@jgengine/core 0.22.0 → 0.24.0
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/CHANGELOG.md +110 -0
- package/dist/audio/uiCues.d.ts +26 -0
- package/dist/audio/uiCues.js +118 -0
- package/dist/commands/commandRegistry.d.ts +4 -0
- package/dist/commands/commandRegistry.js +5 -2
- package/dist/game/events.d.ts +12 -0
- package/dist/game/notices.d.ts +85 -0
- package/dist/game/notices.js +105 -0
- package/dist/game/playableGame.d.ts +37 -0
- package/dist/meta/changelog.d.ts +1 -1
- package/dist/meta/changelog.js +104 -1
- package/dist/render/lightingBalance.d.ts +13 -0
- package/dist/render/lightingBalance.js +32 -0
- package/dist/render/lookPreset.d.ts +10 -1
- package/dist/render/lookPreset.js +28 -3
- package/dist/render/postProcessing.d.ts +6 -1
- package/dist/render/postProcessing.js +2 -0
- package/dist/runtime/commandDispatch.js +10 -3
- package/dist/runtime/commandRunner.d.ts +3 -0
- package/dist/runtime/commandRunner.js +3 -1
- package/dist/runtime/context/scene.d.ts +3 -0
- package/dist/runtime/context/scene.js +6 -0
- package/dist/runtime/gameContext.js +13 -0
- package/dist/runtime/gameContextTypes.d.ts +19 -0
- package/dist/runtime/transport.d.ts +4 -1
- package/dist/settings/graphicsProfile.d.ts +7 -0
- package/dist/settings/graphicsProfile.js +4 -0
- package/dist/settings/graphicsSettings.d.ts +9 -0
- package/dist/settings/graphicsSettings.js +29 -0
- package/dist/world/buildings.d.ts +7 -0
- package/dist/world/buildings.js +20 -0
- package/dist/world/environmentSummary.js +7 -3
- package/dist/world/features.d.ts +24 -5
- package/dist/world/features.js +2 -0
- package/dist/world/terraform.d.ts +2 -0
- package/dist/world/terraform.js +1 -0
- package/dist/world/terrain.d.ts +3 -2
- package/dist/world/terrain.js +16 -3
- package/package.json +1 -1
- package/skills/jgengine/api.md +18 -18
- package/skills/jgengine-gameplay/api.md +18 -4
- package/skills/jgengine-gameplay/capabilities.md +5 -0
- package/skills/jgengine-world/api.md +27 -14
- package/skills/jgengine-world/capabilities.md +4 -0
- package/skills/jgengine-world/reference.md +27 -8
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## @jgengine/core/audio/audioFalloff
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- `AudioBusDef` (interface): interface AudioBusDef { id: AudioBusId; gain?: number } — ⚠ undocumented
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- `AudioBusDef` (interface): interface AudioBusDef { id: AudioBusId; gain?: number } — ⚠ undocumented · used by `withUiCueSounds` (@jgengine/core/audio/uiCues): Merge the default UI cue patches into a game's sound catalog.
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- `AudioBusId` (type): type AudioBusId = string — ⚠ undocumented
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- `AudioFalloffConfig` (interface): interface AudioFalloffConfig { minDistance?: number; maxDistance?: number; curve?: FalloffCurve } — ⚠ undocumented
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- `FalloffCurve` (type): type FalloffCurve = "linear" | "inverse" | "none" — ⚠ undocumented
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- `SoundDef` (interface): interface SoundDef { id: string; url?: string; synth?: SynthPatch; bus: AudioBusId; gain?: number; loop?: boolean; maxVoices?: number; priority?: number; positional?: boolean; falloff?: AudioFalloffConfig; doppler?: number; spatial?: {panning: "hrtf" | "equal… — ⚠ undocumented
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- `SoundDef` (interface): interface SoundDef { id: string; url?: string; synth?: SynthPatch; bus: AudioBusId; gain?: number; loop?: boolean; maxVoices?: number; priority?: number; positional?: boolean; falloff?: AudioFalloffConfig; doppler?: number; spatial?: {panning: "hrtf" | "equal… — ⚠ undocumented · used by `DEFAULT_UI_CUE_SOUNDS` (@jgengine/core/audio/uiCues): Short, soft procedural patches: no samples to load, quiet enough to sit under game audio.
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- `computeFalloffGain` (function): function computeFalloffGain(distance: number, config: AudioFalloffConfig = {}): number — ⚠ undocumented
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- `distance3` (function): function distance3(a: { x: number; y: number; z: number }, b: { x: number; y: number; z: number }): number — ⚠ undocumented
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- `resolveEmitterGain` (function): function resolveEmitterGain(distance: number, sound: Pick<SoundDef, "gain" | "positional" | "falloff">, busGain: number): number — ⚠ undocumented
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- `ToneVoice` (interface): interface ToneVoice — A pitched oscillator voice: a 12ms linear attack to `gain`, then an exponential decay to silence across `duration`, with an optional exponential pitch slide from `freq` to `slideTo`.
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- `patchDuration` (function): function patchDuration(patch: SynthPatch): number — Total wall-clock length of a patch in seconds — the latest voice end across all voices.
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## @jgengine/core/audio/uiCues
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- `DEFAULT_UI_CUE_SOUNDS` (const): const DEFAULT_UI_CUE_SOUNDS: Readonly<Record<UiCue, SoundDef>> — Short, soft procedural patches: no samples to load, quiet enough to sit under game audio.
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- `NOTICE_TONE_CUES` (const): const NOTICE_TONE_CUES: Readonly<Record<NoticeTone, UiCue>> — The cue a notice of each tone plays when it appears.
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- `UI_CUES` (const): const UI_CUES: readonly UiCue[] — Every {@link UiCue}, in a stable order.
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- `UI_CUE_BUS` (const): const UI_CUE_BUS: "ui" — Bus the default UI cues mix through; the settings menu shows its volume.
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- `UiCue` (type): type UiCue = "click" | "hover" | "open" | "close" | "confirm" | "deny" | "notify" — Interface sound cues every game gets: press, hover, panel open/close, confirm, refusal, notification.
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- `UiCueOverrides` (type): type UiCueOverrides = false | Partial<Record<UiCue, SoundDef | false>> — Per-cue override: a replacement sound, or `false` to silence that cue. `false` for the whole map silences all.
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- `uiCueSoundId` (function): function uiCueSoundId(cue: UiCue): string — Catalog id a cue plays under: `ui.click`, `ui.deny`, ... A game sound with that id replaces the default.
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- `withUiCueSounds` (function): function withUiCueSounds(sounds: Readonly<Record<string, SoundDef>> | undefined, buses: Readonly<Record<string, AudioBusDef>> | undefined, overrides?: UiCueOverrides): { sounds: Record<string, SoundDef>; buses: Record<string, AudioBusDef> | undefined } — Merge the default UI cue patches into a game's sound catalog. A game sound already named `ui.<cue>` wins, then `overrides`, then the default. Adds the `ui` bus (gain 0.8) when the game did not declare one.
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## @jgengine/core/audio/voiceAllocator
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- `AudioVoice` (interface): interface AudioVoice — One reserved playback slot, including sources still loading.
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- `AssetSpace` (interface): interface AssetSpace — Catalog-level asset-space metadata: how a model is authored relative to the engine, owned by the catalog entry rather than re-derived per game. Every field is optional so an unmeasured asset stays valid; {@link resolveFacingRotationY}/{@link assetUnitScale}/{@link resolveAnchorOffset} supply the documented defaults.
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- `AssetSpaceIssue` (interface): interface AssetSpaceIssue — One problem found by {@link validateAssetSpace}: which metadata field and why it is invalid.
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- `AttackMoveOrderPayload` (interface): interface AttackMoveOrderPayload — Payload for an attack-move: advance toward `point`, engaging hostiles encountered en route.
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- `AudioBusDef` (interface): interface AudioBusDef { id: AudioBusId; gain?: number } — ⚠ undocumented
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- `AudioBusDef` (interface): interface AudioBusDef { id: AudioBusId; gain?: number } — ⚠ undocumented · used by `withUiCueSounds` (@jgengine/core/audio/uiCues): Merge the default UI cue patches into a game's sound catalog.
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- `AudioFalloffConfig` (interface): interface AudioFalloffConfig { minDistance?: number; maxDistance?: number; curve?: FalloffCurve } — ⚠ undocumented
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- `AuthoredTrigger` (interface): interface AuthoredTrigger — One resolved trigger binding from a document object.
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- `AuthoredTriggerRuntime` (interface): interface AuthoredTriggerRuntime — Runtime handle that watches authored triggers against moving actors each tick.
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- `BoundsSpec` (type): type BoundsSpec = | { readonly kind: "sphere"; readonly radius: number; readonly offset?: Vec3 } | { readonly kind: "aabb"; readonly half: Vec3; readonly offset?: Vec3 } | { readonly kind: "rect"; readonly halfWidth: number; readonly halfDepth: number; readonly halfHeight?: number; readonly offset?:… — How a renderable declares its extent. AABB, bounding sphere, and 2D rectangle cover the common cases; `point` is the degenerate zero-size default for objects that never override. `offset` shifts the volume from the object origin (e.g. a tall model whose pivot is at its feet).
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- `BoxFormationOptions` (interface): interface BoxFormationOptions — Options for {@link boxFormation}.
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- `BuildRole` (type): type BuildRole = "owner" | "editor" | "viewer" — ⚠ undocumented
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- `BuildingEnvironmentDescriptor` (type): type BuildingEnvironmentDescriptor = { kind: "building" } & Required< Pick<BuildingEnvironmentConfig, "count" | "footprint" | "stories" | "storyHeight" | "spacing" | "style"> > & Pick<BuildingEnvironmentConfig, "seed" | "position" | "palette" | "along" | "kit" | "solid"> — ⚠ undocumented · used by `building`: Declares a cluster of procedurally-massed buildings for `environment()` — count, footprint, stories, style.
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- `BuildingEnvironmentDescriptor` (type): type BuildingEnvironmentDescriptor = { kind: "building" } & Required< Pick<BuildingEnvironmentConfig, "count" | "footprint" | "stories" | "storyHeight" | "spacing" | "style"> > & Pick<BuildingEnvironmentConfig, "seed" | "position" | "palette" | "probabilities" | "along" | "kit" | "solid"> — ⚠ undocumented · used by `building`: Declares a cluster of procedurally-massed buildings for `environment()` — count, footprint, stories, style.
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- `BuildingIndex` (interface): interface BuildingIndex { readonly buildings: readonly GeneratedBuilding[]; at(point: Vec2): GeneratedBuilding | undefined; within(area: Aabb): GeneratedBuilding[]; nearest(point: Vec2): BuildingHit | undefined; isInside(point: Vec2): boolean; blockers(margin?: nu… — ⚠ undocumented
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- `BuildingPaletteOverrides` (type): type BuildingPaletteOverrides = Partial<BuildingPalette> — ⚠ undocumented
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- `BuildingStyle` (type): type BuildingStyle = | "generic" | "capital" | "village" | "desert" | "industrial" | "coastal" | "neon" | "ruin" | "frontier" | "aerial" — ⚠ undocumented · used by `
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- `BuildingStyle` (type): type BuildingStyle = | "generic" | "capital" | "village" | "desert" | "industrial" | "coastal" | "neon" | "ruin" | "frontier" | "aerial" — ⚠ undocumented · used by `BUILDING_STYLE_PROBABILITIES` (@jgengine/core/world/buildings): Facade part probabilities per style, so an industrial yard, a ruined block and a coastal strip differ in shape as well as colour.
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- `CITY_BUILDING_BUDGET` (const): const CITY_BUILDING_BUDGET: 2600 — Max buildings a single `city` district generates — the block/parcel pipeline's bounded lot cap.
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- `CITY_DEFAULTS` (const): const CITY_DEFAULTS: CityRules — City defaults: a zoned mixed metropolis — towers downtown, slabs mid-ring, houses at the edge.
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- `CITY_FILLER_CLASSES` (const): const CITY_FILLER_CLASSES: readonly CityFillerClass[] — All filler classes, for validation and interior-pass allow-lists.
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- `DayNightSnapshot` (interface): interface DayNightSnapshot — Serializable day-night position — accumulated clock offset, pause state, and speed — for save/load.
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- `DecisionGraphBehavior` (interface): interface DecisionGraphBehavior — Decision graph behavior descriptor using a named registered action set.
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- `DrapeOptions` (interface): interface DrapeOptions — Shaping for surface draping: subdivision spacing and a lift to keep the line off the ground.
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- `EditableTerrain` (interface): interface EditableTerrain extends TerrainField { readonly cols: number; readonly rows: number; readonly cellSize: number; apply(edit: TerraformEdit): number; applyRecording(edit: TerraformEdit, record: TerraformDeltaRecorder): number; editDelta(edit:
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- `EditableTerrain` (interface): interface EditableTerrain extends TerrainField { readonly cols: number; readonly rows: number; readonly cellSize: number; readonly gridBounds: Aabb; apply(edit: TerraformEdit): number; applyRecording(edit: TerraformEdit, record: TerraformDeltaRecorder): number; editDelta(edit: Terraform… — ⚠ undocumented · used by `beginSurfaceStroke`: Opens a paint-stroke recorder over `terrain`; stamp paint edits into it, then read one net delta.
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- `ElevationReadout` (interface): interface ElevationReadout — Measurable elevation readout at a single world point — the cursor/hover feedback value.
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- `ElevationSummary` (interface): interface ElevationSummary — Aggregate elevation statistics over a region — the selection min/max/mean and legend range.
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- `EmittedCue` (interface): interface EmittedCue<Payload = unknown> — A cue plus the resolved firing context passed to {@link SequenceDirector.onCue} listeners.
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- `RevealHit` (interface): interface RevealHit { instanceId: string; distance: number; tags: readonly string[] } — ⚠ undocumented · used by `useRevealHits` (@jgengine/shell/vision/RevealVision): Occlusion-ignoring tagged-entity radius query (#115), bound to the live scene.
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- `RevealQuery` (interface): interface RevealQuery { inRadius(center: EntityPosition | string, radius: number, tags: readonly string[]): RevealHit[] } — ⚠ undocumented
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- `RoadCut` (interface): interface RoadCut — One trim of a ribbon end back to a junction boundary — the seam the welded surface attaches to.
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- `RoadEnvironmentDescriptor` (type): type RoadEnvironmentDescriptor = { kind: "road" } & Required< Pick<RoadEnvironmentConfig, "path" | "width" | "color" | "markings" | "markingColor" | "elevation"> > & { /** Resolved sidewalk band, or `false` when the road has none. */ sidewalk: { width: number; color: string } | false;
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- `RoadEnvironmentDescriptor` (type): type RoadEnvironmentDescriptor = { kind: "road" } & Required< Pick<RoadEnvironmentConfig, "path" | "width" | "color" | "markings" | "markingColor" | "elevation"> > & { /** Resolved sidewalk band, or `false` when the road has none. */ sidewalk: { width: number; color: string } | false; /** Procedural… — Resolved road descriptor produced by {@link road} and rendered by the shell environment scene.
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- `RoadJunctionInput` (interface): interface RoadJunctionInput — The minimal junction shape this geometry needs — a node position plus its outgoing arms. Matches the structural subset of `StreetJunction` (streetGenerator) so a network's `junctions` can be fed straight in. Arm `angle` follows the generator convention `atan2(dx, dz)`, i.e. the outward unit direction of an arm is `[sin(angle), cos(angle)]`.
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- `RoadSurfaceOptions` (interface): interface RoadSurfaceOptions — Grip levels and blend width for {@link roadSurfaceSampler}; each field is optional and defaulted.
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- `RoofPlan` (interface): interface RoofPlan { style: RoofStyle; ridge: readonly [Vec2, Vec2]; apexHeight: number; eaveHeight: number; faces: readonly (readonly WallVec3[])[] } — ⚠ undocumented
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- `SnapMode` (type): type SnapMode = "grid" | "free" | "surface" — ⚠ undocumented
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- `SnowEnvironmentDescriptor` (type): type SnowEnvironmentDescriptor = { kind: "snow" } & Required< Pick<SnowEnvironmentConfig, "area" | "density" | "speed" | "flakeSize" | "drift" | "wind" | "color" | "opacity"> > — ⚠ undocumented · used by `snow`: Declares a snowfall weather effect for `environment()` — area, density, drift, wind, and flake opacity.
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- `SoilRules` (interface): interface SoilRules — Fully-defaulted soil params parsed from a volume's `meta`.
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- `SoundDef` (interface): interface SoundDef { id: string; url?: string; synth?: SynthPatch; bus: AudioBusId; gain?: number; loop?: boolean; maxVoices?: number; priority?: number; positional?: boolean; falloff?: AudioFalloffConfig; doppler?: number; spatial?: {panning: "hrtf" | "equal… — ⚠ undocumented
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- `SoundDef` (interface): interface SoundDef { id: string; url?: string; synth?: SynthPatch; bus: AudioBusId; gain?: number; loop?: boolean; maxVoices?: number; priority?: number; positional?: boolean; falloff?: AudioFalloffConfig; doppler?: number; spatial?: {panning: "hrtf" | "equal… — ⚠ undocumented · used by `DEFAULT_UI_CUE_SOUNDS` (@jgengine/core/audio/uiCues): Short, soft procedural patches: no samples to load, quiet enough to sit under game audio.
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- `SpatialGrid` (class): class SpatialGrid — A uniform-grid broad-phase over the x/z plane, separate from the rigid-body sim, for cheap same-tick proximity across hundreds–thousands of simple movers (swarm enemies). Rebuild each tick from the caller's own position arrays, then `queryCircle` (enemies hitting the player / an AoE) or `forEachPair` (mutual separation). Both are precise: no false negatives, no false positives beyond the exact distance test.
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- `SpawnDirectorConfig` (interface): interface SpawnDirectorConfig { waves: readonly WaveManifest[]; maxAlive?: number; escalationPerSecond?: number; alertBudgetPerSecond?: number; alertDecayPerSecond?: number; playerBudgetPerSecond?: number; maxSpawnsPerTick?: number; loop?: boolean; seed?: number; spawnP… — ⚠ undocumented
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- `SpawnDirectorState` (interface): interface SpawnDirectorState { wave: number; elapsed: number; waveElapsed: number; budget: number; alert: number; spawnedThisWave: number; spawnedTotal: number; rng: RandomSeed; done: boolean } — ⚠ undocumented
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## @jgengine/core/world/buildings
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- `BUILDING_STYLE_PALETTES` (const): const BUILDING_STYLE_PALETTES: Record<BuildingStyle, Record<BuildingPartKind, string>> — ⚠ undocumented
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- `BUILDING_STYLE_PROBABILITIES` (const): const BUILDING_STYLE_PROBABILITIES: Record<BuildingStyle, Partial<BuildingProbabilities>> — Facade part probabilities per style, so an industrial yard, a ruined block and a coastal strip differ in shape as well as colour. Unset parts keep the generic probabilities.
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- `BUILDING_STYLE_WALL_TONES` (const): const BUILDING_STYLE_WALL_TONES: Record<BuildingStyle, readonly string[]> — Per-style facade-tone family: the wall colours a district spreads across its buildings so neighbours differ in hue and value while the block stays one palette. Index 0 is the palette's own `wall`; the rest fan warmer/cooler and lighter/darker around it.
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- `BuildingCellRef` (interface): interface BuildingCellRef { facade: BuildingFacade; level: number; bay: number } — ⚠ undocumented
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- `BuildingConfig` (interface): interface BuildingConfig { id: string; seed: BuildingSeed; center: Vec2; floors: number; baysWide: number; baysDeep: number; bayWidth: number; floorHeight: number; facadeDepth: number; roofOverhang: number; probabilities: BuildingProbabilities; variants: BuildingVa… — ⚠ undocumented · used by `createBuildingConfig`: Fill a partial building description out to a complete {@link BuildingConfig}, clamping counts and probabilities.
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- `BuildingPartKind` (type): type BuildingPartKind = | "wall" | "window" | "awning" | "airConditioner" | "clothesline" | "storefront" | "shutter" | "storeSign" | "roof" | "roofProp" | "guardrail" | "corner" — ⚠ undocumented · used by `resolveBuildingKitPart` (@jgengine/core/world/buildingKit): Resolves one generated part against a kit.
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- `BuildingPartPlacement` (interface): interface BuildingPartPlacement { id: string; buildingId: string; kind: BuildingPartKind; facade: BuildingFacade; position: Vec3; rotationY: number; scale: Vec3; kit: BuildingKitSlot; cell?: BuildingCellRef; tags?: readonly BuildingPartTag[] } — ⚠ undocumented
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- `BuildingPartTag` (type): type BuildingPartTag = "ground" | "upper" | "open" | "closed" | "decor" | "structure" — ⚠ undocumented
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- `BuildingProbabilities` (interface): interface BuildingProbabilities { window: number; openStore: number; awning: number; airConditioner: number; clothesline: number; storeSign: number; roofProp: number } — ⚠ undocumented
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- `BuildingProbabilities` (interface): interface BuildingProbabilities { window: number; openStore: number; awning: number; airConditioner: number; clothesline: number; storeSign: number; roofProp: number } — ⚠ undocumented · used by `BUILDING_STYLE_PROBABILITIES`: Facade part probabilities per style, so an industrial yard, a ruined block and a coastal strip differ in shape as well as colour.
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- `BuildingSeed` (type): type BuildingSeed = number | string — ⚠ undocumented
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- `BuildingStyle` (type): type BuildingStyle = | "generic" | "capital" | "village" | "desert" | "industrial" | "coastal" | "neon" | "ruin" | "frontier" | "aerial" — ⚠ undocumented · used by `
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- `BuildingStyle` (type): type BuildingStyle = | "generic" | "capital" | "village" | "desert" | "industrial" | "coastal" | "neon" | "ruin" | "frontier" | "aerial" — ⚠ undocumented · used by `BUILDING_STYLE_PROBABILITIES`: Facade part probabilities per style, so an industrial yard, a ruined block and a coastal strip differ in shape as well as colour.
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- `BuildingSurface` (type): type BuildingSurface = string | BuildingSurfaceMaterial — What a building part kind is painted with: a hex colour, or a colour plus tiled PBR maps.
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- `BuildingSurfaceMaps` (interface): interface BuildingSurfaceMaps — URLs of the PBR maps a building surface tiles; `buildMaterialCatalog(...).resolve(id)!.maps` fits directly.
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- `BuildingSurfaceMaterial` (interface): interface BuildingSurfaceMaterial — A textured building surface: a base colour plus optional tiled PBR maps. With `maps`, `color` multiplies the albedo (leave it light to show the map as authored); without, it is the flat colour the part has always had.
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- `createBuildingConfig` (function): function createBuildingConfig(input: BuildingConfigInput = {}): BuildingConfig — Fill a partial building description out to a complete {@link BuildingConfig}, clamping counts and probabilities. Use it to inspect or adjust the resolved shape before generating.
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- `generateBuilding` (function): function generateBuilding(input: BuildingConfigInput = {}): GeneratedBuilding — Generate one building as a flat list of placed facade parts: bays × floors per facade, a ground row, corners, and a roof, with every decorative part rolled from `probabilities` and every part tagged with a `kit` slot the renderer binds to a model (see `world/buildingKit`). Deterministic from `seed`.
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- `generateBuildingDistrict` (function): function generateBuildingDistrict(config: BuildingGridConfig): GeneratedBuilding[] — Generate a grid of buildings on lots sized by `lotSize` and separated by `streetWidth`, each with its floor count rolled from `floorRange`.
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- `resolveBuildingProbabilities` (function): function resolveBuildingProbabilities(style: BuildingStyle = DEFAULT_BUILDING_STYLE, overrides?: Partial<BuildingProbabilities>): Partial<BuildingProbabilities> — Style facade probabilities with explicit overrides applied on top.
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- `resolveBuildingSurface` (function): function resolveBuildingSurface(surface: BuildingSurface): BuildingSurfaceMaterial — Normalises a surface to its material form so a renderer reads one shape.
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## @jgengine/core/world/carve
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- `BiomeFog` (interface): interface BiomeFog — Per-band fog override cross-faded along z by `createBiomeFogSampler`; unset fields fall through to the base sky fog.
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- `BiomeSky` (interface): interface BiomeSky — Per-band sky/light override cross-faded along z by `createBiomeSkySampler`; unset fields fall through to the base sky.
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- `BiomesWorldConfig` (interface): interface BiomesWorldConfig extends WorldGridConfig { map: string; zones: string; bounds?: WorldBounds } — ⚠ undocumented · used by `biomes`: Declares a biome-painted world — the whole-world alternative to a single `environment()` terrain.
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- `BuildingEnvironmentConfig` (interface): interface BuildingEnvironmentConfig { count?: number; position?: EnvironmentVec2; footprint?: WorldBounds; stories?: readonly [number, number]; storyHeight?: number; spacing?: number; style?: BuildingStyle; palette?: BuildingPaletteOverrides;
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- `BuildingEnvironmentDescriptor` (type): type BuildingEnvironmentDescriptor = { kind: "building" } & Required< Pick<BuildingEnvironmentConfig, "count" | "footprint" | "stories" | "storyHeight" | "spacing" | "style"> > & Pick<BuildingEnvironmentConfig, "seed" | "position" | "palette" | "along" | "kit" | "solid"> — ⚠ undocumented · used by `building`: Declares a cluster of procedurally-massed buildings for `environment()` — count, footprint, stories, style.
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- `BuildingEnvironmentConfig` (interface): interface BuildingEnvironmentConfig { count?: number; position?: EnvironmentVec2; footprint?: WorldBounds; stories?: readonly [number, number]; storyHeight?: number; spacing?: number; style?: BuildingStyle; palette?: BuildingPaletteOverrides; probabilities?: Partial<BuildingP… — ⚠ undocumented · used by `building`: Declares a cluster of procedurally-massed buildings for `environment()` — count, footprint, stories, style.
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- `BuildingEnvironmentDescriptor` (type): type BuildingEnvironmentDescriptor = { kind: "building" } & Required< Pick<BuildingEnvironmentConfig, "count" | "footprint" | "stories" | "storyHeight" | "spacing" | "style"> > & Pick<BuildingEnvironmentConfig, "seed" | "position" | "palette" | "probabilities" | "along" | "kit" | "solid"> — ⚠ undocumented · used by `building`: Declares a cluster of procedurally-massed buildings for `environment()` — count, footprint, stories, style.
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- `BuildingFrontageConfig` (interface): interface BuildingFrontageConfig — Street-aware placement for `building()`: instead of a grid scattered around `position`, lots are stepped along each road's frontage, offset by a consistent setback (a curb + sidewalk strip), and turned so every building FRONT faces its road. `footprint` (`w` = frontage width, `d` = depth) and `spacing` (along-road gap) are shared with the grid mode. Deterministic and bounded by `maxLots`.
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- `BuildingFrontageRoad` (interface): interface BuildingFrontageRoad — One road a `building({ along })` frontage lines with buildings: centerline + full width.
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- `EnvironmentArea` (interface): interface EnvironmentArea extends WorldBounds { h?: number; position?: EnvironmentVec2 } — ⚠ undocumented
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- `RainEnvironmentConfig` (interface): interface RainEnvironmentConfig { area?: EnvironmentArea; position?: EnvironmentVec2; density?: number; speed?: number; dropLength?: number; wind?: EnvironmentVec2; color?: string; width?: number; opacity?: number } — ⚠ undocumented · used by `rain`: Declares a rainfall weather effect for `environment()` — area, density, speed, wind, and drop width/opacity.
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- `RainEnvironmentDescriptor` (type): type RainEnvironmentDescriptor = { kind: "rain" } & Required< Pick<RainEnvironmentConfig, "area" | "density" | "speed" | "dropLength" | "wind" | "color" | "width" | "opacity"> > — ⚠ undocumented · used by `rain`: Declares a rainfall weather effect for `environment()` — area, density, speed, wind, and drop width/opacity.
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- `RoadEnvironmentConfig` (interface): interface RoadEnvironmentConfig — Config for {@link road}: a flat asphalt ribbon draped over the terrain along a centerline.
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- `RoadEnvironmentDescriptor` (type): type RoadEnvironmentDescriptor = { kind: "road" } & Required< Pick<RoadEnvironmentConfig, "path" | "width" | "color" | "markings" | "markingColor" | "elevation"> > & { /** Resolved sidewalk band, or `false` when the road has none. */ sidewalk: { width: number; color: string } | false;
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- `RoadEnvironmentDescriptor` (type): type RoadEnvironmentDescriptor = { kind: "road" } & Required< Pick<RoadEnvironmentConfig, "path" | "width" | "color" | "markings" | "markingColor" | "elevation"> > & { /** Resolved sidewalk band, or `false` when the road has none. */ sidewalk: { width: number; color: string } | false; /** Procedural… — Resolved road descriptor produced by {@link road} and rendered by the shell environment scene.
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- `SkyEnvironmentConfig` (interface): interface SkyEnvironmentConfig { preset?: "day" | "dusk" | "night"; timeOfDay?: boolean; horizonColor?: string; zenithColor?: string; sunIntensity?: number; ambientIntensity?: number; sun?: SkySunConfig; radius?: number; hazeStrength?: number; sunGlowStrength?: number; g… — ⚠ undocumented · used by `CINEMATIC_SKY` (@jgengine/core/render/lookPreset): A static day sky: a real dome plus the shell's view-following shadow-casting sun and hemisphere fill.
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- `SkyEnvironmentDescriptor` (type): type SkyEnvironmentDescriptor = { kind: "sky" } & Required< Pick<SkyEnvironmentConfig, "preset" | "timeOfDay"> > & Omit<SkyEnvironmentConfig, "preset" | "timeOfDay"> — ⚠ undocumented
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- `SkySunConfig` (interface): interface SkySunConfig — Where the sun sits, as a compass bearing and a height above the horizon, both in degrees. `azimuth` 0 points toward -Z (north), 90 toward +X (east); `elevation` 90 is straight overhead.
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## @jgengine/core/world/terraform
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- `BlendStroke` (interface): interface BlendStroke — Accumulates a whole blend-paint drag into one compact {@link WeightDelta}. Keeps each weight slot's first `before` and latest `after`, so undo replays the blend as a single step.
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- `EditableTerrain` (interface): interface EditableTerrain extends TerrainField { readonly cols: number; readonly rows: number; readonly cellSize: number; apply(edit: TerraformEdit): number; applyRecording(edit: TerraformEdit, record: TerraformDeltaRecorder): number; editDelta(edit:
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- `EditableTerrain` (interface): interface EditableTerrain extends TerrainField { readonly cols: number; readonly rows: number; readonly cellSize: number; readonly gridBounds: Aabb; apply(edit: TerraformEdit): number; applyRecording(edit: TerraformEdit, record: TerraformDeltaRecorder): number; editDelta(edit: Terraform… — ⚠ undocumented · used by `beginSurfaceStroke`: Opens a paint-stroke recorder over `terrain`; stamp paint edits into it, then read one net delta.
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- `EditableTerrainConfig` (interface): interface EditableTerrainConfig { bounds: Aabb; base?: TerrainField; cellSize?: number } — ⚠ undocumented · used by `createTerrainSnapshot`: A fresh, unedited terrain snapshot sized to `bounds`/`cellSize` — the seed for a new sculpt document.
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- `SurfaceDelta` (interface): interface SurfaceDelta — A compact record of the surface-material cells a paint stroke touched: parallel `indices`/`before`/`after` arrays into the per-cell surface grid. One per stroke keeps paint undo history small.
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- `SurfaceDeltaRecorder` (type): type SurfaceDeltaRecorder = (index: number, before: string | null, after: string | null) => void — Reports each changed cell during a recorded paint: grid index, prior surface id, new surface id.
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@@ -881,6 +881,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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- `setTouchControlsMode` (function) · `import { setTouchControlsMode } from "@jgengine/core/input/touchControlsMode"`
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- `touchButtonShape` (function) · `import { touchButtonShape } from "@jgengine/core/input/touchScheme"`
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## ui-sound-cues — default procedural click/hover/open/close/confirm/deny/notify cues on a "ui" bus, overridable per game
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- `withUiCueSounds` (function) · `import { withUiCueSounds } from "@jgengine/core/audio/uiCues"`
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## uphill-grade-step — constrain sampled heightfield ascent with axis sliding and a configurable terrain-policy sampler
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- `resolveTerrainGradeStep` (function) · `import { resolveTerrainGradeStep } from "@jgengine/core/movement/terrainGrade"`
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@@ -29,14 +29,31 @@ export const overworld = world({
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## Legacy world features
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Authored terrain paint carried by `environmentContentFromDocument(document).sculpt` renders on
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the normal environment ground
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the normal environment ground through the terrain surface material, in play and in the editor
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viewport alike. Each layer keeps its hue (`tint`, else `TERRAIN_MATERIAL_COLORS`) and draws its
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`surface` type's procedural ground: grass, dirt, gravel, rock, sand, mud, snow and road each get
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their own albedo variation, roughness and micro-normal (`terrainSurfaceClass` maps ids such as
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+
`path` → dirt or `stone` → rock; unknown ids get generic ground). Layer weights × `opacity` meet
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+
along noise-warped, height-aware edges, so the 1–2 m paint grid never shows. Steep slopes turn to
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+
rock, and macro sweeps break up large single-hue fields. Layer `roughness` sets the base roughness
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+
and `tiling` scales the pattern; `triplanar` is not needed (rock is sampled in 3D). Unpainted cells
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+
keep the descriptor palette with procedural detail. Paint changes color, never ground height or
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collision. A terrain without `detail` still renders this way; `detail.surfaceStrength: 0` keeps
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flat painted colour, and `detail: false` opts out to the old flat vertex-colour ground. The
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+
`low` graphics tier draws one cheap mottle per surface and skips micro-normals.
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+
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+
Paths and roads share those surface functions. An authored path (`<AuthoredPaths>`) shades by
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`meta.surface`, else its kind (`road` paves), else dirt: soft ground gets wheel ruts and a
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+
noise-warped edge that fades into the terrain around the authored width; pavement keeps a crisp
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+
edge with tyre lanes and cracks. Tune with `meta.edgeSoftness` (0 = hard) and `meta.wear` (0..1);
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+
`meta.surfaceDetail: false` or `<AuthoredScene pathSurfaceDetail={false}>` keeps flat ribbons.
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+
`road({ surface })` picks the carriageway surface (default `"road"`, `false` for flat colour), and
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+
city studio ground takes `meta.surfaceDetail: false` on its volume. City ground layers fade out
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+
where the district's merged footprint meets bare terrain, keeping seams between layers crisp;
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+
`meta.edgeFade: false` on the volume keeps hard outer edges. Custom ribbons use
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+
`createSurfaceRibbonMaterial` with `ribbonSurfaceFrame` from `@jgengine/shell/terrain`; custom
|
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+
ground meshes get the same outer-edge fade from `buildGroundCoverageMask`, `createGroundEdgeFade`
|
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|
+
and `applyGroundEdgeFade`.
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Custom ground consumers can use `createTerrainPaintColorSampler` from `@jgengine/shell/terrain`
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with a `TerrainPaintSource` (an editable terrain's layer/surface/weight channels). The returned
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@@ -437,6 +454,8 @@ Custom authored primitive renderers use `StaticShapeInstances` (`@jgengine/shell
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`ModelMaterialMaps` derives its URL fields from `MaterialTextureRole`; ordinary models and authored surfaces accept all 20 supported roles, including alpha, sheen, anisotropy, clearcoat, specular, transmission, thickness and iridescence maps. `modelAssetRequests` discovers supplied maps through inline parts and attachments; unknown roles remain outside its request list. Legacy color/normal/roughness/ao/metalness/emissive/height order stays stable, followed by the remaining authority-defined roles. Authored surfaces keep their owned resources for equivalent config/map ordering and reload when a supported URL changes. Omitted model roles retain imported maps; games choose URLs and physical response parameters. This is the simple all-slot override seam; per-slot `MaterialAsset` assignments retain their own selectors and metadata.
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+
Every model the shared loader resolves gets a default painted finish at load: eligible materials (opaque standard/physical, no normal map, no alpha cutout — flat colour, vertex colour or a KayKit-style palette atlas) have exported roughness remapped into 0.6–0.95, exporter-default metal (metallic 1 / roughness 1, no map) dropped to 0.1 and `envMapIntensity` capped at 0.8, plus one shared object-space detail shader (mottling, paler wear, roughness break-up, micro-normal, down-facing cavity). `GraphicsProfile.surfaceDetail` picks the level per tier (`"lite"` on low drops the micro-normal; `"off"` compiles plain); programs are shared per level. `ModelConfig.material` overrides still win. Opt out per model with `surfaceDetail: false` on the `ModelConfig`, or per game with `defineGame({ surfaceDetail: false })`.
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+
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|
`AuthoredSurfaceMaterial` / `useAuthoredSurfaceMaterial` (`@jgengine/shell/render/authoredSurfaceMaterial`) share model-material map roles and material application. They own material/texture clones; cached loader textures remain shared and untouched. Colour, emissive, sheen-colour and specular-colour maps are sRGB; normal and numeric roles are linear, following `MATERIAL_TEXTURE_SEMANTICS` from `@jgengine/core/material/materialAsset`. `wrapping` selects repeat (default), clamp or mirror; `anisotropy` defaults to 1. `normalScale` is explicit, `repeatMetres` optionally tiles unit shapes in physical metres including instance/parent scale (cylinder sides approximate an elliptical circumference). Omitting it retains authored UVs. Height maps must be normalized to [0,1]; `displacementScale`/`displacementBias` use local shape units and expand batch bounds. Compose local palette, asset URLs, opacity/depthWrite and emission in the game. No scene coordinates or surface families belong in these primitives; editor placement stays authoritative. Deepward's prefab-authoring fallback is tracked by #1937 and should be removed when editor composition can express it.
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### Baked authored prefab assets
|