that wrapped on a leading space)
  is `Fixed`, so it cannot anchor a row to an invisible line. Anchor shifts
  are clamped so no walk's top can rise above the turtle's clip.
* Layouter: `first_row_min_line_spacing_below_in_lpxs` is now honored (it was
  stored and hashed but never read). Resumable draws pass the current row's
  height plus wrap spacing plus the centering overhang, so a continuation's
  second row lands where centered content beside it starts exactly one wrap
  gap below the previous row — zero residual shift for uniform-height pills.
  Selection capture and the `<code>` wrap probe pass the same floor so every
  layout of a run shares one cache entry.
* Turtle: an anchored row returns its bottom forgiveness — the surplus its
  allocation extends below the risen content — and `turtle_new_line`
  subtracts it, keeping inter-row gaps uniform on both sides of anchored
  rows. A turtle's final row keeps its full extent so nothing clips at the
  bottom.

* uizoo: Html fixtures for line clamping and pill/text row alignment

Repro and regression fixtures mirroring a chat client's message surfaces:
max_lines clamping with inline <code> at several widths, atomic inline-widget
(pill) relocation/hold/ellipsis under a line budget, and timeline-style
pill+text rows at 9.3pt and 11pt metrics — including a CJK-titled pill and a
padding-0 first-row case that guards against clipped pill tops.

* Layouter: fill the last permitted row by grapheme when ellipsizing

When `max_rows` is set together with ellipsis truncation, word wrapping
would move a word that didn't fit off the final permitted row before
truncation ran, leaving that row ellipsized at the last word boundary
("@…") rather than at the last glyph that fits ("@quokka:…").

Word integrity is meaningless on a row that ends in an ellipsis, so lay
the final permitted row out by grapheme and let truncation cut at the
actual width limit.

* DrawText: account for walk margins when resolving a Fit max bound

The layout bound for a Fit-width walk with a relative max bound was the
raw resolved max, but the turtle's final width — and with it the clip
rect — gets clamped to that max minus the walk's outer margins. On top
of that, a Label passes the same margined walk to its inner DrawText,
re-applying those margins inside the turtle. Text laid out near the
bound therefore extended past the clamped clip, which sliced letters
off the end of untruncated text and cut the appended ellipsis down to
a single dot.

Subtract the walk's own horizontal margins from the resolved bound, and
when the enclosing turtle is itself an unresolved Fit with a max bound
(a Label sizing itself around this text), subtract that turtle's outer
margins too, so the layout bound matches the width the clip is actually
clamped to.

* uizoo: fixture for bounded pill labels ellipsizing at the width cap

Pill-like labels bounded to a fraction of the enclosing width, at
container widths that walk across the cap, plus one inline in an Html
flow. Truncation must always end in a visible trailing ellipsis, never
a bare mid-glyph cut.

* Layouter: keep word-boundary ellipsis on continuation rows

Grapheme-filling the last permitted row is wrong when that row is an
empty continuation: grapheme layout force-places a grapheme wider than
the row's remnant past the width limit with the truncation flag unset,
drawing overflowing text with no ellipsis. Finishing the row instead
truncates within bounds, so continuation rows keep the word-boundary
behavior.

* DrawText: scale the Fit max bound into layout units

The layouter works in unscaled units and row widths are multiplied by
font_scale on output, but the resolved Fit max bound was passed through
in physical units — the same mismatch max_layout_width_for_walk already
divides away. Any font_scale above 1 on a bounded label laid text out
past the clamped clip, reintroducing the sliced-tail bug the bound is
there to prevent.

* Turtle: add Base.Line, a Fit bound relative to the available line width

A static relative bound cannot express what an inline widget's inner
text actually has room for: that depends on the line the widget lands
on, its own leading geometry (icons, padding, spacing), and the
trailing insets after the text. Base.Line resolves a Fit max bound to
exactly that, with the enclosing line's flow selecting between two
measurements that are each final at the moment they are taken:

- A wrapping line can relocate the widget whole onto a fresh row, so
  the bound is what a fresh row offers. Content sized to it either
  fits where it is, or fits the row the widget is relocated to.
- A non-wrapping line — including one held non-wrapping by the
  inline-content clamp on the last permitted row — keeps the widget
  in place, so the bound is the remnant up to the line's right edge.

The measurement runs from the current turtle's content origin rather
than its pen, because a Fit max bound is evaluated twice: before the
content is laid out, and again in compute_final_size when the turtle
closes. A pen-relative measurement would collapse the closing clamp
to the leftover width and clip the content it just laid out.

* uizoo: fixtures for Base.Line-bounded pill labels

The four behaviors the line bound guarantees: a long name ellipsizing
at a narrow container's edge, a mid-line pill relocating whole to the
next row at full row width, a pill held on the last clamped row
squeezing visibly into the remnant, and a short name in a wide
container rendering untruncated.

* Turtle/DrawText: keep tiny Fit max bounds from slicing or inverting clips

A line-remnant bound can resolve to nearly zero when the last permitted
row is already full where an inline widget's text begins. Two guards
keep that degenerate range within the whole-glyph truncation contract:

- The Fit max clamp in compute_final_size floors at zero, so a bound
  smaller than the walk's margins cannot produce a negative width and
  an inverted clip (a pill rendering as bare chrome with no title and
  no ellipsis anywhere).
- DrawText treats a bound too narrow for the truncation ellipsis
  itself as no bound at all: the layouter appends the ellipsis glyph
  unconditionally, so a narrower clip would slice it open. Left
  unbounded, the text overflows honestly, letting an enclosing flow's
  inline-content clamp hide the widget and draw the ellipsis itself.
2026-08-10 12:30:01 +02:00
Jason Yau
947f815181
Video playback fixes and improvements (#1155)
* android oes video zero-copy and gles shader fixes

* regenerate windows-rs by windows-strip

* fix windows video freezes with MF on an MTA worker

* regenerate windows-rs by windows-strip

* MTA MF video, COM notify, YUV texture reuse

* add local video file playback support to video-player example

* NV12 Metal present, seek warm-up gate, YUV full range

* fix Linux GStreamer video: A/V mute, HLS prepare, async teardown

* no-op SelectVideoTrack/SelectAudioTrack on non-Linux backends

* Linux ALSA/Pulse: bigger buffers, fix resample setup, report device rate

* fix some warnings

* Move XInput/DirectInput device discovery off the UI thread

* fix GLSL unpack4u8 for GLES 3.0 (#version 300 es)

* Linux GStreamer: DMA-Buf NV12 OES zero-copy, optional GLMemory path

* Linux MediaPlugin: DMA-Buf NV12 and GLMemory zero-copy present APIs

* Add Windows SourceReader DXGI NV12 zero-copy video path

* fix build error

* fix GLES: add highp precision for sampler2DArray in Linux shaders

* playback speed support for android

---------

Co-authored-by: jasonqiu <jasonqiuchen@outlook.com>
Co-authored-by: jasonqiu <jasonqiu@futunn.com>
2026-08-10 12:29:33 +02:00
Kevin Boos
ed3eb88d4a
TextFlow: fix max_lines clamping and row alignment for wrapped text with inline widgets (#1160)
* Windows: fix DPI-change problems: freezing, blank windows, drag-n-drop errors

- win32: do_callback queues re-entrant events (WM_DPICHANGED pumped inside
  Present, nested WM_SIZE) instead of dropping them; the drops left dpi/geometry
  stale, the window blank, and hit-testing offset after display-scale changes.
- win32: WM_DPICHANGED applies the OS-suggested rect and returns 0; removed the
  duplicate-delivery compensations the lossless queue obsoletes.
- d3d11: no unbounded Present(1) block after a timed-out frame-latency wait
  (DO_NOT_WAIT + paced retry); DXGI errors log instead of panicking.
- dnd: Drag/Drop events carry WindowId and are remapped via dpi_override_scale,
  fixing drop-zone offset under UI zoom (Windows OLE, macOS external drops,
  Wayland internal drags).
- win32: packaged-build window icons load at native shell sizes via LoadImageW.

* TextFlow: enforce `max_lines` for inline code wraps, list items, and inline widgets

`max_lines` + `text_overflow: Ellipsis` under-counted or skipped visual lines
whenever anything but a plain text run started one, so rich content (rooms-list
previews, anything with inline `<code>` or mention pills) could overflow its
line budget or hard-clip without an ellipsis.

* TextFlow: the inline `<code>` forced wrap left `is_continuation` stale, so a
  wrapped code run was granted one extra row AND reported one fewer — a 2-line
  overflow per wrap. The wrap now refreshes the continuation state and row
  budget, is refused when no line remains, and its prediction probes measure
  an unclamped layout (a clamped probe always claimed "fits on one line").
* Layouter: a non-wrapping layout truncated by `max_lines` never reported
  `is_truncated` (detection was row-count only), so `max_lines: 1` labels
  hard-clipped mid-word instead of showing "…". Width overflow on the
  surviving last row now also triggers the ellipsis.
* TextFlow: list items charged two lines each (marker run + content run); the
  marker now shares one visual line with the item's first content run.
* Inline child widgets (mention pills, images) bypassed the budget entirely:
  Html now gates them on `is_content_truncated()`, charges the rows they open
  via `track_inline_content()`, and holds a widget that lands on the last
  allowed line in place (`Turtle::set_flow_wrap`) instead of letting the
  turtle relocate it onto a row the budget can't pay for. A held widget that
  still overruns the line is hidden behind a tracked clip and replaced with a
  drawn "…" — the same contract text truncation has.

* TextFlow: fix row alignment and spacing for wrapped text beside inline widgets

On the single-batch text path (Windows/Linux), a multi-row text run never told
the turtle where its internal row boundaries were: every walk since the last
boundary — a bold sender on one visual row, a mention pill on the next — was
centered by `finish_row` against one merged row. Text sat a few px off the
pill baselines, rows around wrapped runs squeezed or overlapped, and an
up-centered pill on a padding-less first row rose above the clip and lost the
top of its rounded corners.

* DrawText: the single-walk path now allocates per visual row and runs
  `turtle_new_line_with_spacing` at each internal boundary, keeping one glyph
  instance batch. It emits a first-row walk owning the run's align entries and
  a last-row walk with an empty range, so the run is never shifted twice.
* Turtle: `FinishedWalk` carries a `RowAlignRole`. A wrapped run's rows are
  immovable (their glyphs share one batch): rows holding its visible text are
  an `Anchor` — `finish_row_center` centers every shiftable walk on the
  anchor's line, shifting a taller pill UP onto the text — while a
  whitespace-only first row (a continuation that wrapped on a leading space)
  is `Fixed`, so it cannot anchor a row to an invisible line. Anchor shifts
  are clamped so no walk's top can rise above the turtle's clip.
* Layouter: `first_row_min_line_spacing_below_in_lpxs` is now honored (it was
  stored and hashed but never read). Resumable draws pass the current row's
  height plus wrap spacing plus the centering overhang, so a continuation's
  second row lands where centered content beside it starts exactly one wrap
  gap below the previous row — zero residual shift for uniform-height pills.
  Selection capture and the `<code>` wrap probe pass the same floor so every
  layout of a run shares one cache entry.
* Turtle: an anchored row returns its bottom forgiveness — the surplus its
  allocation extends below the risen content — and `turtle_new_line`
  subtracts it, keeping inter-row gaps uniform on both sides of anchored
  rows. A turtle's final row keeps its full extent so nothing clips at the
  bottom.

* uizoo: Html fixtures for line clamping and pill/text row alignment

Repro and regression fixtures mirroring a chat client's message surfaces:
max_lines clamping with inline <code> at several widths, atomic inline-widget
(pill) relocation/hold/ellipsis under a line budget, and timeline-style
pill+text rows at 9.3pt and 11pt metrics — including a CJK-titled pill and a
padding-0 first-row case that guards against clipped pill tops.

* Layouter: fill the last permitted row by grapheme when ellipsizing

When `max_rows` is set together with ellipsis truncation, word wrapping
would move a word that didn't fit off the final permitted row before
truncation ran, leaving that row ellipsized at the last word boundary
("@…") rather than at the last glyph that fits ("@quokka:…").

Word integrity is meaningless on a row that ends in an ellipsis, so lay
the final permitted row out by grapheme and let truncation cut at the
actual width limit.

* DrawText: account for walk margins when resolving a Fit max bound

The layout bound for a Fit-width walk with a relative max bound was the
raw resolved max, but the turtle's final width — and with it the clip
rect — gets clamped to that max minus the walk's outer margins. On top
of that, a Label passes the same margined walk to its inner DrawText,
re-applying those margins inside the turtle. Text laid out near the
bound therefore extended past the clamped clip, which sliced letters
off the end of untruncated text and cut the appended ellipsis down to
a single dot.

Subtract the walk's own horizontal margins from the resolved bound, and
when the enclosing turtle is itself an unresolved Fit with a max bound
(a Label sizing itself around this text), subtract that turtle's outer
margins too, so the layout bound matches the width the clip is actually
clamped to.

* uizoo: fixture for bounded pill labels ellipsizing at the width cap

Pill-like labels bounded to a fraction of the enclosing width, at
container widths that walk across the cap, plus one inline in an Html
flow. Truncation must always end in a visible trailing ellipsis, never
a bare mid-glyph cut.
2026-08-05 19:35:06 +02:00
Admin
59ea58ee41 Gamemaker: linux build fix — GameDraws grew a firework slot
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-05 16:59:46 +02:00
Admin
8be3e4c561 Arcade: third-person player rig, activity button, gamepad wiring
A game gets a walkable character that can get into a car and drive it
in three lines and never mentions a camera:

    let id = Character::new(...);
    player_rigs.insert(PlayerId(0), PlayerRig::new(id));

Everything crafted is engine-side with defaults nothing has to specify:
coyote time, jump buffering, variable jump height, asymmetric accel and
decel, air control, landing recovery, a boom that snaps in and eases
out, look-ahead, speed pullback, and delayed recentring.

Script surface grows by three verbs (115 -> 118): game.player_character,
game.interactable, game.interact_prompt. Cars and doors-with-interiors
are derived affordances, so a generated game with a car and a house
declares nothing; game.interactable is only for chests and switches.
The prompt and the press share one search so they cannot disagree, and
it picks the nearest candidate in front rather than merely the nearest.

Four bugs found by looking at what ran, not by reading:

- Arcade never polled the gamepad at all. No game_input_states() call
  existed anywhere in the app, so the pad's state never entered the
  process and every binding downstream read a struct nobody filled.
- LT drove both brake and negative throttle, and brake force opposes
  reverse motion. Measured: clean reverse covers 13.8m in 2s against
  22.25m forward; with brake held, 0.63m. car.rs is unchanged -- a foot
  on the brake winning is a car behaving like a car.
- Mount cleared `hidden`, which means "solid to everything, drawn by
  nothing" -- so boarding left the driver as an invisible collider at
  the kerb. Now uses attached_to, the sim's seat pin, and saves and
  restores hidden rather than asserting a value.
- GameWorld::new() never set gravity; only reset_content() did. All 70
  new() call sites floated, and four files had each independently grown
  their own `world.gravity = 30.0`. A floating character never reports
  on_floor, so the controller silently refused to jump.

The in-vehicle boom goes 9.0 -> 13.0. The boom is a time budget, not a
length: at the car's top speed 9m was 0.37s of road ahead, too little to
plan a turn. The test states it against CarConfig::top_speed, so raising
the car's speed fails the test instead of quietly making the view tight
again. The pivot deliberately does not rise with it -- eye.y is
pivot.y + sin(pitch)*boom, so the longer boom already buys the height,
and driving should sit lower and more planted than walking.

Player rigs now survive Blocks::clear(): where you are sitting and where
you are looking are the player's state, not the game's content, so a
script edit no longer ejects the driver mid-corner.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 19:38:05 +02:00
Admin
25ecf635f6 Controller prefab: character feel, follow camera, mount/dismount
Character feel went into character.rs rather than a fork — its own doc comment
argues a second controller would drift, and it was right. Acceleration and
deceleration ramps, deliberately ASYMMETRIC (starts have weight, stops are
crisp), partial air control, coyote time, jump buffering, variable jump height,
asymmetric gravity via the sim's own gravity_scale, landing damp.

New controller.rs: FollowCamera with separate position and rotation smoothing,
clamped pitch, a boom that snaps IN but eases OUT, look-ahead, speed pullback,
and delayed recentring that yields to the player's hand. Mount/Seat with camera
blending. movement_intent with deadzone and diagonal normalisation, so
diagonal WASD can't outrun cardinal.

ELEVEN FEEL TESTS, each named for the complaint it prevents: speed ramps
monotonically rather than stepping; stopping is crisper than starting; a late
jump off a ledge still registers; a jump pressed before touchdown fires on
landing; releasing early measurably lowers the apex; falling takes fewer ticks
than rising; air control is neither zero nor total; the camera cannot invert or
bury itself; dismounting puts you BESIDE the car, not inside it; the boom
recovers gradually rather than popping.

Two bugs it found in its own work, both invisible to endpoint-only tests:
- Variable-height jump broke an existing test: callers who set jump_pressed but
  never hold `jump` — the older single-flag convention, and what a generated
  game will most likely write — had their jump cut on the next tick. Now cutting
  requires evidence the button is genuinely held; full height for everyone else
- THE CAMERA BLEND NEVER ADVANCED. `blend / blend.max(eps)` is always 1.0, so t
  was pinned at 0: the rig held its old shape and then snapped — precisely the
  cut the blend exists to prevent. Tracked against blend_total with smoothstep

Four of its own tests were wrong before the code was: air control limits the
RATE, so enough air time still reaches full speed (the real claim is that the
same input builds speed slower airborne); the buffer window genuinely cannot
survive a long fall; two needed the character settled on the ground first.

NOT DONE, deliberately: the controller is not yet exposed as verbs
(game.player_character({})) and arcade still uses its own camera and WASD path.
The prefab and its defaults exist and are tested; binding is the remaining step,
and stopping beat half-wiring input routing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 18:48:03 +02:00
Admin
6623408a57 Bind the library and composition into script — and tell the model it exists
8 new verbs (table now 115): find_model (DISTINCT ids, not ranked duplicates),
find_palette (matched set from one pack), model, kits, cast, road_network,
town, dungeon. game.find was ALREADY TAKEN by entity-by-tag lookup — the
duplicate-name test caught the clash before it shipped, and find_model/
find_palette now match the agent TOOL names, so the model's knowledge
transfers between the tool it calls and the verb it writes.

Verbs run synchronously (search and layout are pure CPU); only GLB load and
draw need a host, so placements queue through the same mechanism as audio and
particles — which also means a scene composes headlessly with no renderer
attached. Tiles carry their own collider from the kit pitch, so scripted props
are as solid as hand-placed ones.

THE MOST IMPORTANT EDIT WAS A DELETION. splashgame.md said "Everything is
procedural... No image, model, or audio files" — the doc was actively telling
the model it had no models, which is why generated games were bare primitives
while 4,442 models sat unused. Replaced with an instruction to reach for the
library before game.box, three rules (never place result #1 five times; one art
pack per region; generate layouts rather than hand-placing) and a wrong-vs-
right example. A test asserts that claim cannot come back.

Two bugs found by probing the REAL library rather than reasoning:
- town() would have placed ZERO buildings, silently: it selects
  TileRole::Building, but every role-less model mapped to Prop — and
  city-kit-suburban is 40 whole buildings with no parsed roles. A role-less
  model is genuinely ambiguous (a building on a lot, or a cone at a kerb), so
  kit_from_index now takes a KitUse hint. Against the real library: 104
  buildings, 136 road tiles, 0 adjacency errors
- the index folds crossroads and T-junctions into one `junction` role, but a
  4-way cell needs four open edges; a T standing in for a crossroad leaves a
  road stub pointing at nothing. Disambiguated by name

village.splash is the scenery counterpart to racing.splash: a town, a wood of
four different conifers, a dungeon, a playable character — and not one model id
written by hand.

NOT BOUND, and why: game.tree/rock/blob and game.scatter generate MESHES, and
set_models takes an asset id, not geometry — there is no mesh-upload path for
generated meshes yet, so binding them would have meant faking it. Additive once
a generated-mesh queue exists.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 12:24:10 +02:00
Admin
a529923c13 Arcade render: CPU light bake, silhouette shadows, instance slimming
CPU light baker (bake.rs): per-static AO (5 face samples x 8 Fibonacci
rays), a sun-visibility term, and a trilinear probe lattice for moving
objects — all folded into instance colours the renderer already sends, so
zero extra bandwidth and zero GPU cost. Demo world, release: AO 15us,
sun 34us, probes 61us. The split is deliberate — AO is the expensive half
and is sun-independent, so a day/night cycle only pays the 34us. A ray
starting above the heightfield peak and heading up skips the terrain march
entirely: that early-out took the probe pass from 5.4ms to 61us.

Silhouette shadows (shadow_mesh.rs) replace the flat oriented quad: caster
points -> projection along the sun -> 2D convex hull -> fan triangulation,
which has no self-overlap and therefore cannot double-darken in an alpha
blend (the reason naive projected geometry bands). Draped over terrain
(vertices drop to ground height, long edges subdivide), soft rim from a
penumbra ring that widens with height, statics cached against (world edit,
sun position) — every shadow in a frame is ONE geometry, ONE draw call.
Z-fighting handled structurally: offset along the RECEIVER's normal with a
slope-scaled term (world-up slides the shadow on a slope), depth test on,
depth write off.

Instance stream 176B -> 128B (-27%), measured from the compiled shader:
sun_color/sun_sky/sun_ground/fog_color were 12 floats of identical data on
every cube and moved to uniforms. fog_density stays per-instance because
shadows switch it off individually.

RNG isolation is structural: GameWorld has no bake field and the ray set is
fixed, so there is no RNG here to share with the sim. Tape BYTE_IDENTICAL.
Deleted an unwired SDF-blob path and the dead project_box_shadow call site
rather than leaving two shadow implementations.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 08:28:41 +02:00
Admin
bdbc946012 Arcade M6+M7: packaging/sharing with sandboxed installs, and the pretty pass
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>
2026-08-03 03:27:09 +02:00
Admin
5817c6b0de Migrate gamemaker onto game_script: -2647 lines, tape still byte-identical
game_view.rs 4525 -> 1878. Deleted in one marker-verified cut: the 84-arm
game_dispatch chain, all arg/option/value helpers, spawn_entity/spawn_terrain
/spawn_car/spawn_plane/spawn_character/spawn_block_body/set_brain, the
GAME_API table, suggest_verb/edit_distance, and the duplicated CallbackTable.
register_game_handle now binds game_script's verb table; unknown verbs keep
the same hard-fail plus did-you-mean. Kept: run_tick and everything parity
depends on — tape input, gamepad poll, camera mailbox, perf channels, agent
RPC, save/log flush.

Rollback deliberately still gamemaker's hand-written WorldSnapshot, not
GameWorld::clone(). Clone is strictly safer and is what Arcade uses, but
eval_body is the parity-critical path and the snapshot is what the tape was
established against — swapping it deserves its own tape run, not a rider on
a 2700-line deletion.

Three pre-existing divergences fixed in game_script (sfx/beep/jingle predated
the 31-verb port and had drifted): beep's `to` defaulted to 0.0 instead of
freq, so every beep swept to silence; beep never read its wave option at all
(allowed but unused, and AudioRequest::Beep had no wave field); gain and
jingle ms were off. Audio drains host-side in run_tick and after a successful
eval so a startup jingle isn't held a frame; a failed eval discards its queue.

Regression the migration exposed: block verbs spawn through the shared box
path, which re-validated keys against the BOX allow-list, so game.car(...)
logged 8 bogus "unknown option" warnings per eval straight into the channel
the agent reads. Added spawn_entity_unchecked for the block path; a real typo
on game.box still warns. Racing fixture: 8 warnings -> 0.

Tape probe BYTE_IDENTICAL (re-run after the audio and warn changes too).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 02:43:08 +02:00
Admin
a8427cda75 Arcade M2b: multiplayer — players in the sim, tiered replication, host/join
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>
2026-08-03 01:21:44 +02:00
Admin
c13c867547 Arcade M1b: libs/game/blocks — car/character/plane, brains, race kit; racing game in 72 lines
The thesis proof: examples/gamemaker/resources/fixtures/racing.splash is a
complete playable racing game in 72 lines (12-corner oval from a waypoint
loop, 4 cars, gates, standings, restart) with no physics, no AI and no lap
bookkeeping in script. Blocks run engine-side at 60Hz: Blocks::pre_step
(intent -> motion) before step_world, post_step after; Blocks is Clone and
snapshots beside GameWorld so a failed eval rolls both back together.

- game.car (4 suspension raycasts on a box3d rigid chassis), game.character
  (drives the existing mover sweep + owns idle/walk/run blending),
  game.plane; game.drive/autodrive/speed
- Brains: game.wander/chase/patrol/caught — the fixture's hand-rolled AI,
  absorbed engine-side
- Race kit: spawnpoint, checkpoint, place, race, standings, lap/rank/
  finished, score/score_of (Shared-tier data, ready for replication)

raycast_vehicle audit (defects documented in car.rs, still live in xr):
libm sin/cos in steering (unreplicable), a wrong side-impulse denominator
(iaj.dot(iaj) where it should be (I^-1 aJ).aJ), and an unguarded division.
Kept the structure, replaced Bullet's friction solver with an arcade force
model: suspension acts at the contact point, grip and drive through the
centre of mass, steering as yaw torque — no lateral force can generate
roll, so it is stable by construction rather than by roll_influence fudge.

Engine bug fixed at the source: GameWorld::new() left rng at 0 and
xorshift64* is a fixed point at zero, so rand() returned 0 forever for any
world built through the sim API. reset_content seeds on every eval, which
hid it from gamemaker entirely; found by a wander brain that never left home.

Tape probe byte-identical; racing fixture evals clean and drives (AI follow
the line, gates bank in order).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 00:54:22 +02:00
Admin
17263b6666 Arcade M1a: box3d as the dynamics layer (hybrid — movers keep the parity sweep)
- libs/game/sim/dynamics.rs: box3d world inside GameWorld, body mirror
  RECONCILED against the sorted entity list per tick (merge-walk), so
  retain/rollback/reset are correct by construction. Statics + kinematics
  mirrored (kinematics via target transforms so resting rigids inherit
  platform velocity); smooth terrain as a box3d heightfield
- New BodyKind::Rigid + body:"rigid" with density/friction/restitution;
  game.push = mass-scaled impulse; set_pos/set_vel detected via bit-exact
  pose caches (no new dispatch arms). Sphere rigids roll on real spheres
- Entity.orient quat read back per tick; renderer builds quat instance
  transforms for rigids (no shader change). Step order: mover sweep
  verbatim -> reconcile -> world_step(dt, 4) -> readback; rigid-free
  worlds skip the solver
- GameWorld stays Clone via box3d snapshot round-trip (bit-identical
  continuation proven by test)
- Determinism: double-run equality + golden hash 0xa8a2baf71e4a564f
  (aarch64, debug and release). Perf: 0.038 ms/tick for 100 movers +
  50 rigids + 65x65 terrain (budget 2 ms)
- Tape probe BYTE_IDENTICAL; box3d crate untouched; arcade demo gains a
  kicked crate stack (captures verified: settles upright, then topples
  with rotated resting poses)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 00:04:26 +02:00
Admin
d41b6e43ec Arcade M0r: parity-neutral sim internals cleanup
- Entity lookup O(log n): shared entity_index_sorted helper, single
  push_entity spawn path with ascending-id assert + per-tick sorted
  debug_assert — the sorted-Vec invariant is now enforced, not hoped
- WorldSnapshot captures next_id: failed-eval rollback can no longer mint
  colliding ids under surviving entities (review defect fixed)
- game.log buffered (1s/16KiB/eval-boundary flush), agent RPC poll gated
  on one .agent dir-mtime stat — no per-tick file I/O left
- Camera rig authoritative on GameWorld (orbit/chase state); widget keeps
  only device-input accumulation; mailbox drain order unchanged
- Per-tick cumulative script budget: with_instruction_limit reports
  consumption (incl. trap-wipe subtlety), gamemaker tick holds ONE 500k
  pool across on_tick + timers + touch events
- Tape probe verified BYTE-IDENTICAL vs pre-cleanup reference

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 23:34:45 +02:00
Admin
7bb0c3be34 Arcade M0 stage B: rendering extracted to libs/game/render + arcade live viewport
- libs/game/render: the 5 game draw shaders (script_mod registration),
  shape geometry + winding test, terrain mesh, static-slab instancing,
  draw_scene pass (sky/terrain/opaque/alpha) as GameRenderer over GameDraws
  (draw structs stay #[live] on the host widget so script theming works),
  CameraRig + scene_state per-view (multi-view ready), HUD + billboard
  label drawing. game_view.rs 4640 -> 3599 lines
- apps/arcade: first engine-only viewport (arcade_view.rs) — GameWorld
  built via the sim API with no script VM, 60Hz tick, orbit camera,
  offscreen pass composite; ARCADE_CAPTURE=<png> GPU-capture test hook
- Verified: sandbox3d fixture evals clean headless; arcade demo frame
  GPU-captured and visually checked; suites green. Sim untouched — stage-A
  tape byte-parity (probe.txt identical vs pre-refactor binary) stands

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 22:56:22 +02:00
Admin
f2228a4654 Arcade M0 stage A: gamemaker sim extracted to libs/game/sim + deterministic math + apps/arcade shell
- 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>
2026-08-02 22:28:06 +02:00
Admin
184a768c84 examples/map: NL-wide bridge overlay; drop superseded Amsterdam bake
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 17:48:41 +02:00
Admin
676255dfc2 Land route app + platform geo/permission APIs, map nav layer, geodata radar
apps/route: AI trip planner on MapView — tool broker + local/cloud agent
dispatch, nav session + simulated drive, layers/theme state, DDG image
search, trip history, tilt-shift DOF layer (linear circle-of-confusion:
level = log2 of radius, constant growth rate, tilt raises only the
ceiling; tilt-shift on by default).

Platform: Cx geo location API (macOS/iOS/Android/web) + permission
plumbing, memory watchdog, headless build cfg. Map: nav layer M0 API,
landcover drape, bridge dz. Geodata: 250m dual-radar compositor
(radar_volume) + KNMI sync. Docs for the route/glass/blur/shiny work.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 00:10:52 +02:00
Admin
1f6b12fe67 Add clickable themes: Circuit City preset + emissive roads + night trees
Circuit City (shiny.md showcase) ships as a built-in third theme slot on
MapView (style_circuit, theme_select 0/1/2, set_theme with the
keep-stale restyle so switching cross-fades per tile as rebakes land):
near-black ground, charcoal volumes with gloss 1.1 sheen, dark
reflective water, and every road an emissive amber filament weighted by
class. Emissive plumbing: MapRoadRule.emissive -> StrokePassStyle ->
PaintGroup/PaintFace -> road-union center faces carry MAT_ROUTE_GLOW +
strength in param1, and the shader pushes the line color white-hot
behind the route_glow gate. Gloss is now a theme value (ShinyConfig).

Street-tree canopy/trunk colors become theme-driven (tree_canopy /
tree_trunk fill rules) so dark themes get night trees. The example's
Layers panel grows Night/Circuit City rows behaving as radios.

Shadow geometry hardening from live review: silhouette simplification
floored at 0.35 units, and a needle filter drops hair-thin boolean
slivers (area/perimeter < 0.05) that read as dark pins at building
corners.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 00:10:52 +02:00
Admin
806fb2b455 Default shiny.md baked AO/shadows/water/foliage on in map themes
Screenshot review at Rozengracht/Vondelpark/IJ passed: baked AO and
shadow geometry cost the GPU nothing, water/foliage are a few ALU on
minority pixels, and every toggle A/B-verified back to the classic
frame. Specular sheen defaults on only in the dark theme (it carries
the dark look); route glow stays opt-in.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 00:10:52 +02:00
Admin
b297d4820e Bake building shadow geometry + terrain cast shadows (shiny.md T3)
Shadows are polygons, not passes: each building's roof ring is projected
along the sun's ground direction by height * shadow_len, and footprint +
projection + silhouette quads dissolve into ONE per-tile union (i_overlay
chunked, the road-union lesson) so overlaps never double-darken. Emitted
as material-6 ground fills in the ICON pass — in a city almost all
ground is road surface, and anything earlier gets painted over by the
street passes — with micro-depth 0.40, above the whole grounded road
ladder but below lifted deck bumps. The decal bakes full-dark and the
shader scales it by the live shadow_alpha uniform, so time-of-day fades
don't need a rebake. LOD gates: 3D mode, z>=14, and skip shadows under
2 px at bake magnification. Trees get soft contact-shadow discs.

Terrain: horizon-march cast shadows in the hillshade worker (17-step
exponential stride, ~15 ms per 512px region), skipped automatically
when regional relief is under 150 m. Hillshade + march light from the
one SceneSun via a new per-request sun/flag channel to the worker.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 00:10:52 +02:00
Admin
3d25a9afa0 Add SceneSun + material channels + baked AO (shiny.md phase 1)
One global light (draw/src/scene_sun.rs): SceneSun POD shared by the
tile bake, ball lighting and terrain hillshade, replacing three
hardcoded sun rigs. ShinyConfig carries every shiny.md toggle; it rides
CompiledMapTheme so bake-flag flips reuse the style-epoch restyle and
stale tiles stay drawable (MapView::update_shiny).

T1: shape-0 geometry now carries its surface normal in param1/2 and a
material id in param3 (walls/roofs/water/canopy/green) — channels were
free, no vertex-format growth. DrawMapVector dispatches per-material
pixel effects behind uniform gates that default off (legacy frame when
off): T4 water noise sheen + sun glint, T4b building specular sheen
with heading-rotation highlight sweep, T5 canopy clump noise + rim and
green-area patchiness.

T2 (first slice): wall vertical AO gradient (ground-contact darkening)
and roof-edge parapet AO strips, baked at zero GPU cost behind bake_ao.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 00:10:52 +02:00
Admin
304b68d6ad Unify road mesh rendering and elevation seams
Remove the legacy flat-road fallback and A/B harness, keep patterned non-road strokes on their dedicated path, and make solid roads use the geometry/boolean mesh pipeline unconditionally. Reconcile bridge, link, and padded-tile elevation continuations generically in the tile baker and renderer.
2026-07-30 10:42:24 +02:00
Admin
92eaef5233 bake: gore-twin second chance kills doubled slabs; remove debug memory watchdog
Split ways duplicate a carriageway with an OFFSET centerline through
gores — the twin failed the direction/median gates and baked a lower
fallback height: two overlapping deck slabs at slightly different
heights, swapping mid-deck (the persistent 'road break'). Rejected
all-zero line paths now resample the field ungated with a tight cap
(2.5u, median <= 2u, 60% hit rate) — a gore twin sits within a lane of
the accepted profile and inherits it; frontage streets stay rejected.
Also: seam_probe forensic test (casing-buffer vertex dump + cross-tile
band compare) that located this; memory watchdog removed at user
request (runaway fixed and verified earlier).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 10:42:24 +02:00
Admin
241e5d2e2b map: geometric vertex-alpha AA fringes, strict grounded cover, boot-view + cam readout
- AA fringe coverage now rides per-vertex premultiplied color (inner =
  face color, outer = transparent) with full shader coverage: the ramp
  interpolates across the whole skirt at any magnification, where the
  fwidth-normalized shader ramp pinned to one device pixel and left
  magnified tilt-foreground stairs visible. Skirt sits half a ladder step
  above its face so the up-screen half wins its depth tie.
- Straddling (partially lifted) rings stay visible in both level parts
  but no longer join the grounded cover: a ramp segment spanning the
  threshold was cutting the road underneath along its whole length —
  the under-the-overpass hole at the benchmark interchange.
- /tmp/mp_start_cam boots the app at a saved viewport; the map draws its
  own '@cam lon lat zoom rot tilt' readout bottom-right so any screenshot
  is reproducible.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 10:42:24 +02:00
Admin
2a30f55305 map: kill tiler runaway (chunked dissolve), i_overlay 7, AA fringe v1, forensics harness
Runaway root cause, captured via self-sampling memory watchdog + boolean
input dumps: simplify_shape on 17-20k-ring soups (dense tiers at high
overzoom) spins in contour extraction for minutes while allocating
unboundedly (both i_overlay 4 and 7). Chunked dissolve (3000-ring chunks,
union of clean outlines) turns the captured hangs into 91/140 ms; the
full pan/tilt torture that blasted to 100 GB now holds 5-6 GB flat.

- i_overlay 4.5 -> 7.0.3 (API-compatible, booleans ~1.7x faster).
- Boolean input hygiene: 1/64-unit snap + degenerate ring drop.
- DzField: guard degenerate terminal-segment cap extension, clamp grid
  walks (a NaN/huge coord can no longer explode cell insertion).
- AA fringe v1: miter skirts along boolean output rings, u 0.5->0 over
  1px, emitted after each face at its ladder slot.
- Level-straddling rings join both grounded+lifted parts (transition
  seams overlap instead of sharing an epsilon-fragile edge).
- Oneway arrows foreshorten with tilt (ground-plane glyphs).
- Debug: in-app memory watchdog (14 GB: sample own stacks -> abort),
  MP_TILE_PROFILE via /tmp/mp_tile_profile, boolean repro test.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 10:42:24 +02:00