@genex-ai/cli-demo 1.6.0-dev.399 → 1.6.0-dev.403

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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": "1.6.0-dev.399",
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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": {
@@ -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": "a7f718fb1b60e131b73bb9669870cb085c06a85740a6e6965545b9a810135d22",
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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",
@@ -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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- const POOL = [0x34 / 255, 0x39 / 255, 0x40 / 255];
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- const CORNER = [0x16 / 255, 0x18 / 255, 0x1d / 255];
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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;
@@ -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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- scene.environmentIntensity = 0.78;
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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;
@@ -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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- const key = new THREE.DirectionalLight(0xfff3e2, 1.65);
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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);