@genex-ai/cli-demo 1.2.4-dev.358 → 1.2.4-dev.363

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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": "1.2.4-dev.358",
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+ "version": "1.2.4-dev.363",
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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": {
@@ -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` throws in headless Chromium —
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- assert the wiring and the unlocked cue in a screenshot, and say plainly that
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- the lock itself needs one manual click (do the both-axes look check there).
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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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