@genex-ai/cli-demo 1.14.3-dev.575 → 1.14.3-dev.576

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@genex-ai/cli-demo",
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- "version": "1.14.3-dev.575",
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+ "version": "1.14.3-dev.576",
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  "description": "Set up your project's agent workspace (.claude/.codex/.cursor in the game folder), authorize, create a game project, generate AI assets, and publish (genex CLI).",
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  "type": "module",
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  "bin": {
@@ -132,14 +132,14 @@ vendored code from memory of another engine.
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  | phone-survivable rendering: device tiers, DPR/shadow/post budgets, runtime governor, generated-asset rungs, Quality picker, dispose-on-swap | `$genex-threejs-adaptive-quality` |
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  | anything falls, collides, gets pushed, or needs colliders/events | `$genex-threejs-physics-rapier` |
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  | launch/docking timelines, authored transform phases, springs, convergence, deterministic prop/debris motion | `$genex-threejs-procedural-animation` |
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- | a level, arena, interior, building or map to walk through — a composed space of rooms, lanes, walls and sites, from a description or a floor plan; a blockout | `$genex-blender-scene` — probe the lane first (`npx genex blender scene`); when it is off, the same space is built as code via `$genex-threejs-procedural-assets` |
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+ | a level, arena, interior or map to walk through — the SPACE ITSELF: its ground plan, rooms, lanes, walls, paths and sites, from a description or a floor plan; a blockout. This row claims the space, never the things standing in it — the buildings, props, creatures and characters a player walks up to are separate rows below, and routing the space does not route them | `$genex-blender-scene` — probe the lane first (`npx genex blender scene`); when it is off, the same space is built as code via `$genex-threejs-procedural-assets` |
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  | rebuild a reference prop, hard-surface object, modular decoration, or structural environment piece (kits, fences, walls, paving) as editable parameterized Three.js code — held to the asset bar at the end of this section | `$genex-threejs-procedural-assets` |
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  | stylized/abstract shader-authored materials, the procedural/PBR material boundary | `$genex-threejs-procedural-assets` |
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  | particles, trails, plasma, shockwaves, pooled bursts, and event effects | `$genex-threejs-procedural-vfx` |
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  | stable large-world shadows, cascades, clipmaps, cached updates | `$genex-threejs-shadow-systems` |
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  | eye adaptation, tone mapping, output color, LUT grading, and proven static grain | `$genex-threejs-exposure-color-grading` |
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  | fixed-view screenshots, input direction, facing, temporal and budget evidence | `$genex-threejs-visual-validation` |
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- | the default for a concrete object the player looks at up close: a generated GLB for a prop, vehicle, building, or object — from text or a reference image (`--image`); split into named parts (`model segment`); rig + animate any mesh (`model rig` / `model animate`) | `$genex-ai-model` |
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+ | the default for a concrete object the player looks at up close: a generated GLB for a prop, vehicle, building, or object — from text or a reference image (`--image`); split into named parts (`model segment`); rig + animate any mesh (`model rig` / `model animate`). A space routed to code above does NOT settle these: a village's ground plan can be code while the forge you walk up to is generated | `$genex-ai-model` |
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  | generated surface or terrain texture with real-world UV scale | `$genex-ai-texture` |
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  | sky, skybox, horizon, time of day, weather mood, night or space backdrop | build it in code in the scene—there is no sky command and no owning skill, so pick the technique this game needs |
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  | poster, sign, sprite, decal, reference sheet, or other 2D art | `$genex-ai-image` |
@@ -112,6 +112,17 @@ SPACE the player moves through — a level, an interior, a whole building — is
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  `$genex-blender-scene`'s, which falls back to this lane when the Blender lane
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  is off on the stand.
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+ **That fallback claims the SPACE, never the things standing in it.** MEASURED
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+ 2026-09-03: a village brief matched the space row, the Blender lane was off, and
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+ the whole world — every house, the forge, the well, and five villagers — was
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+ built as code with no Assets table written and not one generation run. Routing
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+ the ground plan to this lane is not a decision about the forge the player walks
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+ up to, the smith they talk to, or the props they pick up: those are their own
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+ rows (`$genex-ai-model`, `$genex-ai-character`, `$genex-threejs-creatures`) and
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+ they are still decided per object against the asset bar. A village's layout in
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+ code with generated buildings and characters standing on it is the normal shape,
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+ not a contradiction.
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+
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  - Prefer a supplied reference. A private attachment stays local unless the
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  player explicitly permits upload, publication, or commit.
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  - If a reference is part of the requested work but absent, use the existing