All notable changes to ClawGame will be documented in this file.
- Engine Core: Entity-Component-System (ECS) architecture with typed components
- Scene Compiler: Compile scene state to standalone Phaser 4 TypeScript/JavaScript
- Asset Pack System: Asset pack creation, serialization, validation, and Phaser preload code generation
- Animations System: Sprite animation creation, preview, and code generation
- Tilemap System: Tilemap data model, layer management, paint/fill/erase tools, code generation
- Prefab System: Reusable entity templates with override tracking and user component schemas
- AI Workflows: Typed AI edit operations with diff preview, risk assessment, and rollback
- Undo/Redo: History stack for scene edits with push/undo/redo
- Phaser Runtime: Live scene editor with physics debug toggle, entity selection, and grid snapping
- Web UI: Full editor with scene canvas, hierarchy tree, property inspector, asset browser, and AI bar
- Keyboard Shortcuts: Comprehensive shortcut system for edit, view, tools, and file actions
- Autosave: Debounced and interval-based autosave with status indicator
- Empty/Loading/Error States: Consistent state displays across all views
- CI Pipeline: GitHub Actions workflow for install, typecheck, test, and build
- User code region preservation with markers (USER_IMPORTS, USER_PRELOAD, USER_CREATE, USER_UPDATE, USER_CUSTOM_METHODS)
- Physics body compilation (Arcade Physics: static/dynamic, size, offset, bounce, immovable, sensor)
- Animation code generation (anims.create with full configuration)
- Tilemap code generation (spritesheet preload, layer creation)
- Prefab instantiation code generation