@genex-ai/cli-demo 1.2.4-dev.358 → 1.2.4-dev.362
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package/package.json
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@@ -1,6 +1,6 @@
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{
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"name": "@genex-ai/cli-demo",
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"version": "1.2.4-dev.
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"version": "1.2.4-dev.362",
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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": {
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@@ -129,9 +129,13 @@ everything twice.
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visible; the lock may only ever engage from the Play/Resume click or a
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gameplay canvas click (the phase binding `setPaused(phase !== "playing")` is
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what guarantees this — check it rides `setPhase`, not the render loop).
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Headless caveat: `requestPointerLock`
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Headless caveat, measured on Chromium 151: `requestPointerLock` does NOT
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throw — it locks, with or without a user gesture, so the lock and the
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unlocked cue ARE yours to assert headless. What does not survive is the
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both-axes look check: synthesised mouse movement cancels to a net zero
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delta, so turning right then left proves nothing about direction. Assert the
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wiring and the cue in a screenshot, and say plainly that confirming which way
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the view turns needs one manual pass with a real mouse.
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7. **Ask the scene the three things the screenshot cannot answer** (below). Run it
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once, in the same browser you already have open.
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