@debuffjp/dev 0.20.0 → 0.21.0

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Files changed (2) hide show
  1. package/README.md +2 -0
  2. package/package.json +2 -1
package/README.md CHANGED
@@ -38,6 +38,8 @@ All arguments and return values are JSON-serialisable.
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  `devOverlay()` adds a panel. The backquote key hides it, and the ▾ button (or double-clicking the header) collapses it to a single bar with fps, an error count and the agent badge. The panel remembers whether it's collapsed and which tab is open.
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+ In automated browsers (`navigator.webdriver`, as under scenario runs and agent harnesses) the overlay starts hidden, so it stays out of screenshots and taps; the toggle key still shows it, and `devOverlay({ open: true })` keeps it visible. Before 0.15 it started open there too.
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  The toolbar has pause, step, speed (1x, ½×, ¼×), **snap** (download the current frame as a PNG) and **restart** (re-enter the current scene). Below it are four tabs:
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  - **perf**: a frame graph coloured by health: lime is on time, amber is a little late (normal display jitter) and red is a dropped frame. Update and render time are stacked inside each bar. A summary shows your headroom and whether recent dropped frames came from the game's own work or from outside it (GC, the browser, other tabs). Click a bar to pause and inspect that frame with a plain-words diagnosis, or tick **pause on dropped frame**. Phases also appear as `debuff:update` and `debuff:render` in the browser profiler.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@debuffjp/dev",
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- "version": "0.20.0",
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+ "version": "0.21.0",
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  "description": "Dev-only inspection hooks for debuff games, for tools and AI agents",
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  "keywords": [
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  "game",
@@ -18,6 +18,7 @@
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  "agents"
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  ],
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  "license": "MIT",
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+ "funding": "https://github.com/sponsors/debuffjp",
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  "homepage": "https://debuff.jp",
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  "bugs": "https://github.com/debuffjp/debuff/issues",
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  "repository": {