@forgeax/engine-sdk 0.5.0-dev.15093.89d287422343 → 0.5.0-dev.15095.c10283ee6c8f

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package/README.md CHANGED
@@ -92,8 +92,9 @@ Bundle the same Web fonts; do not rely on matching system fonts.
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  For cross-machine color regression, use --deterministic and ?forgeaxCapture=1. Games pin random
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  seed/logical frame/fonts and set readiness only after Canvas/UI stabilize:
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  document.documentElement.dataset.forgeaxCaptureReady = 'true'. App also publishes
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- forgeaxFrameSubmitted after actual Renderer submission and dispatches
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- forgeax:frame-submitted. The CLI waits for Engine submission/non-flat output before the game marker.
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+ `canvas.forgeaxFrameProgress.submitted` after actual Renderer submission and dispatches
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+ `forgeax:frame-submitted` as a future-only notification. The CLI reads the canvas snapshot and
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+ waits for non-flat output before the game marker.
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  wait-ms adds settling after these handshakes; it does not identify a deterministic frame.
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  For continuous captures, keep one Vite/Xvfb/Chrome/Page/World session and use named ready markers
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@forgeax/engine-sdk",
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- "version": "0.5.0-dev.15093.89d287422343",
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+ "version": "0.5.0-dev.15095.c10283ee6c8f",
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  "license": "Apache-2.0",
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  "description": "On-demand ForgeaX SDK carrier for the forgeax CLI.",
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  "homepage": "https://forgeax.github.io/download/engine-ai.md",
package/sdk/AGENTS.md CHANGED
@@ -134,10 +134,10 @@ pnpm exec forgeax project capture --headless true --backend software --require-u
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  This uses source-development assets and browser compositor screenshots; retain adapter/error sidecar evidence.
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  For cross-machine comparison, add --deterministic and pin game state in forgeaxCapture mode.
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- App's actual frame-submitted event projects to
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- document.documentElement.dataset.forgeaxFrameSubmitted and the Canvas
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- forgeax:frame-submitted event. Capture waits for Engine submission and non-flat Canvas pixels,
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- then the game's forgeaxCaptureReady checkpoint. Elapsed waiting is
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+ App retains submitted and completed facts on `canvas.forgeaxFrameProgress` and dispatches
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+ the Canvas `forgeax:frame-submitted` event as a future-only notification. Capture reads the
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+ snapshot and waits for non-flat Canvas pixels, then the game's forgeaxCaptureReady checkpoint.
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+ Elapsed waiting is
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  only extra settling, not a deterministic frame or substitute for pixel evidence.
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  Use a Node/Bun SDK command-client scenario for input, assertions, and multiple checkpoints in one session.
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  Open browser once, drive native session.page, and call session.capture(name)
package/sdk/README.md CHANGED
@@ -92,8 +92,9 @@ Bundle the same Web fonts; do not rely on matching system fonts.
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  For cross-machine color regression, use --deterministic and ?forgeaxCapture=1. Games pin random
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  seed/logical frame/fonts and set readiness only after Canvas/UI stabilize:
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  document.documentElement.dataset.forgeaxCaptureReady = 'true'. App also publishes
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- forgeaxFrameSubmitted after actual Renderer submission and dispatches
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- forgeax:frame-submitted. The CLI waits for Engine submission/non-flat output before the game marker.
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+ `canvas.forgeaxFrameProgress.submitted` after actual Renderer submission and dispatches
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+ `forgeax:frame-submitted` as a future-only notification. The CLI reads the canvas snapshot and
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+ waits for non-flat output before the game marker.
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  wait-ms adds settling after these handshakes; it does not identify a deterministic frame.
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  For continuous captures, keep one Vite/Xvfb/Chrome/Page/World session and use named ready markers
@@ -1,5 +1,12 @@
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  # @forgeax/engine-devkit
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+ Interactive Material resource presentations expose App's native material-preview
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+ Fiber through the existing workspace provider and browser command transport.
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+ `engine.preview.material.get/set/rotate/reset` preserve authenticated caller and
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+ exact preview ownership; reads do not enter the ordered mutation queue. Source
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+ generation only composes the owner, never implements geometry or rotation math.
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+ Transparent thumbnails retain their canonical sphere and existing cache policy.
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+
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  ## Pack authoring sessions
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  `forgeax asset inspect <source.pack.ts> --parameters-only --json` is the quick
@@ -1095,10 +1102,10 @@ session uses the native window and display density. Projects must ship the same
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  Web font files on every machine; a system-font fallback is not a colour or layout parity contract.
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  For local/remote pixel or colour comparison, add `--deterministic`. The command navigates with
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- `?forgeaxCapture=1`. The Engine App publishes
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- `document.documentElement.dataset.forgeaxFrameSubmitted` (the monotonic frame id) after the Renderer
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- crosses its real queue-submit boundary and dispatches `forgeax:frame-submitted` on the canvas. DevKit
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- waits for that engine signal and a non-flat canvas crop before consuming the game's
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+ `?forgeaxCapture=1`. The Engine App retains the submitted and completed frame facts on
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+ `canvas.forgeaxFrameProgress` after the Renderer crosses its real queue-submit boundary and
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+ dispatches `forgeax:frame-submitted` on the canvas as a future-only notification. DevKit reads
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+ the canvas snapshot and waits for a non-flat canvas crop before consuming the game's
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  `document.documentElement.dataset.forgeaxCaptureReady` checkpoint; it never guesses startup time. The
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  game remains the time authority: in capture mode it must pin its random seed, viewport-independent
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  state, local web fonts, and logical time/frame, render that state, then publish the ready marker. A
package/sdk/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@forgeax/engine-sdk-root",
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- "version": "0.5.0-dev.15093.89d287422343",
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+ "version": "0.5.0-dev.15095.c10283ee6c8f",
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  "private": true,
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  "packageManager": "pnpm@12.10.1",
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  "engines": {