@genex-ai/cli-demo 1.22.0-dev.605 → 1.23.0-dev.606
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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.
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"version": "1.23.0-dev.606",
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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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@@ -217,6 +217,19 @@ the same ladder through
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KTX2-capable games can also pass `ktx2Load` to `loadTextureWithFallback` so
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textures use their `.ktx2` variants.
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**A texture that arrived through a `.ktx2` rung is NOT drawable.** Its `.image`
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is `{ width, height, mipmaps }`, never an `HTMLImageElement` — so
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`ctx.drawImage(tex.image, …)` throws *"The provided value is not of type
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'(CSSImageValue or HTMLCanvasElement or …)'"*. MEASURED 2026-09-07: a village
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build wrote its own `capTextures()` pass to cap every texture's long edge and
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cast `tex.image as CanvasImageSource` to silence the type error. All ten of its
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generated buildings and both villager bodies then failed to load behind a
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swallowed warning — a fully generated, fully wired world that rendered EMPTY,
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and scored 1/9 with the assets sitting in R2. **Do not hand-roll a texture
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downscaler: the rungs ARE the downscaler**, and `@1024` already did it before
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the bytes left our side. If you must touch pixels, skip the compressed ones
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first — `if ((tex as THREE.CompressedTexture).isCompressedTexture) return;`.
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Every generated GLB ladders — `genex model` including its `segment` / `rig` /
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`animate` outputs, and generated characters. If `pickModel` hands a generated
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model URL back unchanged, this game's vendored kit predates that role: the
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