@genex-ai/cli-demo 1.6.0-dev.399 → 1.6.0-dev.403
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json
CHANGED
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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": "1.6.0-dev.
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"version": "1.6.0-dev.403",
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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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@@ -4,7 +4,7 @@
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"index.html": "6c33ab9fa792aa213a59db325227aae8b7086a10820f9d3428941e1ead846024",
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"vite.config.js": "255f13f0e8c202aa7c11d6e67397b9079ed771d4d2b3dd4771ce7fd2ae0d13e7",
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"src/main.js": "ac7e2c4da2f0bac605425b7146580d59eb7f93a029ea6c5bfc7c6e1697fb0f72",
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"src/viewer/stage.js": "
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"src/viewer/stage.js": "dae8f765379d45a9836df901466d7376b94ae1a19107c5dcd611ff80fc09b75c",
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"src/viewer/hud.js": "fe896457c8765357555d93af2d302b80fbb53f303b01ce1e21361a4862b4df60",
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"src/viewer/gates-overlay.js": "95a429326f0bb584b56f835d10fc281c0d119dac68260a83a85fa949bb9b2fa1",
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"tools/emit-manifest.mjs": "8e8590694421ee62300d4b1680f86693d264b08b91de0ea91721ab571983c525",
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@@ -33,8 +33,15 @@ const MAX_DPR = 1.5;
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// values are final sRGB - the backdrop is chrome, not lit geometry, so it is
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// written straight to the output buffer with no tone mapping and no colour
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// conversion applied to it.
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// Raised 2026-08-13 (owner: "make the whole scene a little brighter"). The
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// previous pool measured L* 23.7 - about nine points BELOW the L* 32.5 this
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// comment already names as the outline-safe value, so brightening moves it onto
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// that measurement rather than away from it: #444a54 measures L* 31.5. The
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// corners come up with it so the whole field reads lighter, while the pool-to-
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// corner ratio is kept close to what it was, which is what preserves the
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// vignette instead of flattening the backdrop into one grey.
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const POOL = [0x44 / 255, 0x4a / 255, 0x54 / 255];
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const CORNER = [0x22 / 255, 0x25 / 255, 0x2b / 255];
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// The pool sits above centre: the camera aims a little above the centroid, so
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// this puts the brightest part of the backdrop behind the subject's mass.
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const POOL_CENTRE_Y = 0.56;
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@@ -383,7 +390,13 @@ export function createStage({ container, deterministic = false, groundShadow = t
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const scene = new THREE.Scene();
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scene.background = null;
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scene.environment = buildEnvironment(renderer);
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// Raised 0.78 -> 0.94 for the 2026-08-13 brightness pass. The environment is
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// the knob to reach for here rather than toneMappingExposure: exposure scales
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// the specular highlight too, and 1.0 is the value already measured to blow
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// the espresso machine's brushed steel (see below). Environment intensity
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// lifts the diffuse and the ambient occlusion-facing sides - the parts that
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// actually read as "dark" - and leaves the highlight roll-off where it is.
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scene.environmentIntensity = 0.94;
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const backdrop = createBackdrop();
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const ground = groundShadow ? createGroundShadow() : null;
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@@ -399,7 +412,10 @@ export function createStage({ container, deterministic = false, groundShadow = t
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// standing in for a room, and the environment has a room in it - a top panel,
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// a floor bounce and a cool wall - so keeping both would just be adding the
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// approximation back on top of the thing that replaced it.
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// 1.65 -> 1.85 with the 2026-08-13 brightness pass: a small bump so the key
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// keeps its lead over the raised environment. Lifting the environment alone
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// flattens the form, because the lit side and the shaded side rise together.
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const key = new THREE.DirectionalLight(0xfff3e2, 1.85);
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key.castShadow = true;
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key.shadow.mapSize.set(2048, 2048);
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scene.add(key);
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