@jgengine/github 0.5.1 → 0.6.0

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package/CHANGELOG.md CHANGED
@@ -17,13 +17,6 @@ between (`--json` for structured output).
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  ## [Unreleased]
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- ### Fixed
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- - Separate SDK publication validation from external Games quality checks while retaining the full local and main-branch gates.
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- - Correct foot-IK endpoint recomputation after hip rotation; verify reachable targets and clamping without changing bone lengths.
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- - Restore release CI prerequisites and make catalog-loader tests independent of the external Games checkout.
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  <!--
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  Every PR that changes `packages/*/src` records its consumer-facing change here, so
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  the next release's notes are complete by construction. Add a bullet under the right
@@ -33,6 +26,164 @@ At publish, rename this heading to the new version and mirror the entries into
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  `packages/core/src/meta/changelog.ts` (the typed `CHANGELOG` export).
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  -->
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+ ## 0.19.0
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+ ### Migrate
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+ - **Bump lockstep SDK packages to `^0.19.0`:** `@jgengine/{core,rapier,react,ws,node,sql,convex,shell,editor,assets,navbake}`. CLI `jgengine` is `0.16.0`; `@jgengine/github` is `0.6.0`.
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+ - `environment({ structures: building(...) })` buildings and `city` volume buildings now block the player, walking NPCs, `syncWorldColliders` physics backends and `populateNavGridFromSolids` through the new `ctx.world.solids`. Before, they were render-only. If a game re-authored generated buildings as placed scene objects to make them solid, drop those objects. To keep a set passable, pass `building({ solid: false })` or turn off `solid buildings` on the city volume. A mock `GameContext` needs `world.solids` (`createWorldSolids()` from `@jgengine/core/world/worldSolids`).
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+ - `createAircraftDynamics` and `AircraftTuning` (`physics/flightDynamics`) are deprecated. They command rotation from rates with pitch clamped, so aircraft can't loop, and mass and stall are fixed. Move to `createRigidAircraft` (`@jgengine/core/physics/aircraftDynamics`):
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+ - `mass` → `massKg`, plus an `inertia` tensor (roughly `m·(span/4)²` for roll and `m·(length/4)²` for pitch and yaw).
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+ - `fixedWing`: `lift`/`stallSpeed` → left and right wing `surfaces` (area, `liftSlope`, `stallAngle`, trim `incidence`), a tailplane and a fin; `controls.pitch/roll/yaw` → `control` authority on those surfaces plus `controls.<channel>.rate`; `maxThrust` → `engine.maxThrust`; `drag`/`maxSpeed` → `dragArea` and surface `cd0` (top speed is where thrust meets drag); `sideDrag` → the fin.
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+ - `rotorcraft`: `hoverThrust` → `rotor.maxThrust`, `rotorResponse` → `rotor.spoolRate`, `groundEffectHeight` → `rotor.radius`; add `rotor.torque` and a `rotor.tail`, and pass `input.collective`.
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+ - `vtol` has no one-block equivalent: combine `rotor`, `surfaces` and `engine`, or keep the deprecated model for now.
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+ - `controls.stability` → `assists.autoLevel` or `assists.sas`; `afterburner` → `modifiers.thrustScale`; `airbrake` → `modifiers.dragScale`; `groundClearance` → `gear.height`.
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+ - Euler `rotation` → step `heading`/`pitch`/`bank` and `orientation`; spawn with `aircraftAttitudeQuaternion(heading, pitch, bank)`.
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+ - Tune against `measureFlight` with the `jgengine-world` recipe `flight-feel.md`.
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+ - `KinematicVehicleTuning.chassis` and `.steering` are deprecated. Their heading is still commanded from steer, so a held steer at speed spins the car. For handling that matters, move to `createVehicleDynamics` (`@jgengine/core/physics/vehicleDynamics`). Map `massKg`/`engineForce`/`brakeForce`/`tireGrip`/`comHeight`/`trackWidth` to `massKg`, `powertrain: { kind: "direct", maxForce, maxPower }` or a gearbox, `brakeForce`, `front.peakGrip`, `comHeight` and `trackWidth`. Map `steering.wheelbase`/`maxAngle`/`highSpeedAngle`/`highSpeedAt` to the same `steering` fields plus a rack `rate`. Then tune against `measureHandling` with the `jgengine-world` recipe `vehicle-feel.md`. Plain `kinematicVehicle`, without those blocks, stays for karts, top-down and bumper cars.
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+ - The default third-person orbit camera sits lower and closer (`initialDistance` 9 → 7, `initialHeight` 5.5 → 2.4), so the horizon sits near the top third and the sky is in frame. To keep the old framing, set `camera: { initialDistance: 9, initialHeight: 5.5 }` in `defineGame`.
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+
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+ ### Added
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+ - Split-screen viewports (#1686). `defineGame({ viewports })` draws one scissored viewport per joined local seat (`splitViewports`, `resolveViewports`, `viewportPixels` in `@jgengine/core/game/viewports`); extra seats follow their entity with a chase or top-down camera and walk relative to it. `ViewportHuds` (`@jgengine/shell/camera/Viewports`) renders a HUD root per seat. `bun run drive` gains `--param key=value`; `?gamepad=N` synthetic pads now hold Start. Dev demo: `couch`.
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+ - `createPerception` takes `maxStimuli` (default 256; the oldest are dropped) and adds `forget(observerId, targetId?)`. Stimuli insert in time order instead of re-sorting on every push.
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+ - Decision graphs (`@jgengine/core/ai/decisionGraph`) gain `invert`, `cooldown`, `wait` and `random` nodes and `memory` selectors/sequences that resume at their running child. `createDecisionGraphRuntime(graph, actions, { onAbort, rng })` calls `onAbort` when a branch pre-empts a running action, and `random` draws from the injected `rng` only. `running()` names the running action; snapshots now carry timers, memory and cooldowns (older `{ runningPath }` saves still restore).
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+ - Decision graph behaviors keep a persistent per-entity blackboard: seed it with `blackboard`, write facts from perception or game systems through `behaviorControl(ctx).blackboard(id)`, and it round-trips through `serialize`/`restore`. `thinkInterval` ticks the graph every N seconds, staggered across siblings, with the elapsed time as `dt`. `registerBehaviorActions(id, actions, { onAbort })`; `random` nodes draw from `ctx.rng`.
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+ - Editor Animation workspace (#1683). The rail button opens the bottom dock's new **Graph** mode for the selected placement, showing layers, states and transitions.
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+ - A scrub slider replays the graph runtime; parameter sliders and trigger buttons record presses on the timeline.
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+ - The rig at the camera focus is posed from the runtime's output.
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+ - Crossfade edits and **Store graph** save the graph to `marker.meta.animation.graph` as undoable edits.
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+ - Supporting APIs: `parseAnimGraph` (`@jgengine/core/anim/animGraph`) validates stored graphs, `animGraphFromConfig` (`@jgengine/core/anim/locomotionGraph`) resolves the graph a config plays, and `createGraphPose` (`@jgengine/shell/render/useModelAnimation`) poses a rig from graph output.
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+ - `npx jgengine recipe` adds `world-drops`, `click-target`, `ability-bar`, `hitscan-weapon`, `rolled-gear` and `enter-vehicle`, each type-checked against the SDK.
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+ - `SkinnedInstances` (`@jgengine/shell/render/SkinnedInstances`) renders hundreds of animated copies of one rig, each with its own clip, time offset and speed, in one instanced draw per material. Clips are baked once to a bone-matrix texture and sampled on the GPU. Shadows follow the pose. The layout and frame lookup are pure: `planBoneTexture` and `sampleBoneTexture` (`@jgengine/core/anim/boneTexture`). Dev runner demo: `bun run drive skinned-crowd`, with `skinned-crowd-mixers` as the one-mixer-per-character baseline (#1683).
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+ - Continuous haptics (#1769). `ctx.input.haptics(userId)` returns named rumble channels (`createHapticChannels`, `@jgengine/core/input/haptics`): `set` a level per tick, `pulse` a fading hit, mixed by priority so an impact ducks the engine hum. The shell drives each local seat's pad with refreshed short effects and resets it when silent; channels are local only. The `handling` demo feeds engine, road and impact channels.
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+ - Local seats for couch co-op (#1686). `defineGame({ localPlayers: { maxSlots, claimPrimary? } })` and `localPlayers(ctx)` (`@jgengine/core/runtime/localPlayers`): pads hot-join their own seat on a button press, the shell spawns each through `loop.onNewPlayer(ctx, { userId, isNew: true })`, routes that pad to the seat's own `InputSnapshot` (`local(slotId).input`), and moves its entity with the walk controller. The seat table has `snapshot`/`restore`/`retune`. `?gamepad=N` injects N synthetic pads for headless checks.
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+ - Action contexts rebind live input (#1769). `ActionContextStack` gains `subscribe`, `version`, `ids` and `activeAxes()`; a context may carry `axes` and serializable `shaping`. The shell re-binds keyboard, touch and gamepad when a context is pushed or popped, without remounting: keys held across the swap keep counting toward their new action, and context-only actions reach `ctx.input`. `ActionStateTracker` gains `rebind` and `actions`. The `handling` demo drives through a `driving` context (F parks it), with pad codes on every action. Recipe: `jgengine-world/recipes/controls.md`.
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+ - `createNavMeshQuery` (`@jgengine/core/nav/navMesh`) caches a nav mesh's adjacency and a uniform polygon grid, then answers `findPath`, `findPolygon`, `closestPoint` and `raycast` without full-mesh scans. Paths use a binary-heap A* priced by `areaCosts` per `NavMeshData.areas` id (non-finite blocks an area), stop at `maxNodes` with a `partial` route, and are straightened by a portal funnel. `retune`/`snapshot`/`restore` cover the costs, so a door or hazard can close an area during play. `NavMeshLink` gains optional `start`/`end` landing points.
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+ - `createWeaponFeedbackSignals` (`@jgengine/core/combat/weaponFeedback`) turns `WeaponHandling.fire()` shots, their recoil kick and impacts into one-tick pulses (`shot`, `kick`, `impact`) plus the frame's `recoil`, `cameraKick`, `spread` and `ads`, keyed for `createFeedbackMixer` routes to camera shake, audio and rumble. It has `snapshot`/`restore`/`reset`.
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+ - `measureWeapon` now reports `spreadByShot` and `shotsToKill`, fires in a given `stance` (e.g. ADS), and computes time-to-kill at a `range`. Each projectile (`pellets` per shot) counts by the share of its spread cone the `targetRadius` covers, scaled by the game's `damageAt(range)` falloff. The recipe is `jgengine-combat` `weapon-feel.md`.
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+ - `defineGame({ gamepad: { deadzone, curve, triggerDeadzone } })` sets pad feel for the shell's gamepad poll (#1769). Triggers now go through `triggerDeadzone` and the same curve as the sticks, and a trigger resting inside its deadzone no longer holds its action. `resolveGamepadFrame` takes a browser `Gamepad` directly and an optional reusable `out` frame, and the shell poll no longer allocates per frame. `gamepadFeelOptions` resolves the config with the old defaults (axial `0.12`/`0.95`, linear).
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+ - `measureFlight` (`@jgengine/core/physics/handlingProbe`) flies a `createRigidAircraft` through deterministic autopilot scenarios. It reports roll rate (deg/s), sustained turn rate, stall speed, climb rate, time to 90% throttle response and hands-off hover drift, so a flight feel target can be a test.
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+ - `RigidAircraftTuning.assists`: flight assists on the same actuators as the pilot, so full stick stays the pilot's.
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+ - `sas` per axis (`0..1`) damps rates and holds attitude or heading hands-off with a learned trim. On a helicopter it holds heading against rotor torque.
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+ - `autoLevel`, `maxAngleOfAttack` and `maxG` limiters, and `hoverHold` for helicopters.
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+ - A `policy(context, command)` callback has the last word.
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+ - The step adds `command` and `limited`. `RigidAircraftState` gains the hold, trim and drift integrals.
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+ - T toggles assists in `bun run drive flight` and `flight-heli`.
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+ - `RigidAircraftTuning.motor` makes `createRigidAircraft` a rocket.
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+ - Thrust follows `thrustCurve` over burn time. `propellantKg` leaves at `massFlow`, so mass and inertia fall and acceleration rises through the burn. The nozzle `gimbal` steers on the pitch and yaw inputs.
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+ - To stage, `retune` to the next stage: a new `motor` loads its propellant.
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+ - The step reports `massKg` and `motor` telemetry. `RigidAircraftState` gains `burnTime` and `propellantKg`.
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+ - Dev runner demo: `bun run drive flight-rocket`.
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+ - Jump shape on `movement.feel`: `jumpCutFactor` (releasing jump early cuts the rise, so a tap hops), `apexGravityScale`/`apexSpeed` (hang at the peak), `fallGravityScale` (drop faster than you rose) and `landingRecoveryMs`/`landingSpeedScale` (a short slowdown and jump lockout after landing). All default to no change. `measureMovement` adds `tapJumpHeight`. Dev runner demos `walk-floaty` and `walk-weighty` differ only in these fields (#1772).
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+ - `RigidAircraftTuning.rotor` turns `createRigidAircraft` into a helicopter: `input.collective` sets thrust, throttle spools the rotor, cyclic tilts the disc, and rotor drag torque yaws the body unless the `tail` rotor (pedal) cancels it. Thrust adds translational lift, drops while climbing through the disc, and grows in ground effect. The step reports `rotor` speed, thrust, torque, ground effect and translational lift. Dev runner demo: `bun run drive flight-heli`.
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+ - `snapshot()`/`restore(next)` on `createGlideModel`, `createLodScheduler`, `createSimulationCuller` and `createSpatialIndex`, and `restore(state)` on `createGrappleSwing`, so gliding, rope swings, LOD throttling and the spatial hash save, load and replay bit-exactly (#1775).
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+ - `snapshot()`/`restore(next)` on `createThreatTable`, `createAssistNetwork`, `createReputationLedger`, `createConcealmentSensor`, `createFreezeMonitor` and `createRecordingBuffer`, so AI aggro, faction standing and sensor dwell save, load and replay bit-exactly (#1775).
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+ - Engine audio depth (#1770):
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+ - `ctx.game.audio.setLoop` takes `lowpass` and `highpass` cutoffs in Hz, ramped like rate and gain.
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+ - `SoundDef.doppler` pitches a retained loop by listener and emitter velocity; pass the emitter's with `setLoop({ velocity })`. The shell tracks the listener's from the camera. `dopplerRate` (`@jgengine/core/audio/doppler`) is the pure formula.
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+ - `createEngineLayers` (`@jgengine/core/audio/engineLayers`): N rpm-keyed engine samples crossfaded at equal power, with on-load and off-load sets picked by smoothed `engineLoad`. `play(ctx.game.audio, ...)` drives one retained loop per layer. It has `snapshot`/`restore`/`retune`.
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+ - `snapshot()`/`restore(next)` on `createFootprintGrid`, `createWallDrawTool` and `createTerraformBrush`, so build-grid claims, wall drafts and brush settings save, load and replay bit-exactly (#1775).
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+ - `createInputBuffer` (`@jgengine/core/input/inputBuffer`): buffered presses, coyote time, hold duration and double tap, with `snapshot`/`restore`. The walk controller uses it for `movement.feel.jumpBufferMs` (a jump pressed just before landing fires on landing) and `movement.feel.coyoteMs` (a jump just after walking off a ledge still fires). Both default to 0, so walking is unchanged until a game sets them (#1686, #1772).
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+ - `snapshot()`/`restore(next)` on `createLootRegistry`, `createToastQueue`, `createVfxInstanceStore`, `createRoundState` and `createLookChannel`, and `restore(state)` on `createDragCapture`, so loot tables, toasts, retained VFX, match rounds and look/drag input save, load and replay bit-exactly. `RoundSnapshot` gains `pendingWinner` (#1775).
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+ - `measureMovement` (`@jgengine/core/movement/movementProbe`) reports a walking character's feel from the same `movement.feel` and `physics` fields a game sets: time to top speed, stop distance, turn-around time, jump height, apex and air time, and air-control reach. Deterministic, for tests (#1772).
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+ - Chase camera depth (`camera.chase`, #1770):
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+ - `fov.response` eases the speed FOV, and speed now comes from the followed entity's sim `velocity` when it publishes one, so FOV no longer jitters when render and sim rates differ.
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+ - `distanceBySpeed`, `pitchFollow` (boom follows body pitch on slopes), `lookBackAction` (hold to look behind), and `collision` (the boom stops short of objects, terrain and walls via `ctx.scene.raycast`; on by default).
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+ - `ctx.camera.kickFov(degrees)` queues a decaying FOV punch, tuned by `chase.fovKick`.
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+ - `ChaseCameraTuning` accepts `view` and the new fields; `nextChaseView` (`@jgengine/core/runtime/cameraDirector`) cycles chase, hood and cockpit.
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+ - `createRigidAircraft` (`@jgengine/core/physics/aircraftDynamics`): a quaternion rigid-body aircraft with an inertia tensor, lifting surfaces (area, lift slope, stall, post-stall lift, drag polar) placed on the body, rate-limited control surfaces, an engine with spool and optional gear. Loops, rolls and stalls come from the surfaces. Same contract as `vehicleDynamics`: fixed substeps, `snapshot`/`restore`/`retune`, per-tick modifiers, and telemetry for AoA, sideslip, g-load, airspeed and stall. Dev runner demo: `bun run drive flight`.
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+ - Graphics settings a player can feel: an Ultra tier, a frame-rate limit (V-Sync or 30/60/120/144 cap), texture filtering (anisotropy, now applied to every loaded texture), and an FPS counter. `GraphicsProfile` gains `anisotropy`; a game that overrides tiers with `defineGame({ graphics })` can set it per tier.
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+ - `postProcessing.stylize` (`outline`, `bands`, `pixelSize`) and two new looks, `look: "comic"` (ink outlines + cel bands, Borderlands-style) and `look: "retro"` (pixelated, posterized). Same models, different art style.
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+ - `PhysicsBackend.applyForce(handle, force, point?)` and `applyTorque(handle, torque)` act over the next step, and `BodyDesc.linearDamping`/`angularDamping` set damping per body. Both are implemented on `PhysicsWorld` (translation only) and Rapier, and covered by the conformance suite. `createVehicleBackendLink` (`@jgengine/core/physics/vehicleBackendLink`) collides a vehicle sim with a backend world: a kinematic chassis shoves props, `clampMove` stops the car at walls and slides it along them, and `lastHit()` reports the impact.
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+ - `VehicleAssistTuning.antiWheelie` and `.antiStoppie` (`0..1`) cap drive and braking below the pitch-over limit (`g·b/h` forward, `g·a/h` braking). With `suspension` they also back off as the front or rear goes light. They report through `tractionLimited` and `absActive`.
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+ - Motorcycles on `createVehicleDynamics`: a `VehicleDynamicsTuning.lean` block (`maxLean`, `leanRate`, `countersteer`, `directSteerBelow`).
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+ - Steer asks for a lean, capped at what grip can hold. The bar steers the balanced turn that lean needs, with a rider trim for tire slip and a countersteer tip-in.
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+ - The bar steers directly at walking pace, and there is no lateral load transfer.
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+ - The step adds `lean` (balance lean, `bodyRoll = -lean`) and `wheelie`/`stoppie` for all vehicles.
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+ - `measureLean` (`physics/handlingProbe`) reports steady lean, time to lean and counter-lean.
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+ - Dev runner demo: `bun run drive handling-bike`.
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+ - `measureCourse` (`@jgengine/core/physics/handlingProbe`): understeer gradient (deg/g), skidpad g at a set radius, and the fastest clean slalom, from simple deterministic drivers. `measureHandling` adds `handbrakeRecoverySeconds`.
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+ - `createWeaponHandling` (`@jgengine/core/combat/weaponHandling`): weapon feel as serializable state.
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+ - Recoil: a per-shot `pattern` or flat `pitch`, a random cone from an injected `random`, a `cameraShare` split between view punch and aim, `recoverRate`/`recoverDelay`, and `adsScale`.
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+ - Spread: `base`, `perShot` bloom, `max`, recovery, and stance/ADS multipliers.
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+ - ADS time, plus `snapshot`/`restore`/`retune`/`reset`.
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+ - `measureWeapon` reports first and tenth shot spread, burst climb, reset time, ADS time and time-to-kill.
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+ - `createWeaponPresentation` (`@jgengine/core/combat/weaponPresentation`): per-weapon viewmodel hip and ADS offsets, viewmodel FOV, ADS zoom, sway from look speed, bob from the movement probe, and recoil kick, from a `createWeaponHandling` frame. `camera.weapon` hands that frame to the rigs: first person poses its viewmodel and adds the recoil to the look, and `shoulder` takes its ADS blend and recoil from the same frame. Dev demos: `weapon-handling`, `weapon-handling-shoulder`.
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+ - `createFeedbackMixer` (`@jgengine/core/vfx/feedbackMixer`): declares how sim telemetry drives presentation. Routes map a signal through a piecewise `curve` with `attack`/`release` smoothing onto a named target, targets combine by `sum` or `max` over a `base`, and threshold `events` with cooldowns fire one-shots. No allocation per update, with `snapshot`/`restore`/`retune`/`reset`. `sampleFeedbackCurve` exposes the curve.
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+ - `snapshotPlayerMovement(ctx, userId)` / `restorePlayerMovement(ctx, userId, snapshot)` (`@jgengine/core/movement/playerMovement`): per-player walk state (heading, velocities, jump latch, capsule controller) as a plain JSON copy, so walking characters predict and roll back like vehicles. A snapshot restored before the capsule exists is applied when it is created.
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+ - `PlayerMovementConfig.feel` (`MovementFeelConfig`): `groundAcceleration`, `airAcceleration`, `groundFriction` (response rates, 1/s), `runMultiplier` and `crouchMultiplier` for the built-in walk controller and the voxel controller. They were hard-coded before, so every game walked the same. Omitted fields keep today's defaults.
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+ - `createAxisShaper` (`@jgengine/core/input/axisShaper`): per-axis response shaping between `ctx.input.axis(...)` and a sim. Keys and sticks get separate profiles (deadzone, saturation, curve, rise/fall/return rates), plus an optional `scale(signal)` callback for speed-sensitive steering, with `snapshot`/`restore`/`retune`. `analogAxes(bindings, ctx.input.analog())` picks the profile per frame, and `shapeAxisValue` exposes the deadzone and curve math. The `handling` dev demo uses it for keyboard steering that eases in and self-centres.
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+ - `VehicleDynamicsTuning.jump` (`speed`, `count`, `window`) with `car.jump()`, and `VehicleDynamicsTuning.air` (`pitchAccel`/`yawAccel`/`rollAccel`, `damping`, `maxRate`) with `modifiers.air` for air control, plus `applyAngularImpulse` for dodges and flips. The body angles use the true geometry of the tilt rather than a small-angle guess. `measureAir` (`physics/handlingProbe`) reports apex height and time, double-jump height and air rotation rates. Held brakes and the handbrake now grip statically at rest, so a parked car stays put on a slope.
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+ - `VehicleDynamicsTuning.suspension` (`springRate`, `damperRate`, `reboundRate`, `travel`, `rideHeight`, `antiRoll`) and a `groundHeight` option on `createVehicleDynamics`. The car rides four sprung corners over terrain: heave, pitch and roll come from real springs, axle loads come from spring forces, slopes pull downhill, and the car can leave the ground and land. The step adds `airborne`, `landingSpeed`, `wheelLoads` and a terrain-relative `airOffset`, and `applyImpulse` takes a vertical `dvy`. `measureRide` (`physics/handlingProbe`) reports settle time, heave overshoot, brake dive, roll gradient and landing bounces. Without the block, behaviour is unchanged.
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+ - `createKinematicVehicle` and `createAircraftDynamics` gain `snapshot()`/`restore()` (`KinematicVehicleState`, `AircraftDynamicsState`) for prediction, rollback and replay. `createAircraftDynamics` also gains `retune()`. The stateful-primitive ratchet no longer misses factories with a default parameter like `options = {}`, so 20 more handles without state-out are now tracked in its baseline.
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+ - Boat sim `createBoatDynamics` (`@jgengine/core/physics/boatDynamics`) on the same tick/snapshot/restore/retune contract as the car. Drag climbs toward hull speed and a planing hull sheds it; the keel resists sliding sideways; a `rudder` needs water flowing past it (speed or prop wash) while an `outboard` swings its own thrust and turns at rest. `waterHeight(x, z, t)` for waves and `current(x, z)` for drift. `measureHandling` and `tickDrivableVehicle` take it as-is.
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+ - Force-based car sim `createVehicleDynamics` (`@jgengine/core/physics/vehicleDynamics`): a two-axle model where yaw comes from tire forces, so understeer, oversteer, lift-off tuck, power slides, trail-braking and handbrake turns come out of physical knobs (mass, weight split, CoM height, per-axle Pacejka-style tires, roll-stiffness split, drive split, gearbox or direct drive, aero, ABS/TC/stability, caster self-align). Fixed substeps, `snapshot`/`restore`, `retune`, `thrust` modifier. `measureHandling` (`@jgengine/core/physics/handlingProbe`) drives any vehicle sim through fixed scenarios and returns 0–100, top speed, braking distance, lateral g, turn-in latency, sideslip, spin and lift-off numbers a test can assert. `tickDrivableVehicle` now accepts either sim. `drive --key` takes chords (`KeyW+KeyD:2000`). Dev runner demo: `bun run drive handling`.
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+ - `jgengine create --2d` scaffolds a board game with no 3D scene, editor document, or models: a `board` world, `presentation: "hud"`, a store slot holding a `CellGrid`, arrow/WASD/Space bound to commands with held-key repeat, and a GameUI that draws the grid. `--3d` names the default. 3D-only flags (`--player`, `--ground`, `--scene`, `--from-scene`, `--shape`, `--no-world`, `--no-editor`) are refused with `--2d` instead of ignored.
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+ - `@jgengine/core/puzzle/cellGrid` is documented public API (`cell-grid` capability): an immutable 2D board with `withCell`/`withCells`, `fullRows`/`clearRows`, `collapseColumns`, and `findRuns`. It was importable but tagged internal, so agents never found it.
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+ - HUD-only games (`presentation: "hud"`) set `data-jg-capture="ready"` after their first painted frame unless a capture host owns the flag, so `shoot` and `drive` no longer time out waiting for a `<canvas>` that never exists.
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+ - The built-in Graphics settings tab now exposes render scale plus ambient occlusion, bloom, depth-of-field, and SMAA toggles alongside the quality tier; picking a tier re-applies its defaults. `@jgengine/core/settings/graphicsSettings` (`readGraphicsSettings`, `applyGraphicsQuality`, `GRAPHICS_POST_STAGES`) resolves the stored choices onto the `GraphicsProfile` the shell renders with, and `SETTING_IDS` gains `graphics.renderScale` and `graphics.post.*`. Every game gets the rows in its existing settings menu with no wiring (#1688).
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+
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+ - Model triangle budget: the shared GLB loader counts each model's triangles as it lands and warns once per URL when one exceeds `DEFAULT_MODEL_TRIANGLE_BUDGET` (100k; retune with `setModelTriangleBudget`). `heavyModels()` lists the offenders and `debug_snapshot` reports them under `probes.heavyModels`, so a heavy prop shows up in evidence instead of only as a slow frame.
128
+ - `bun run drive <game> --state <name>` boots into a `capture.states` entry the same way `shoot --state` does, so a staged scene can be measured with `--rpc debug_snapshot` or probed instead of clicked together by hand.
129
+ - Building palettes take textured surfaces: a `BuildingPalette` part (and `BuildingKitPart.material`) may be `{ color?, maps?, repeat?, roughness?, metalness? }` with `maps` straight from `buildMaterialCatalog(...).resolve(id)!.maps`, not only a hex colour. Generated facade boxes and kit models tile the PBR maps per slot; unbound kinds keep their flat colour. `buildingSurfaceColor` / `resolveBuildingSurface` read either form.
130
+ - `CommandDef.parse` and `defineCommand` (`@jgengine/core/runtime/commandRunner`). `parse` turns the untrusted wire value into typed input once. The runner refuses a `null` result with `MALFORMED_COMMAND_INPUT_REASON` before `scope`, `validate` or `apply` run, so those stages only see parsed input.
131
+ - Bounded input readers in `@jgengine/core/runtime/commandInput`: `readInputNumber` (always finite, optional range and integer), `readInputString`, `readInputOneOf`, `readInputPoint2`, `readInputPoint3`, `readInputArray` and `isInputRecord`.
132
+ - `helpers.ensureJoined(ctx, { gameId, userId, serverId? })` (`@jgengine/convex/server`) joins a trusted actor through the `joinServer` path and returns its outcome, so host mutations can run commands for users with no live session. It is idempotent and pins no client session.
133
+ - `createTransportSessionId()` (`@jgengine/core/runtime/transport`) makes a fresh id for one client session's join/leave pair.
134
+ - `CommandDef.access` (`@jgengine/core/runtime/commandRunner`). `"server"` marks a command whose input carries host-decided facts. The public Convex `runCommand` mutation and WebSocket client messages refuse it with `SERVER_ONLY_COMMAND_REASON`, while `helpers.runCommand` and `host.runCommand({ trusted: true })` still run it. `GameRuntime.commandAccess(name)` reports it.
135
+
136
+ ### Changed
137
+
138
+ - Graph playback no longer resets the rig's first bone to its bind position every frame. On rigs whose first bone is the hips, that flattened the walk bob in every clip. The root bone is pinned only while a `rootMotion` state is current (the new `AnimGraphOutput.rootMotion` flag), and only horizontally. Root travel now moves the entity along its facing and at the model's scale instead of in rig space, and its vertical part stays in the clip. The shell helper is `takeRootMotion` (#1683).
139
+ - Perception judges each sound or damage stimulus once per observer, from where the observer stood when it first observed after the stimulus. Before, every `observe` re-scored past sounds from the observer's current position, so a guard walking toward an old noise grew more certain of it. `PerceptionSnapshot` gains `heard` and `nextSeq`; older saves re-judge their stimuli once.
140
+ - Perception `loudness` now scales how far a sound carries (`hearingRange × loudness`) instead of only its confidence, so a gunshot is heard past normal hearing range and a footstep only close by. Loudness `1` behaves as before.
141
+ - `npx jgengine find` now surfaces seams that had no capability row: `vehicle-seats`, `drivable-vehicle`, `kinematic-vehicle`, `affix-roller`, `hitscan-shot`, `loot-beams`, `world-item-pickup`, `on-death-drops`, `pointer-commands`, `current-target`, `fire-input`, `global-cooldown`. `PointerConfig.moveCommand` JSDoc now says it receives the clicked entity (click-to-target).
142
+ - `npx jgengine find` matches whole stemmed words (`aim` no longer hits `claim`), drops stopwords, tries multi-word queries joined (`pick up` → `pickup`), returns the closest partial matches instead of "no match", and searches CLI recipes and skill recipe docs.
143
+ - `raycastNav` and `NavMeshQuery.raycast` step into the polygon a segment enters when it starts on or crosses a shared vertex, so a funnel path's corner-to-corner legs raycast clear.
144
+ - `bakeNavMesh` (`@jgengine/navbake`) now voxelizes geometry with recast: the walkable surface is eroded by `agentRadius`, cut under obstacles lower than `agentHeight`, and split at `maxSlope` and `maxClimb`, so a wall standing on a floor leaves a hole the path goes around. Call `await initNavBake()` once before baking; `navBakeReady()` reports it. Walkable triangles must wind counter-clockwise seen from above. Optional `cellSize`/`cellHeight` trade precision for speed. The editor warms the baker when a host starts.
145
+ - `findPath`, `closestPoint` and `raycastNav` on `NavMeshData` share the cached query: paths bend only at portal corners, stacked floors resolve by height, and raycasts walk polygon edges instead of sampling.
146
+ - Mouse look now asks for raw, unaccelerated mouse deltas (`requestPointerLock({ unadjustedMovement: true })`) in `createMouseLookTracker`, the first-person camera and the shoulder rig, and falls back to a plain lock where that is unsupported. The helper is `requestRawPointerLock` (`@jgengine/shell/input/pointerLock`).
147
+ - Foot IK (`ModelConfig.ik`) keeps each clip's swing lift and moves feet by their ground's height relative to the model origin, instead of pinning every ankle to the ground. It lowers the pelvis so the lower leg can reach, keeps soles above the ground where a clip dips below it, bends toward the animated knee, tilts planted feet to the ground normal and fades out while airborne. `ik: "auto"` finds the legs by bone name, and `pelvis`, `maxAdjust` and `alignToGround` are optional. Probes hit terrain and blocking objects. The math is `placeFeet` and `inferLegChains` (`@jgengine/core/anim/footPlacement`) (#1683, #1758).
148
+ - Sky and fog colors render as authored under any tone mapping. The sky dome and sky fog treat their colors as on-screen swatches and pre-invert the renderer's tone-mapping curve, so a `#cfe4f5` horizon no longer shows as grey `#a6b3c2` under the default `neutral` look (AgX). The dome now runs three's tone-mapping and color-space chunks, so it matches with or without a post chain. Looks with bloom (`cinematic`, `photoreal`) get a brighter sky that blooms more near the sun; raise `bloom.threshold` if that is too much.
149
+ - The sky's sun shadows lose their stair-step: one 2048 map over a 70 m box that leads the camera (was 180 m centered on it), texel-snapped, with a 6-texel PCF radius. Time-of-day, biome and `DayNightSky` suns use the same rig instead of three's default 10 m box.
150
+ - `jgengine create` seeds the sun lower and ahead-left of the spawn (bearing 128°, 20° up), so its glow is in the first frame.
151
+ - Scaffolded `scripts/shoot.mjs` and `scripts/drive.mjs` refuse a viewport that stays one flat color for 10 s instead of saving it; nothing is written and the command fails.
152
+ - `jgengine create` defaults to a 3D terrain world instead of an infinite flat slab. `editor.scene.json` seeds rolling hills as a terrain sculpt (deterministic per game id, flat around the spawn) and a bright `day` sky with a sun bearing and distance fog; `src/world.ts` renders them through `environment()` and `environmentContentFromDocument` and holds only the detail-shaded ground palette. Reshape the hills in the editor. `--ground flat` keeps the old `place()` slab (#1762).
153
+ - `GameRuntimeTransport.joinServer`/`leaveServer` take an optional `sessionId`. The Convex `joinServer`/`leaveServer` mutations and the WebSocket `join`/`leave` messages accept it (at most 128 characters). `useServerSession` and the shell's multiplayer sync send a fresh one per mount.
154
+ - Shared-topology `jgServerMembers` rows keep up to 16 live `sessionIds`. A leave with a `sessionId` ends only that session; the user leaves once none remain. A leave without one, or on a row without session ids, still leaves outright. Rooms topology is unchanged.
155
+ - The WebSocket router tracks sessions per connection and only leaves the host when no other connection of the same user holds the server.
156
+ - `helpers.resetPlayerProfile` (`@jgengine/convex/server`) now resets a player who has left the server but still has a profile, instead of throwing, so scheduled wipes and insolvency resets no longer abort a whole batch. A user with neither membership nor a profile still throws.
157
+
158
+ ### Fixed
159
+
160
+ - The `combat-loop` recipe drained health with `stats.delta`, which never reaches the death pipeline, so copied enemies never died. It now damages through `ctx.scene.entity.effect` and a catalog `receive` map. The `loot` recipe now registers on `ctx.game.loot` and rolls from catalog `onDeath`. `KinematicVehicleTuning.camera` and `DRIVE_AXIS_BINDINGS` JSDoc now state what they actually do.
161
+ - Editor RPC `add_marker` and `set_marker` accept `catalogId`. It used to be dropped while the call still returned `ok`, so a headlessly authored `mob`/`boss` marker spawned nothing.
162
+ - Agent bridge `editor_summon` now resolves once the editor has mounted (up to 15 s). It used to return immediately, so editor verbs later in the same `drive` batch failed with "no live editor".
163
+ - Catalog `onDeath: { dropMode: "world" }` scattered drops with `Math.random`, so kill loot landed in different spots on replay and on each peer. The runtime now passes the world's seeded `ctx.rng` to the scatter.
164
+ - The chase camera no longer falls behind fast vehicles. Its spring eased the camera's world position toward a moving target, so the lag grew with speed (about 9 m extra at 220 km/h); it now eases the boom offset from the target (#1770).
165
+ - A `createVehicleDynamics` bike with both `lean` and `suspension` launched itself the moment it leaned: the springs read the lean as body roll across the narrow track. Springs now ignore lean, and lateral g keeps the same lag it has without springs.
166
+ - `@jgengine/rapier`: a body created with `mass` now weighs exactly that. It used to add `mass` on top of the collider's density-derived mass, so a 2 kg sphere of radius 0.5 weighed 2.52 kg, and every force, impulse and joint on a massed body was off by the collider's volume.
167
+ - `createVehicleDynamics` with `suspension` spawned and reset level even on a slope. The wheels started buried, so the springs fired the car into the air and it tumbled. It now fits pitch, roll and height to the terrain under its four wheels.
168
+ - A sky authored in the scene document (`editor.scene.json` `environment`, written by the editor lighting workspace) now renders in `place()` worlds. `defineGame` never passed `skyFromDocument(editorLayers)` to the renderer, so those edits were silently dropped. A game's own `backdrop.sky` still wins, and a document holding only point lights leaves the world sky alone (#1762).
169
+ - `jgengine create --scene starter` placed its props and goal behind the spawn, so the first frame showed empty ground and W walked away from the goal. The starter scene now sits ahead of the default +Z facing.
170
+ - A standalone game's `bun run desktop` failed with `jgengine: command not found` because the CLI is not a dependency; the script now runs `npx jgengine desktop`.
171
+ - `@jgengine/navbake` joins the published lockstep set. `@jgengine/editor@0.18.1` depended on it while nothing published it, so `bun install` on the released SDK failed. `check-release-set` (in `gate`, `check-types`, and the publish workflow) now fails when a published package depends on a workspace package outside the publish list or out of dependency order, or when the publish, version-bump, and changelog package lists disagree.
172
+ - Publish has been red since that change because a CLI packaging test still hardcoded the old publish list, so navbake never reached npm and `npx jgengine create` scaffolds failed to install. The test now defers the order to `check-release-set`.
173
+ - `jgengine-verify` was silently skipped by the skills installer for every new game: its `description` held an unquoted `: `, which is invalid YAML. `check-skills` now parses frontmatter as YAML and requires `name` to match the folder.
174
+ - `jgengine create --help` printed usage instead of scaffolding a game named after the first argument, and `create` rejects unknown flags rather than ignoring them. The usage lists `--player`, `--ground`, and `--scene`.
175
+
176
+ - `pickModel` / `resolveModelPlan` warn once in dev when a `ModelPick.fallbackModel` is not in the asset catalog (a typo or an undeclared pack), instead of silently shipping a fallback that can never take over.
177
+
178
+ - Volumetric clouds no longer cut through distant buildings: the proxy dome writes per-fragment depth at the raymarch's first cloud hit, so geometry between the camera and the cloud slab occludes the clouds instead of the dome radius deciding. `STUDIO_STAGE_POST` ambient occlusion is softer (radius 1.1, intensity 1.5) so tower silhouettes stop streaking.
179
+
180
+ - Separate SDK publication validation from external Games quality checks while retaining the full local and main-branch gates.
181
+
182
+ - Correct foot-IK endpoint recomputation after hip rotation; verify reachable targets and clamping without changing bone lengths.
183
+ - Restore release CI prerequisites and make catalog-loader tests independent of the external Games checkout.
184
+
185
+ - Closing a second tab, or a join that resolved after a remount, no longer evicts a user whose live tab still shows them joined, which made every later command fail with "Not a member of this server".
186
+
36
187
  ## 0.18.1
37
188
 
38
189
  ### Migrate
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@jgengine/github",
3
- "version": "0.5.1",
3
+ "version": "0.6.0",
4
4
  "description": "GitHub data source for JGengine: contribution calendar fetch (GraphQL + HTML-scrape) with a server proxy handler, plus a browser client and contribution analytics.",
5
5
  "license": "Apache-2.0",
6
6
  "type": "module",
@@ -143,7 +143,7 @@ When sufficient, return a concise orientation: objective, progress, decisions, c
143
143
 
144
144
  ## JGengine notes
145
145
 
146
- - Multi-session engine work often spans `docs/plans/`, GitHub issues, and stacked PRs — point at those; do not paste full plan bodies.
146
+ - Multi-session engine work spans GitHub issues and PRs — point at those; do not paste full plan bodies.
147
147
  - Prefer `bun run agent:bootstrap --check` status, branch names, and PR links as state anchors.
148
148
  - Local parallelism uses `.claude/worktrees/`; never invent `C:\tmp\…` Codex-shared trees.
149
149
  - Durable process changes belong in skills, not only the handoff.
@@ -5,7 +5,9 @@ description: Route game work to the smallest useful JGengine guidance set.
5
5
 
6
6
  # JGengine intake and router
7
7
 
8
- Read the JGengine README for package truth, commands, layering, and license — the repo-root [`README.md`](../../../README.md) in the monorepo, or [jgengine.com](https://jgengine.com) from a scaffolded consumer project (where the relative link does not resolve). This skill decides what to load; it is not an engine manual.
8
+ This skill decides what to load; it is not an engine manual. Package map, commands, layering, and license live in the JGengine README (repo-root [`README.md`](../../../README.md) in the monorepo, [jgengine.com](https://jgengine.com) from a created project); open it when you need one of those facts.
9
+
10
+ A created project installs only `jgengine`, `jgengine-editor`, `jgengine-verify`, `game-design`, and `jgengine-ui`. Run `npx jgengine skills -p --all` before loading any other domain named below. Those projects do not ship `api.md`; read exact signatures from the `.d.ts` files under `node_modules/@jgengine/<pkg>/dist/`.
9
11
 
10
12
  ## 1. Establish the target
11
13
 
@@ -20,7 +22,7 @@ Treat the pitch as a unique composition of needs, not a genre to fill in — nev
20
22
  - HUD/menu states and **custom** UI art direction (compose shipped building blocks + HudTheme; no unskinned stock face)
21
23
  - one observable completion scenario
22
24
 
23
- For a new in-repo game, scaffold with `bun run new:game "<id-or-title>"` (thin script alias for `jgengine create`, auto-detects the in-repo variant). Outside this monorepo, start with `npx jgengine create`; never copy `Games/*`.
25
+ Pick the dimension first: `create` defaults to a 3D world (terrain, sky, player model, editor scene); a grid, card, tile, or other board game with no 3D scene takes `create --2d` (a `board` world drawn by GameUI over `@jgengine/core/puzzle/cellGrid`). For a new in-repo game, scaffold with `bun run new:game "<id-or-title>"` (thin script alias for `jgengine create`, auto-detects the in-repo variant). Outside this monorepo, start with `npx jgengine create`; never copy `Games/*`.
24
26
 
25
27
  For an existing game asked to pick up a new engine release ("jgengine published a new version, grab it"), run `npx jgengine upgrade` in the project first: it diffs installed `@jgengine/*` versions against the latest release and prints every Migrate step and Adopt-worthy addition in between (`--json` for structured output). Bump, migrate oldest-first, then work the Adopt lists instead of reconstructing the changelog by hand.
26
28
 
@@ -46,9 +48,9 @@ World content routes editor-first: any request that adds, moves, restyles, or re
46
48
 
47
49
  Within each selected domain:
48
50
 
49
- 0. Fastest start for a common composition: `npx jgengine recipe <name>` prints a vetted, SDK-typechecked snippet (imports + wired code) for `combat-loop`, `boss-telegraph`, `loot`, `quest`, `coop-presence`, `third-person-camera`; `npx jgengine recipe` lists them. Copy that instead of reconning per-file.
50
- 1. Search `capabilities.md` by intent; it maps needs to imports. Outside the monorepo (or before a domain skill is even loaded), `npx jgengine find <intent>` greps every shipped capability index at once and prints the primitive + import — reach for it the moment you're tempted to hand-roll a HUD window, inventory grid, paperdoll, hotkey listener, minimap, stat bar, or character motion. If you're writing a `z-index`, a `keydown` for a panel, a `<div>` inventory, or a limb bob, a shipped drop-in almost certainly exists (`usePanels`/`PanelHost`, `InventoryGrid`, `CharacterSheet`/`Paperdoll`, `PartMotionRig`, `EntityPreview`); games own the *skin*, not the re-derivation.
51
- 2. Open `api.md` only when exact signatures or export inventory are needed.
51
+ 0. Fastest start for a common composition: `npx jgengine recipe <name>` prints a vetted, SDK-typechecked snippet (imports + wired code) (`combat-loop`, `loot`, `world-drops`, `click-target`, `ability-bar`, `hitscan-weapon`, `rolled-gear`, `enter-vehicle` and more); `npx jgengine recipe` lists them. Copy that instead of reconning per-file.
52
+ 1. Search capabilities by intent; do not read `capabilities.md` top to bottom. `npx jgengine find <intent>` searches every domain's index and every recipe at once, installed or not, and prints the primitive and its import (or the recipe to open); in the monorepo, `grep -i "<intent>" .claude/skills/*/capabilities.md` does the same. Search the moment you are tempted to hand-roll a HUD window, inventory grid, paperdoll, hotkey listener, minimap, stat bar, or character motion. A `z-index`, a `keydown` for a panel, a `<div>` inventory, or a limb bob almost certainly has a shipped drop-in (`usePanels`/`PanelHost`, `InventoryGrid`, `CharacterSheet`/`Paperdoll`, `PartMotionRig`, `EntityPreview`); games own the *skin*, not the re-derivation.
53
+ 2. Open `api.md` (monorepo) or the package `.d.ts` only when exact signatures are needed; grep it, never read it whole.
52
54
  3. Open the linked reference only for a deeper recipe or trap.
53
55
  4. For how several primitives wire into a running loop, read the domain's `recipes/` — connected, genre-free walkthroughs organized by composition seam; this skill's own [recipes/minimal-game.md](recipes/minimal-game.md) is the default whole-game walkthrough. Prefer a recipe over reading a game's source; the games under `Games/*` are not templates or references, and a hybrid game is just a different composition of the same primitives.
54
56
 
@@ -6,11 +6,11 @@
6
6
 
7
7
  - `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
8
8
  - `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
9
- - `VERSION` (const): const VERSION: "0.18.1" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
9
+ - `VERSION` (const): const VERSION: "0.19.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
10
10
 
11
11
  ## @jgengine/core/authoring
12
12
 
13
- - `ActionCodesMap` (type): type ActionCodesMap<TAction extends string = string, TCode extends string = string> = Record< TAction, ActionCodes<TCode> > — Maps each game action name to the input codes (hold/toggle keys, repeat rate) that trigger it.
13
+ - `ActionCodesMap` (type): type ActionCodesMap<TAction extends string = string, TCode extends string = string> = Record< TAction, ActionCodes<TCode> > — Maps each game action name to the input codes (hold/toggle keys, repeat rate) that trigger it. In a `defineGame({ input })`, pressing an action runs the same-named command with `{ yaw, pitch, aim }`; `repeatMs` re-fires it while held (automatic weapons).
14
14
  - `AuthoredProvenance` (interface): interface AuthoredProvenance — A first-class entry in the scene document — the editor fully owns and persists it.
15
15
  - `Drop` (interface): interface Drop — A resolved loot outcome — one item or currency grant with its rolled count.
16
16
  - `GameDefinition` (interface): interface GameDefinition<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> — Fully-resolved game description produced by {@link defineGameDefinition} — assets, scene, and opted-in subsystems.
@@ -63,9 +63,9 @@
63
63
 
64
64
  - `CommandDecodeResult` (type): type CommandDecodeResult<TInput> = | { ok: true; value: TInput } | { ok: false; reason: string } — ⚠ undocumented
65
65
  - `CommandDecoder` (type): type CommandDecoder<TInput> = (input: unknown) => CommandDecodeResult<TInput> — Parses raw `unknown` transport input into `TInput`, rejecting anything that doesn't match the command's declared shape. Runs before `validate`/`apply`, so a malformed payload never reaches game logic.
66
- - `CommandDefinition` (interface): interface CommandDefinition<TState, TInput> — ⚠ undocumented
67
- - `CommandRegistry` (interface): interface CommandRegistry<TState> — ⚠ undocumented
68
- - `CommandRejection` (interface): interface CommandRejection — ⚠ undocumented
66
+ - `CommandDefinition` (interface): interface CommandDefinition<TState, TInput> { decode?: CommandDecoder<TInput>; validate?(state: TState, input: TInput): CommandRejection | null; apply(state: TState, input: TInput): TState | void } — ⚠ undocumented
67
+ - `CommandRegistry` (interface): interface CommandRegistry<TState> { define<TInput>(name: string, definition: CommandDefinition<TState, TInput>): void; has(name: string): boolean; names(): string[]; run(state: TState, name: string, input: unknown): CommandResult<TState> } — ⚠ undocumented
68
+ - `CommandRejection` (interface): interface CommandRejection { reason: string } — ⚠ undocumented · used by `validateCommandInput` (@jgengine/ws): Validates a `runCommand` input against a declared catalog.
69
69
  - `CommandResult` (type): type CommandResult<TState> = | { status: "applied"; state: TState } | { status: "rejected"; reason: string } | { status: "unknown-command" } — ⚠ undocumented
70
70
  - `createCommandRegistry` (function): function createCommandRegistry<TState>(): CommandRegistry<TState> — ⚠ undocumented
71
71
 
@@ -84,28 +84,28 @@
84
84
  - `DevtoolsControlKind` (type): type DevtoolsControlKind = | "slider" | "toggle" | "color" | "select" | "text" | "vec2" | "vec3" | "vec4" | "interval" | "angle" | "enum" — ⚠ undocumented
85
85
  - `DevtoolsLogEntry` (interface): interface DevtoolsLogEntry — A single captured log line with timestamp, level, and formatted message.
86
86
  - `DevtoolsLogLevel` (type): type DevtoolsLogLevel = "log" | "info" | "warn" | "error" — Severity level for a captured devtools log entry.
87
- - `DevtoolsOverrides` (interface): interface DevtoolsOverrides — ⚠ undocumented
87
+ - `DevtoolsOverrides` (interface): interface DevtoolsOverrides { version: number; enabled: string[]; values: Record<string, unknown>; schemas?: Record<string, {kind: DevtoolsControlKind; schemaVersion?: number}> } — ⚠ undocumented
88
88
  - `DevtoolsSnapshot` (interface): interface DevtoolsSnapshot — Serializable point-in-time snapshot of devtools state: frame, render, latency, logs, controls, and discovered fields.
89
89
  - `DiscoveredEntry` (interface): interface DiscoveredEntry — A control auto-discovered by scanning an object/table, with its binding metadata and current reader.
90
- - `DiscoverySkip` (interface): interface DiscoverySkip — ⚠ undocumented
90
+ - `DiscoverySkip` (interface): interface DiscoverySkip { readonly path: string; readonly reason: string } — ⚠ undocumented
91
91
  - `FrameRecordSample` (interface): interface FrameRecordSample — Per-frame timing input recorded by callers: total frame time, sim time, and optional named phase durations.
92
92
  - `FrameStats` (interface): interface FrameStats — Aggregated frame-timing statistics over the recent sampling window, including per-phase breakdown.
93
93
  - `LONG_FRAME_MS` (const): const LONG_FRAME_MS: 33.4 — Frame duration in milliseconds above which a frame is recorded as a long-frame spike (~30fps budget).
94
94
  - `LatencyStats` (interface): interface LatencyStats — Aggregated latency statistics (last/avg/min/max) over recorded latency samples.
95
95
  - `LongFrameEvent` (interface): interface LongFrameEvent — Recorded spike event for a frame that exceeded the long-frame threshold, with culprit attribution.
96
- - `NormalizedColor` (interface): interface NormalizedColor — ⚠ undocumented
96
+ - `NormalizedColor` (interface): interface NormalizedColor { readonly hex: string; readonly rgb: string; readonly alpha: number; readonly hasAlpha: boolean } — ⚠ undocumented
97
97
  - `OVERRIDES_FORMAT_VERSION` (const): const OVERRIDES_FORMAT_VERSION: 1 — ⚠ undocumented
98
- - `OverrideApplyDiagnostic` (interface): interface OverrideApplyDiagnostic — ⚠ undocumented
98
+ - `OverrideApplyDiagnostic` (interface): interface OverrideApplyDiagnostic { readonly id: string; readonly reason: string } — ⚠ undocumented
99
99
  - `OverrideApplyResult` (interface): interface OverrideApplyResult — Outcome of applying a devtools overrides payload: counts of applied and skipped entries plus diagnostics.
100
100
  - `PhaseStats` (interface): interface PhaseStats — Timing summary for a single named profiling phase across the sampling window.
101
101
  - `RenderSample` (interface): interface RenderSample — Snapshot of renderer resource counts (draw calls, triangles, geometries, textures) for a frame.
102
- - `ScanFieldMeta` (interface): interface ScanFieldMeta extends TunableOptions — ⚠ undocumented
102
+ - `ScanFieldMeta` (interface): interface ScanFieldMeta extends TunableOptions { kind?: DevtoolsControlKind } — ⚠ undocumented
103
103
  - `ScanMeta` (type): type ScanMeta = Readonly<Record<string, ScanFieldMeta>> — ⚠ undocumented
104
104
  - `Tunable` (interface): interface Tunable<T> — Typed handle to a registered control, exposing its live value and subscribe/set/reset operations.
105
105
  - `TunableAccessor` (interface): interface TunableAccessor — Get/set accessor pair plus initial value used to bind a discovered field to a control.
106
- - `TunableChoice` (interface): interface TunableChoice<T = unknown> — ⚠ undocumented
106
+ - `TunableChoice` (interface): interface TunableChoice<T = unknown> { readonly value: T; readonly label?: string } — ⚠ undocumented
107
107
  - `TunableInterval` (type): type TunableInterval = { min: number; max: number } — ⚠ undocumented
108
- - `TunableOptions` (interface): interface TunableOptions<T = unknown> — ⚠ undocumented
108
+ - `TunableOptions` (interface): interface TunableOptions<T = unknown> { min?: number; max?: number; step?: number; options?: readonly T[]; choices?: readonly TunableChoice<T>[]; label?: string; group?: string; onChange?: (value: T) => void; kind?: DevtoolsControlKind; unit?: AngleUnit; displayUnit?: AngleUnit… — ⚠ undocumented · used by `createDiscoverModule` (@jgengine/core/devtools/discover): Create the discovery subsystem that scans objects/tables for tunable fields and binds them as controls and probes.
109
109
  - `TunableVec2` (type): type TunableVec2 = [number, number] — ⚠ undocumented
110
110
  - `TunableVec3` (type): type TunableVec3 = [number, number, number] — ⚠ undocumented
111
111
  - `TunableVec4` (type): type TunableVec4 = [number, number, number, number] — ⚠ undocumented
@@ -173,28 +173,28 @@
173
173
 
174
174
  ## @jgengine/core/devtools/transformTunables
175
175
 
176
- - `TunableTransformResult` (interface): interface TunableTransformResult — ⚠ undocumented
176
+ - `TunableTransformResult` (interface): interface TunableTransformResult { code: string; bound: string[] } — ⚠ undocumented
177
177
 
178
178
  ## @jgengine/core/devtools/tunableSchema
179
179
 
180
180
  - `AngleUnit` (type): type AngleUnit = "rad" | "deg" — ⚠ undocumented
181
181
  - `CONTROL_SCHEMA_VERSION` (const): const CONTROL_SCHEMA_VERSION: 1 — ⚠ undocumented
182
182
  - `DevtoolsControlKind` (type): type DevtoolsControlKind = | "slider" | "toggle" | "color" | "select" | "text" | "vec2" | "vec3" | "vec4" | "interval" | "angle" | "enum" — ⚠ undocumented
183
- - `DevtoolsOverrides` (interface): interface DevtoolsOverrides — ⚠ undocumented
184
- - `DiscoverySkip` (interface): interface DiscoverySkip — ⚠ undocumented
183
+ - `DevtoolsOverrides` (interface): interface DevtoolsOverrides { version: number; enabled: string[]; values: Record<string, unknown>; schemas?: Record<string, {kind: DevtoolsControlKind; schemaVersion?: number}> } — ⚠ undocumented
184
+ - `DiscoverySkip` (interface): interface DiscoverySkip { readonly path: string; readonly reason: string } — ⚠ undocumented
185
185
  - `MAX_SCAN_DEPTH` (const): const MAX_SCAN_DEPTH: 5 — ⚠ undocumented
186
186
  - `MAX_SCAN_TARGETS` (const): const MAX_SCAN_TARGETS: 512 — ⚠ undocumented
187
187
  - `MAX_TABLE_ENTRIES` (const): const MAX_TABLE_ENTRIES: 64 — ⚠ undocumented
188
- - `NormalizedColor` (interface): interface NormalizedColor — ⚠ undocumented
188
+ - `NormalizedColor` (interface): interface NormalizedColor { readonly hex: string; readonly rgb: string; readonly alpha: number; readonly hasAlpha: boolean } — ⚠ undocumented
189
189
  - `OVERRIDES_FORMAT_VERSION` (const): const OVERRIDES_FORMAT_VERSION: 1 — ⚠ undocumented
190
- - `OverrideApplyDiagnostic` (interface): interface OverrideApplyDiagnostic — ⚠ undocumented
191
- - `OverrideParseResult` (interface): interface OverrideParseResult — ⚠ undocumented
192
- - `ResolvedAxisBounds` (interface): interface ResolvedAxisBounds — ⚠ undocumented
193
- - `ScanFieldMeta` (interface): interface ScanFieldMeta extends TunableOptions — ⚠ undocumented
190
+ - `OverrideApplyDiagnostic` (interface): interface OverrideApplyDiagnostic { readonly id: string; readonly reason: string } — ⚠ undocumented
191
+ - `OverrideParseResult` (interface): interface OverrideParseResult { readonly overrides: DevtoolsOverrides | null; readonly diagnostics: readonly string[] } — ⚠ undocumented
192
+ - `ResolvedAxisBounds` (interface): interface ResolvedAxisBounds { readonly labels: readonly string[]; readonly min: readonly number[]; readonly max: readonly number[]; readonly step: readonly number[] } — ⚠ undocumented
193
+ - `ScanFieldMeta` (interface): interface ScanFieldMeta extends TunableOptions { kind?: DevtoolsControlKind } — ⚠ undocumented
194
194
  - `ScanMeta` (type): type ScanMeta = Readonly<Record<string, ScanFieldMeta>> — ⚠ undocumented
195
- - `TunableChoice` (interface): interface TunableChoice<T = unknown> — ⚠ undocumented
195
+ - `TunableChoice` (interface): interface TunableChoice<T = unknown> { readonly value: T; readonly label?: string } — ⚠ undocumented
196
196
  - `TunableInterval` (type): type TunableInterval = { min: number; max: number } — ⚠ undocumented
197
- - `TunableOptions` (interface): interface TunableOptions<T = unknown> — ⚠ undocumented
197
+ - `TunableOptions` (interface): interface TunableOptions<T = unknown> { min?: number; max?: number; step?: number; options?: readonly T[]; choices?: readonly TunableChoice<T>[]; label?: string; group?: string; onChange?: (value: T) => void; kind?: DevtoolsControlKind; unit?: AngleUnit; displayUnit?: AngleUnit… — ⚠ undocumented · used by `createDiscoverModule` (@jgengine/core/devtools/discover): Create the discovery subsystem that scans objects/tables for tunable fields and binds them as controls and probes.
198
198
  - `TunableVec2` (type): type TunableVec2 = [number, number] — ⚠ undocumented
199
199
  - `TunableVec3` (type): type TunableVec3 = [number, number, number] — ⚠ undocumented
200
200
  - `TunableVec4` (type): type TunableVec4 = [number, number, number, number] — ⚠ undocumented
@@ -224,18 +224,22 @@
224
224
  - `subscribeUrlChange` (function): function subscribeUrlChange(listener: () => void): () => void — Fires `listener` whenever the query string may have changed out from under a flag — browser back/forward (`popstate`). Manual address-bar edits reload the page, so initial reads cover those; this keeps in-app state honest across history navigation. Returns an unsubscribe.
225
225
  - `writeUrlParam` (function): function writeUrlParam(param: string, value: string | null): void — Sets `param` to `value`, or removes it when `value` is null, rewriting the URL in place with `history.replaceState` so the rest of the query and the hash survive and no history entry is pushed. No-ops without a DOM, and skips the write when the URL already matches.
226
226
 
227
+ ## @jgengine/core/devtools/warnOnce
228
+
229
+ - `warnOnce` (function): function warnOnce(site: string, message: string): void — Logs a dev-mode `console.warn` once per `site`, and never in a production build. Reach for it where a permissive config would otherwise fail silently — a clipped sky dome, an ignored tint.
230
+
227
231
  ## @jgengine/core/meta/changelog
228
232
 
229
233
  - `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
230
234
  - `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
231
- - `VERSION` (const): const VERSION: "0.18.1" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
235
+ - `VERSION` (const): const VERSION: "0.19.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
232
236
 
233
237
  ## @jgengine/core/runtime/adapter
234
238
 
235
- - `MultiplayerAdapterConfig` (type): type MultiplayerAdapterConfig = | { kind: "convex"; topology?: MultiplayerTopology; authority?: MultiplayerAuthority } | { kind: "ws"; topology?: MultiplayerTopology; url?: string; authority?: MultiplayerAuthority } | { kind: "socketio"; topology?: MultiplayerTopology; url?: string; authority?: Mult… — ⚠ undocumented
239
+ - `MultiplayerAdapterConfig` (type): type MultiplayerAdapterConfig = | { kind: "convex"; topology?: MultiplayerTopology; authority?: MultiplayerAuthority } | { kind: "ws"; topology?: MultiplayerTopology; url?: string; authority?: MultiplayerAuthority } | { kind: "socketio"; topology?: MultiplayerTopology; url?: string; authority?: Mult… — ⚠ undocumented · used by `convex`: Convex transport.
236
240
  - `MultiplayerAuthority` (type): type MultiplayerAuthority = "server" | "client" — Where the world simulation is authoritative.
237
- - `MultiplayerTopology` (type): type MultiplayerTopology = "shared" | "lobbies" | "private" — ⚠ undocumented
238
- - `ServersPoolConfig` (type): type ServersPoolConfig = { minPlayersToStart?: number; adapter: MultiplayerAdapterConfig; } & ( | { topology: "shared"; maxServers?: number; slotsPerServer?: number } | { topology?: "rooms"; maxServers: number; slotsPerServer: number } ) — ⚠ undocumented
241
+ - `MultiplayerTopology` (type): type MultiplayerTopology = "shared" | "lobbies" | "private" — ⚠ undocumented · used by `convex`: Convex transport.
242
+ - `ServersPoolConfig` (type): type ServersPoolConfig = { minPlayersToStart?: number; adapter: MultiplayerAdapterConfig; } & ( | { topology: "shared"; maxServers?: number; slotsPerServer?: number } | { topology?: "rooms"; maxServers: number; slotsPerServer: number } ) — ⚠ undocumented · used by `servers`: Resolve the shared-world pool to one unbounded world; room pools keep explicit capacities.
239
243
  - `adapterOf` (function): function adapterOf(multiplayer: unknown): MultiplayerAdapterConfig | null — ⚠ undocumented
240
244
  - `convex` (function): function convex(config?: { topology?: MultiplayerTopology; authority?: MultiplayerAuthority }): MultiplayerAdapterConfig — Convex transport. Omitting `authority` (or passing `"client"`) is **presence-only** — prefer `convexPresence()` to name that intent explicitly. Pass `{ authority: "server" }` for a shared, host-authoritative world — see `examples/HOSTED.md`.
241
245
  - `convexPresence` (function): function convexPresence(config?: { topology?: MultiplayerTopology }): MultiplayerAdapterConfig — Presence-only Convex transport — each client runs its own `onTick`; only presence/feeds/chat sync. Sugar for `convex({ ...config, authority: "client" })`.
@@ -255,21 +259,34 @@
255
259
 
256
260
  ## @jgengine/core/runtime/cameraDirector
257
261
 
258
- - `CameraDirector` (interface): interface CameraDirector — ⚠ undocumented
259
- - `ChaseCameraTuning` (type): type ChaseCameraTuning = Partial< Pick<ChaseCameraConfig, "distance" | "height" | "lookHeight" | "springDamping" | "fov" | "lead" | "bank" | "shakePerSpeed" | "velocityYaw" | "yawResponse"> > — Runtime patch over the static `camera.chase` config — distance/height/fov retuning from gameplay events (#286.11), or a whole driving-feel overlay (speed→FOV, lead, bank, speed shake, drift-lag) applied only while a vehicle is piloted (#1299).
262
+ - `CHASE_VIEWS` (const): const CHASE_VIEWS: readonly ChaseView[] — Default order {@link nextChaseView} cycles through.
263
+ - `CameraDirector` (interface): interface CameraDirector { follow(entityId: string | null): void; followedEntityId(): string | null | undefined; setCinematic(config: CinematicCameraConfig | null): void; cinematic(): CinematicCameraConfig | null; setChaseTuning(tuning: ChaseCameraTuning | null): v… — ⚠ undocumented
264
+ - `ChaseCameraTuning` (type): type ChaseCameraTuning = Partial< Pick< ChaseCameraConfig, | "distance" | "height" | "lookHeight" | "springDamping" | "fov" | "lead" | "bank" | "shakePerSpeed" | "velocityYaw" | "yawResponse" | "distanceBySpeed" | "pitchFollow" | "fovKick" | "lookBackAction" | "collision" | "view" > > — Runtime patch over the static `camera.chase` config — distance/height/fov retuning from gameplay events (#286.11), a whole driving-feel overlay applied only while a vehicle is piloted (#1299), or a `view` switch between chase and seat cameras.
265
+ - `nextChaseView` (function): function nextChaseView(current: ChaseView, views: readonly ChaseView[] = CHASE_VIEWS): ChaseView — The view after `current` in `views`, wrapping at the end; a view missing from the list starts the cycle over. Pair with `setChaseTuning` to bind a "change camera" key: `ctx.camera.setChaseTuning({ ...ctx.camera.chaseTuning(), view: nextChaseView(view) })`.
260
266
 
261
267
  ## @jgengine/core/runtime/commandInput
262
268
 
263
269
  - `QuantityResult` (type): type QuantityResult = { ok: true; quantity: number } | { ok: false; reason: "invalid-quantity" } — Validated integer quantity or a stable input rejection.
270
+ - `isInputRecord` (function): function isInputRecord(value: unknown): value is Record<string, unknown> — Narrow an untrusted value to a plain object, rejecting arrays and null.
271
+ - `readInputArray` (function): function readInputArray<T>(value: unknown, readItem: (item: unknown) => T | null, options: { maxItems?: number } = {}): T[] | null — Read an array of at most `maxItems` entries, each accepted by `readItem`; any rejected entry rejects the whole array.
272
+ - `readInputNumber` (function): function readInputNumber(value: unknown, options: { min?: number; max?: number; integer?: boolean } = {}): number | null — Read a finite number inside `[min, max]`, or `null`. `NaN` and `±Infinity` are always rejected, so a coordinate can never drive an unbounded loop; `integer` also rejects fractions instead of flooring them.
273
+ - `readInputOneOf` (function): function readInputOneOf<const T extends string | number>(value: unknown, allowed: readonly T[]): T | null — Read one of a fixed set of values, or `null`.
274
+ - `readInputPoint2` (function): function readInputPoint2(value: unknown, options: { maxAbs?: number } = {}): { x: number; z: number } | null — Read an `{ x, z }` ground point whose axes are finite and within `maxAbs`, or `null`.
275
+ - `readInputPoint3` (function): function readInputPoint3(value: unknown, options: { maxAbs?: number } = {}): { x: number; y: number; z: number } | null — Read an `{ x, y, z }` point whose axes are finite and within `maxAbs`, or `null`.
276
+ - `readInputString` (function): function readInputString(value: unknown, options: { maxLength?: number } = {}): string | null — Read a non-empty string of at most `maxLength` characters, or `null`.
264
277
  - `readQuantity` (function): function readQuantity(value: unknown, options: { min?: number; max?: number } = {}): QuantityResult — Read an untrusted whole-item quantity without coercion, truncation, or clamping.
265
278
 
266
279
  ## @jgengine/core/runtime/commandRunner
267
280
 
268
- - `CommandDef` (type): type CommandDef<TInput = unknown> = { /** * What this command reads and writes, derived from its own input. A host that hydrates through a * scope loads only this slice instead of the whole world, and refuses the command if `apply` then * dirties a player or chunk the scope did not name — writing an… — ⚠ undocumented
281
+ - `CommandAccess` (type): type CommandAccess = "client" | "server" — Who may send a command: any client through the public transport, or only trusted host code.
282
+ - `CommandDef` (type): type CommandDef<TInput = unknown> = { /** * `"server"` when `input` carries facts only the host may decide (unlock state, prices, multipliers): * public transports then refuse it and only trusted host calls such as `helpers.runCommand` run it. * Defaults to `"client"`, so every field of `input` must… — ⚠ undocumented · used by `defineCommand`: Declare a command with a typed input: `parse` narrows the wire value once, and `scope`, `validate` and `apply` receive the parsed type.
269
283
  - `CommandScope` (type): type CommandScope = { /** Member ids to hydrate; omit for the whole roster. */ players?: readonly string[]; /** Chunk keys to hydrate; omit for every chunk of the server, `[]` for none. */ chunkKeys?: readonly string[]; } — Which slice of a server has to be hydrated before some work runs against it. Both fields default to "everything", which costs a read per member plus one per chunk — the cost that makes a large shared world unaffordable per mutation. Narrow them when the caller knows what it will touch.
270
284
  - `CommandScopeDefinition` (type): type CommandScopeDefinition = Omit<CommandScope, "players"> & { players?: readonly string[] | "actor" } — Declarative read scope; actor is resolved before host hydration.
271
285
  - `CommandValidationError` (type): type CommandValidationError = { reason: string } — ⚠ undocumented
286
+ - `MALFORMED_COMMAND_INPUT_REASON` (const): const MALFORMED_COMMAND_INPUT_REASON: "Malformed command input" — Reason every host returns when a command's `parse` rejects its input.
272
287
  - `RunCommandResult` (type): type RunCommandResult = | { ok: true; snapshot: GameRuntimeSnapshot } | { ok: false; reason: string } — ⚠ undocumented
288
+ - `SERVER_ONLY_COMMAND_REASON` (const): const SERVER_ONLY_COMMAND_REASON: "Command is server-only" — Reason a public transport returns for a {@link CommandDef} marked `access: "server"`.
289
+ - `defineCommand` (function): function defineCommand<TInput>(definition: CommandDef<TInput> & { parse: (input: unknown) => TInput | null }): CommandDef — Declare a command with a typed input: `parse` narrows the wire value once, and `scope`, `validate` and `apply` receive the parsed type. Returns the untyped {@link CommandDef} a runtime's command table holds.
273
290
 
274
291
  ## @jgengine/core/runtime/context/objectSlots
275
292
 
@@ -281,30 +298,30 @@
281
298
  ## @jgengine/core/runtime/gameContext
282
299
 
283
300
  - `CatalogEntityRole` (type): type CatalogEntityRole = "player" | "enemy" | "hostile" | "npc" | "vehicle" — ⚠ undocumented
284
- - `FloatTextInput` (interface): interface FloatTextInput — ⚠ undocumented
301
+ - `FloatTextInput` (interface): interface FloatTextInput { instanceId?: string; position?: [number, number, number]; text?: string; kind?: string; amount?: number; hitType?: string; element?: string; crit?: boolean; scale?: number } — ⚠ undocumented
285
302
  - `GameAudio` (interface): interface GameAudio — Reachable audio seam on `ctx.game`: `play`, `music`, and `resume` route through the `audio.play`/`audio.music`/`audio.resume` events the shell's audio engine listens on, so game code triggers sound without importing the shell. Retained `loop`/`setLoop`/`stopLoop` add id-keyed loops with live pitch/gain control over `audio.loopStart`/`audio.loopSet`/`audio.loopStop` (#1051).
286
303
  - `GameContext` (interface): interface GameContext — The live engine handle a game's loop, systems, commands, and UI read and mutate — entities, objects, the reactive store, opted-in `game.*` subsystems, world queries, and the sim clock. One context = one running world.
287
- - `GameContextCards` (interface): interface GameContextCards — ⚠ undocumented
288
- - `GameContextCommands` (interface): interface GameContextCommands — ⚠ undocumented
289
- - `GameContextContent` (interface): interface GameContextContent — ⚠ undocumented
290
- - `GameContextEconomy` (interface): interface GameContextEconomy — ⚠ undocumented
291
- - `GameContextEntityEntry` (interface): interface GameContextEntityEntry — ⚠ undocumented
292
- - `GameContextFeed` (interface): interface GameContextFeed extends Omit<GameFeed, "bind"> — ⚠ undocumented
293
- - `GameContextItemEntry` (interface): interface GameContextItemEntry — ⚠ undocumented
294
- - `GameContextItemUse` (interface): interface GameContextItemUse — ⚠ undocumented
295
- - `GameContextLoot` (interface): interface GameContextLoot — ⚠ undocumented
304
+ - `GameContextCards` (interface): interface GameContextCards { pile(id: string, config?: CardPileConfig): CardPile } — ⚠ undocumented
305
+ - `GameContextCommands` (interface): interface GameContextCommands { define<TInput>(name: string, definition: CommandDefinition<GameContext, TInput>): void; has(name: string): boolean; names(): string[]; run(name: string, input: unknown): CommandResult<GameContext>; runAs(actorUserId: string, name: string,… — ⚠ undocumented
306
+ - `GameContextContent` (interface): interface GameContextContent { itemById?(itemId: string): GameContextItemEntry | null | undefined; entityById?(catalogId: string): GameContextEntityEntry | null | undefined; objectById?(catalogId: string): GameContextObjectEntry | null | undefined } — ⚠ undocumented
307
+ - `GameContextEconomy` (interface): interface GameContextEconomy { balance(userId: string, currencyId: string | CurrencyDefinition): number; grant(userId: string, currencyId: string | CurrencyDefinition, amount: number): void; charge(userId: string, currencyId: string | CurrencyDefinition, amount: number… — ⚠ undocumented
308
+ - `GameContextEntityEntry` (interface): interface GameContextEntityEntry { stats?: StatCatalog; receive?: ReceiveMap; onDeath?: OnDeathSpec; movement?: PoseAllowedStates & {walkSpeed?: number}; role?: CatalogEntityRole; verbs?: readonly ContextVerb[]; colliders?: EntityColliderSet; scale?: number } — ⚠ undocumented · used by `entityEntryFromCatalog` (@jgengine/core/editor): Turns an authored entity row into the runtime {@link GameContextEntityEntry} a spawn consumes: looks up `entityId` in the document's {@link …
309
+ - `GameContextFeed` (interface): interface GameContextFeed extends Omit<GameFeed, "bind"> { bind(action: keyof GameEventMap): () => void } — ⚠ undocumented
310
+ - `GameContextItemEntry` (interface): interface GameContextItemEntry { use?: string; weapon?: Record<string, unknown>; trade?: TradeField; rarity?: string; baseType?: string } — ⚠ undocumented
311
+ - `GameContextItemUse` (interface): interface GameContextItemUse { register(handlers: Record<string, ItemUseHandler<GameContext>>): void; registered(): string[]; can(input: ItemUseInput): ItemUseRejection | null; use(input: ItemUseInput): ItemUseResult<GameContext> } — ⚠ undocumented
312
+ - `GameContextLoot` (interface): interface GameContextLoot { register(def: LootTableDef): void; has(id: string): boolean; roll(id: string, rng?: () => number): Drop[]; grantToPlayer(userId: string, drops: Drop[], source?: string): void } — ⚠ undocumented
296
313
  - `GameContextModels` (interface): interface GameContextModels — Per-kind render-model lookup for {@link GameContextOptions.models}; a resolved `ModelConfig` satisfies {@link ModelBodySource} structurally.
297
- - `GameContextObjectEntry` (interface): interface GameContextObjectEntry — ⚠ undocumented
298
- - `GameContextOptions` (interface): interface GameContextOptions<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> — ⚠ undocumented
299
- - `GameContextRace` (interface): interface GameContextRace — ⚠ undocumented
300
- - `GameContextTurn` (interface): interface GameContextTurn — ⚠ undocumented
301
- - `GameContextWorld` (interface): interface GameContextWorld — ⚠ undocumented
302
- - `HitReactionInput` (interface): interface HitReactionInput — ⚠ undocumented
314
+ - `GameContextObjectEntry` (interface): interface GameContextObjectEntry { proximityPrompt?: ProximityPrompt; breakable?: false | {baseBreakTime: number}; slotInventory?: InventoryLayout; verbs?: readonly ContextVerb[]; colliders?: EntityColliderSet; halfExtents?: readonly [number, number, number] } — ⚠ undocumented
315
+ - `GameContextOptions` (interface): interface GameContextOptions<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> { definition: GameDefinition<TAssetRef, TMultiplayer>; content: GameContextContent; player: {userId: string; isNew: boolean}; territory?: Territory; now?: () => number; occluder?: (from: EntityPosition, to: EntityPosition) => boolean; seed?… — ⚠ undocumented
316
+ - `GameContextRace` (interface): interface GameContextRace { state(id: string, config?: RaceStateConfig): RaceState } — ⚠ undocumented
317
+ - `GameContextTurn` (interface): interface GameContextTurn { loop(id: string, config?: TurnLoopConfig): TurnLoop } — ⚠ undocumented
318
+ - `GameContextWorld` (interface): interface GameContextWorld { ground: TerrainField; groundHeightAt(x: number, z: number): number; solids: WorldSolids } — ⚠ undocumented
319
+ - `HitReactionInput` (interface): interface HitReactionInput — ⚠ undocumented · used by `resolveHitReaction` (@jgengine/core/combat): Resolves hit feel (hitstop, knockback impulse, camera shake) from either a named `impactPresets` event (`resolveHitReaction("explosion", inp…
303
320
  - `MoveTowardCommitOptions` (interface): interface MoveTowardCommitOptions extends MoveTowardOptions — Options for {@link SceneEntityContext.moveTowardCommit}: {@link MoveTowardOptions} plus an optional facing turn.
304
- - `SceneEntityContext` (interface): interface SceneEntityContext — ⚠ undocumented
305
- - `SceneObjectContext` (interface): interface SceneObjectContext extends ObjectStore — ⚠ undocumented
306
- - `SceneWorldItemContext` (interface): interface SceneWorldItemContext — ⚠ undocumented
307
- - `TelegraphInput` (interface): interface TelegraphInput — ⚠ undocumented
321
+ - `SceneEntityContext` (interface): interface SceneEntityContext { spawn(name: string, options?: SpawnOptions): string; despawn(instanceId: string): boolean; update: EntityStore["update"]; setPose(instanceId: string, pose: EntityPose): boolean; setPoseConstraint: EntityStore["setPoseConstraint"]; get(ins… — ⚠ undocumented
322
+ - `SceneObjectContext` (interface): interface SceneObjectContext extends ObjectStore { catalog(instanceId: string): GameContextObjectEntry | null; raycast(input: ObjectRaycastInput): ObjectRaycastHit | null; raycastAll(input: ObjectRaycastInput): readonly ObjectRaycastHit[]; setColliders(instanceId: string, colliders: Entit… — ⚠ undocumented
323
+ - `SceneWorldItemContext` (interface): interface SceneWorldItemContext — `ctx.scene.worldItem`: items lying in the world — spawn, list, find the nearest, and pick up into a player's bag.
324
+ - `TelegraphInput` (interface): interface TelegraphInput { from: string; shape: TelegraphShape; at: [number, number, number]; dir?: number; windupMs: number; kind?: string; effect?: {effect: string; via?: EffectVia; radius?: number; falloff?: "linear" | "none"; los?: boolean;} } — ⚠ undocumented
308
325
  - `VfxInput` (interface): interface VfxInput — Request a transient spell/ability VFX burst. The easy path is a named `preset` — `vfx({ preset: "arrow", from: caster, to: enemy })` renders a visible bolt with no color or archetype tuning; `"lightning"`, `"web"`, `"slash"`, `"shield"`, `"heal"`, `"explosion"` and the rest of {@link vfxPresets} likewise just work. `from`/`to` accept an instance id (the shell follows its live pose) or a fixed world point. Anything you also pass — `kind`, `color` (`0xRRGGBB`), `radius`, `durationMs` — overrides the preset; supply `kind` + `color` yourself for a fully custom burst with no preset. `durationMs` defaults per `kind`.
309
326
  - `WorldItemPickupResult` (type): type WorldItemPickupResult = | { status: "ok"; record: WorldItemRecord } | { status: "rejected"; reason: string } — ⚠ undocumented
310
327
  - `createGameContext` (function): function createGameContext<TAssetRef extends ModelAssetRef, TMultiplayer>(options: GameContextOptions<TAssetRef, TMultiplayer>): GameContext — ⚠ undocumented
@@ -312,36 +329,36 @@
312
329
  ## @jgengine/core/runtime/gameContextTypes
313
330
 
314
331
  - `CatalogEntityRole` (type): type CatalogEntityRole = "player" | "enemy" | "hostile" | "npc" | "vehicle" — ⚠ undocumented
315
- - `FloatTextInput` (interface): interface FloatTextInput — ⚠ undocumented
332
+ - `FloatTextInput` (interface): interface FloatTextInput { instanceId?: string; position?: [number, number, number]; text?: string; kind?: string; amount?: number; hitType?: string; element?: string; crit?: boolean; scale?: number } — ⚠ undocumented
316
333
  - `GameAudio` (interface): interface GameAudio — Reachable audio seam on `ctx.game`: `play`, `music`, and `resume` route through the `audio.play`/`audio.music`/`audio.resume` events the shell's audio engine listens on, so game code triggers sound without importing the shell. Retained `loop`/`setLoop`/`stopLoop` add id-keyed loops with live pitch/gain control over `audio.loopStart`/`audio.loopSet`/`audio.loopStop` (#1051).
317
334
  - `GameContext` (interface): interface GameContext — The live engine handle a game's loop, systems, commands, and UI read and mutate — entities, objects, the reactive store, opted-in `game.*` subsystems, world queries, and the sim clock. One context = one running world.
318
- - `GameContextCards` (interface): interface GameContextCards — ⚠ undocumented
319
- - `GameContextCommands` (interface): interface GameContextCommands — ⚠ undocumented
320
- - `GameContextContent` (interface): interface GameContextContent — ⚠ undocumented
321
- - `GameContextEconomy` (interface): interface GameContextEconomy — ⚠ undocumented
322
- - `GameContextEntityEntry` (interface): interface GameContextEntityEntry — ⚠ undocumented
323
- - `GameContextFeed` (interface): interface GameContextFeed extends Omit<GameFeed, "bind"> — ⚠ undocumented
324
- - `GameContextItemEntry` (interface): interface GameContextItemEntry — ⚠ undocumented
325
- - `GameContextItemUse` (interface): interface GameContextItemUse — ⚠ undocumented
326
- - `GameContextLoot` (interface): interface GameContextLoot — ⚠ undocumented
335
+ - `GameContextCards` (interface): interface GameContextCards { pile(id: string, config?: CardPileConfig): CardPile } — ⚠ undocumented
336
+ - `GameContextCommands` (interface): interface GameContextCommands { define<TInput>(name: string, definition: CommandDefinition<GameContext, TInput>): void; has(name: string): boolean; names(): string[]; run(name: string, input: unknown): CommandResult<GameContext>; runAs(actorUserId: string, name: string,… — ⚠ undocumented
337
+ - `GameContextContent` (interface): interface GameContextContent { itemById?(itemId: string): GameContextItemEntry | null | undefined; entityById?(catalogId: string): GameContextEntityEntry | null | undefined; objectById?(catalogId: string): GameContextObjectEntry | null | undefined } — ⚠ undocumented
338
+ - `GameContextEconomy` (interface): interface GameContextEconomy { balance(userId: string, currencyId: string | CurrencyDefinition): number; grant(userId: string, currencyId: string | CurrencyDefinition, amount: number): void; charge(userId: string, currencyId: string | CurrencyDefinition, amount: number… — ⚠ undocumented
339
+ - `GameContextEntityEntry` (interface): interface GameContextEntityEntry { stats?: StatCatalog; receive?: ReceiveMap; onDeath?: OnDeathSpec; movement?: PoseAllowedStates & {walkSpeed?: number}; role?: CatalogEntityRole; verbs?: readonly ContextVerb[]; colliders?: EntityColliderSet; scale?: number } — ⚠ undocumented · used by `entityEntryFromCatalog` (@jgengine/core/editor): Turns an authored entity row into the runtime {@link GameContextEntityEntry} a spawn consumes: looks up `entityId` in the document's {@link …
340
+ - `GameContextFeed` (interface): interface GameContextFeed extends Omit<GameFeed, "bind"> { bind(action: keyof GameEventMap): () => void } — ⚠ undocumented
341
+ - `GameContextItemEntry` (interface): interface GameContextItemEntry { use?: string; weapon?: Record<string, unknown>; trade?: TradeField; rarity?: string; baseType?: string } — ⚠ undocumented
342
+ - `GameContextItemUse` (interface): interface GameContextItemUse { register(handlers: Record<string, ItemUseHandler<GameContext>>): void; registered(): string[]; can(input: ItemUseInput): ItemUseRejection | null; use(input: ItemUseInput): ItemUseResult<GameContext> } — ⚠ undocumented
343
+ - `GameContextLoot` (interface): interface GameContextLoot { register(def: LootTableDef): void; has(id: string): boolean; roll(id: string, rng?: () => number): Drop[]; grantToPlayer(userId: string, drops: Drop[], source?: string): void } — ⚠ undocumented
327
344
  - `GameContextModels` (interface): interface GameContextModels — Per-kind render-model lookup for {@link GameContextOptions.models}; a resolved `ModelConfig` satisfies {@link ModelBodySource} structurally.
328
- - `GameContextObjectEntry` (interface): interface GameContextObjectEntry — ⚠ undocumented
329
- - `GameContextOptions` (interface): interface GameContextOptions<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> — ⚠ undocumented
330
- - `GameContextRace` (interface): interface GameContextRace — ⚠ undocumented
331
- - `GameContextTurn` (interface): interface GameContextTurn — ⚠ undocumented
332
- - `GameContextWorld` (interface): interface GameContextWorld — ⚠ undocumented
333
- - `HitReactionInput` (interface): interface HitReactionInput — ⚠ undocumented
345
+ - `GameContextObjectEntry` (interface): interface GameContextObjectEntry { proximityPrompt?: ProximityPrompt; breakable?: false | {baseBreakTime: number}; slotInventory?: InventoryLayout; verbs?: readonly ContextVerb[]; colliders?: EntityColliderSet; halfExtents?: readonly [number, number, number] } — ⚠ undocumented
346
+ - `GameContextOptions` (interface): interface GameContextOptions<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> { definition: GameDefinition<TAssetRef, TMultiplayer>; content: GameContextContent; player: {userId: string; isNew: boolean}; territory?: Territory; now?: () => number; occluder?: (from: EntityPosition, to: EntityPosition) => boolean; seed?… — ⚠ undocumented
347
+ - `GameContextRace` (interface): interface GameContextRace { state(id: string, config?: RaceStateConfig): RaceState } — ⚠ undocumented
348
+ - `GameContextTurn` (interface): interface GameContextTurn { loop(id: string, config?: TurnLoopConfig): TurnLoop } — ⚠ undocumented
349
+ - `GameContextWorld` (interface): interface GameContextWorld { ground: TerrainField; groundHeightAt(x: number, z: number): number; solids: WorldSolids } — ⚠ undocumented
350
+ - `HitReactionInput` (interface): interface HitReactionInput { from: string; to: string; config: HitReactionConfig | ImpactPresetName; power?: number } — ⚠ undocumented · used by `resolveHitReaction` (@jgengine/core/combat): Resolves hit feel (hitstop, knockback impulse, camera shake) from either a named `impactPresets` event (`resolveHitReaction("explosion", inp…
334
351
  - `MoveTowardCommitOptions` (interface): interface MoveTowardCommitOptions extends MoveTowardOptions — Options for {@link SceneEntityContext.moveTowardCommit}: {@link MoveTowardOptions} plus an optional facing turn.
335
- - `SceneEntityContext` (interface): interface SceneEntityContext — ⚠ undocumented
336
- - `SceneObjectContext` (interface): interface SceneObjectContext extends ObjectStore — ⚠ undocumented
337
- - `SceneWorldItemContext` (interface): interface SceneWorldItemContext — ⚠ undocumented
338
- - `TelegraphInput` (interface): interface TelegraphInput — ⚠ undocumented
352
+ - `SceneEntityContext` (interface): interface SceneEntityContext { spawn(name: string, options?: SpawnOptions): string; despawn(instanceId: string): boolean; update: EntityStore["update"]; setPose(instanceId: string, pose: EntityPose): boolean; setPoseConstraint: EntityStore["setPoseConstraint"]; get(ins… — ⚠ undocumented
353
+ - `SceneObjectContext` (interface): interface SceneObjectContext extends ObjectStore { catalog(instanceId: string): GameContextObjectEntry | null; raycast(input: ObjectRaycastInput): ObjectRaycastHit | null; raycastAll(input: ObjectRaycastInput): readonly ObjectRaycastHit[]; setColliders(instanceId: string, colliders: Entit… — ⚠ undocumented
354
+ - `SceneWorldItemContext` (interface): interface SceneWorldItemContext — `ctx.scene.worldItem`: items lying in the world — spawn, list, find the nearest, and pick up into a player's bag.
355
+ - `TelegraphInput` (interface): interface TelegraphInput { from: string; shape: TelegraphShape; at: [number, number, number]; dir?: number; windupMs: number; kind?: string; effect?: {effect: string; via?: EffectVia; radius?: number; falloff?: "linear" | "none"; los?: boolean;} } — ⚠ undocumented
339
356
  - `VfxInput` (interface): interface VfxInput — Request a transient spell/ability VFX burst. The easy path is a named `preset` — `vfx({ preset: "arrow", from: caster, to: enemy })` renders a visible bolt with no color or archetype tuning; `"lightning"`, `"web"`, `"slash"`, `"shield"`, `"heal"`, `"explosion"` and the rest of {@link vfxPresets} likewise just work. `from`/`to` accept an instance id (the shell follows its live pose) or a fixed world point. Anything you also pass — `kind`, `color` (`0xRRGGBB`), `radius`, `durationMs` — overrides the preset; supply `kind` + `color` yourself for a fully custom burst with no preset. `durationMs` defaults per `kind`.
340
357
  - `WorldItemPickupResult` (type): type WorldItemPickupResult = | { status: "ok"; record: WorldItemRecord } | { status: "rejected"; reason: string } — ⚠ undocumented
341
358
 
342
359
  ## @jgengine/core/runtime/gameRuntime
343
360
 
344
- - `GameRuntime` (type): type GameRuntime = { gameId: string; topology?: "shared" | "rooms"; save: SaveConfig; /** * Whether this runtime declares `loop.onTick`. A host's tick cron reads it to skip hydrating and * persisting a server whose `tick` is a no-op by construction — the difference between a world that * costs a ful… — ⚠ undocumented
361
+ - `GameRuntime` (type): type GameRuntime = { gameId: string; topology?: "shared" | "rooms"; save: SaveConfig; /** * Whether this runtime declares `loop.onTick`. A host's tick cron reads it to skip hydrating and * persisting a server whose `tick` is a no-op by construction — the difference between a world that * costs a ful… — ⚠ undocumented · used by `initialPlayerState`: Seed a fresh player through the same onNewPlayer hook as joining, without hydrating or modifying a world.
345
362
  - `GameRuntimeDefinition` (type): type GameRuntimeDefinition = { gameId: string; topology?: "shared" | "rooms"; save: SaveConfig; commands: Record<string, CommandDef>; loop?: ServerLoopHooks; } — ⚠ undocumented
346
363
  - `HydrateInput` (type): type HydrateInput = { gameId: string; serverId: string; serverRow: RuntimeServerRow; playersByUserId: Record<string, RuntimePlayerRow>; chunksByKey: Record<string, RuntimeChunkRow>; revision?: number; /** Host wall clock for `onInit`, in ms. Defaults to `Date.now()`. */ nowMs?: number; } — ⚠ undocumented
347
364
  - `RuntimeInitContext` (type): type RuntimeInitContext = { snapshot: GameRuntimeSnapshot; setSnapshot: (snapshot: GameRuntimeSnapshot) => void; /** * Host wall clock at the start of this call, in ms. The host already knows it, so anything keyed to * real time — a UTC date rollover, a `lastTickAt` anchor other code paths read, a s… — ⚠ undocumented
@@ -355,27 +372,27 @@
355
372
  - `HeadlessCommandInterface` (interface): interface HeadlessCommandInterface — Canvas-free command/intent surface for {@link HeadlessRunner} — invoke a game's registered UI commands and read the resulting reactive state off `ctx`.
356
373
  - `HeadlessInput` (interface): interface HeadlessInput — One step's worth of player intent handed to {@link HeadlessRunner.step} — the held-action set and pointer state the shell would otherwise publish from the browser each frame.
357
374
  - `HeadlessRunner` (interface): interface HeadlessRunner — A renderer-free driver for a game loop: builds a {@link GameContext} from a {@link GameDefinition}, runs the init hooks, then advances the simulation one step at a time from injected input. No React, R3F, or three.js — the whole play path (time, input, `onTick`, behaviour nav, optional player movement) runs from `core` primitives alone, so a non-React host (a server tick, a test, a CLI replay) can play a real game and read its world snapshot. The shell's FrameDriver is one such driver bolted to `useFrame`; this is the same step distilled out of the render tree.
358
- - `HeadlessRunnerOptions` (interface): interface HeadlessRunnerOptions<TAssetRef extends ModelAssetRef, TMultiplayer> — ⚠ undocumented
375
+ - `HeadlessRunnerOptions` (interface): interface HeadlessRunnerOptions<TAssetRef extends ModelAssetRef, TMultiplayer> { definition: GameDefinition<TAssetRef, TMultiplayer>; content?: GameContextContent; loop?: GameLoop<GameContext>; player?: {userId: string; isNew: boolean}; now?: () => number; maxStepSeconds?: number; playerMovement?: boolean; movement?: … — ⚠ undocumented
359
376
  - `createHeadlessRunner` (function): function createHeadlessRunner<TAssetRef extends ModelAssetRef, TMultiplayer>(options: HeadlessRunnerOptions<TAssetRef, TMultiplayer>): HeadlessRunner — ⚠ undocumented
360
377
 
361
378
  ## @jgengine/core/runtime/hostPersistence
362
379
 
363
380
  - `FEED_RING_LIMIT` (const): const FEED_RING_LIMIT: 20 — ⚠ undocumented
364
381
  - `GameServerRecord` (type): type GameServerRecord = { serverId: string; gameId: string; status: GameServerStatus; mode?: string; modeConfig?: unknown; label?: string; visibility?: SessionVisibility; joinCode?: string; tags?: string[]; memberUserIds: string[]; slotsPerServer: number; save: SaveConfig; serverState: RuntimeServer… — ⚠ undocumented
365
- - `GameServerStatus` (type): type GameServerStatus = "open" | "running" | "closed" — ⚠ undocumented
366
- - `HostPersistence` (type): type HostPersistence = { savePlan?: (plan: ServerPersistPlan) => Promise<void>; resetScenario?: (reset: NormalizedScenarioReset) => Promise<void>; loadServer: (serverId: string) => Promise<GameServerRecord | null>; saveServer: (record: GameServerRecord) => Promise<void>; listServers: (gameId: string… — ⚠ undocumented
382
+ - `GameServerStatus` (type): type GameServerStatus = "open" | "running" | "closed" — ⚠ undocumented · used by `statusAfterLeave` (@jgengine/core/runtime/hostPolicy): Status after a leave: empty rooms reopen; non-empty rooms keep their current status.
383
+ - `HostPersistence` (type): type HostPersistence = { savePlan?: (plan: ServerPersistPlan) => Promise<void>; resetScenario?: (reset: NormalizedScenarioReset) => Promise<void>; loadServer: (serverId: string) => Promise<GameServerRecord | null>; saveServer: (record: GameServerRecord) => Promise<void>; listServers: (gameId: string… — ⚠ undocumented · used by `memoryPersistence` (@jgengine/node): Creates an in-memory `HostPersistence` implementation, useful for tests and ephemeral hosts.
367
384
  - `LEADERBOARD_PENDING_KEY` (const): const LEADERBOARD_PENDING_KEY: "leaderboardPending" — ⚠ undocumented
368
385
  - `LEADERBOARD_TOP_LIMIT` (const): const LEADERBOARD_TOP_LIMIT: 100 — ⚠ undocumented
369
386
  - `LeaderboardEntry` (type): type LeaderboardEntry = { userId: string; value: number; } — ⚠ undocumented
370
387
  - `LeaderboardIncrement` (type): type LeaderboardIncrement = { userId: string; stat: string; scope: LeaderboardScope; serverId?: string; by: number; } — ⚠ undocumented
371
- - `LeaderboardRow` (type): type LeaderboardRow = { gameId: string; stat: string; scope: LeaderboardScope; serverId?: string; userId: string; value: number; updatedAt: number; } — ⚠ undocumented
388
+ - `LeaderboardRow` (type): type LeaderboardRow = { gameId: string; stat: string; scope: LeaderboardScope; serverId?: string; userId: string; value: number; updatedAt: number; } — ⚠ undocumented · used by `createLeaderboard` (@jgengine/core/game/leaderboard): Ranked score tracking across global, server, and per-profile scopes, with top-N queries and per-profile lookups.
372
389
  - `OPEN_SERVER_LISTING_LIMIT` (const): const OPEN_SERVER_LISTING_LIMIT: 20 — ⚠ undocumented
373
390
  - `OPEN_SERVER_LISTING_MAX` (const): const OPEN_SERVER_LISTING_MAX: 100 — ⚠ undocumented
374
391
  - `PlayerProfileRecord` (type): type PlayerProfileRecord = { userId: string; gameId: string; playerState: RuntimePlayerRow; revision: number; updatedAt: number; } — ⚠ undocumented
375
392
  - `ServerListing` (type): type ServerListing = { serverId: string; status: GameServerStatus; memberCount: number; slotsPerServer: number; mode?: string; label?: string; visibility?: SessionVisibility; joinCode?: string; tags?: string[]; updatedAt: number; } — ⚠ undocumented
376
393
  - `ServerPersistPlan` (type): type ServerPersistPlan = { server: GameServerRecord; profiles: PlayerProfileRecord[]; chunks: WorldChunkRecord[]; deletedChunks: string[]; leaderboard: LeaderboardIncrement[]; /** * Which fields of the server row the plan actually moved. A store that pays per written field — * or whose subscribers r… — ⚠ undocumented
377
394
  - `SessionAttributes` (type): type SessionAttributes = { label?: string; mode?: string; visibility?: SessionVisibility; joinCode?: string; tags?: string[]; } — ⚠ undocumented
378
- - `SessionVisibility` (type): type SessionVisibility = "public" | "private" — ⚠ undocumented
395
+ - `SessionVisibility` (type): type SessionVisibility = "public" | "private" — ⚠ undocumented · used by `isAutoJoinCandidate` (@jgengine/core/runtime/hostPolicy): Auto-match candidate when no `serverId` is supplied: already a member, or a public room with free capacity.
379
396
  - `ToServerListingOptions` (type): type ToServerListingOptions = { includeJoinCode?: boolean; } — ⚠ undocumented
380
397
  - `WorldChunkRecord` (type): type WorldChunkRecord = { serverId: string; chunkKey: string; snapshot: RuntimeChunkRow; updatedAt: number; } — ⚠ undocumented
381
398
  - `isSnapshotClean` (function): function isSnapshotClean(snapshot: GameRuntimeSnapshot): boolean — True when a snapshot carries no unwritten mutation — nothing for a persist to do.
@@ -432,12 +449,23 @@
432
449
  ## @jgengine/core/runtime/inputSnapshot
433
450
 
434
451
  - `InputFrame` (interface): interface InputFrame — One client's input for a tick — the semantic held-action set plus pointer state, the serializable, over-the-wire counterpart of {@link InputSnapshot} the host stores per connected player.
435
- - `InputSnapshot` (interface): interface InputSnapshot — ⚠ undocumented
452
+ - `InputSnapshot` (interface): interface InputSnapshot { rumble(userId: string, options: {strong: number; weak: number; ms: number}): Promise<boolean>; haptics(userId: string): HapticChannels; publish(held: readonly string[]): void; publishPointer(state: PointerAxisState | null): void; publishA… — ⚠ undocumented · used by `GamepadSource` (@jgengine/shell/input/gamepadSource): Poll browser gamepads and feed semantic actions into the shell tracker.
436
453
  - `createInputSnapshot` (function): function createInputSnapshot(): InputSnapshot — ⚠ undocumented
437
454
 
455
+ ## @jgengine/core/runtime/localPlayers
456
+
457
+ - `LocalPlayerAssignment` (interface): interface LocalPlayerAssignment — Result of {@link LocalPlayers.assign}.
458
+ - `LocalPlayerSlot` (interface): interface LocalPlayerSlot — One local seat on a shared screen: a stable slot id, the user id the game spawns for it, and the device driving it.
459
+ - `LocalPlayers` (interface): interface LocalPlayers — Seats for couch co-op: devices hot-join into slots, each slot has its own input.
460
+ - `LocalPlayersConfig` (interface): interface LocalPlayersConfig — Retunable seat policy.
461
+ - `LocalPlayersOptions` (interface): interface LocalPlayersOptions extends LocalPlayersConfig — Options for {@link createLocalPlayers}.
462
+ - `LocalPlayersSnapshot` (interface): interface LocalPlayersSnapshot — Serializable seat table.
463
+ - `createLocalPlayers` (function): function createLocalPlayers(options: LocalPlayersOptions): LocalPlayers — Seat table for local multiplayer on one screen.
464
+ - `localPlayers` (function): function localPlayers(ctx: GameContext): LocalPlayers — The seat table of a game context, created on first use with one seat for `ctx.player` and `ctx.input`. The shell retunes it from `defineGame({ localPlayers })` and hot-joins pads into it.
465
+
438
466
  ## @jgengine/core/runtime/motionIntents
439
467
 
440
- - `MotionIntentBatch` (interface): interface MotionIntentBatch — ⚠ undocumented
468
+ - `MotionIntentBatch` (interface): interface MotionIntentBatch { impulses: readonly number[]; horizontalImpulses: readonly (readonly [number, number])[]; verticalVelocity: number | null; y: number | null } — ⚠ undocumented
441
469
  - `MotionIntents` (interface): interface MotionIntents — Seam for game code to reach the motion the shell's FrameDriver otherwise owns privately (#162.4). Game code calls `impulse`, `pushHorizontal`, `setVerticalVelocity`, and/or `setY` from `onTick` or commands; the shell calls `takePending()` once per frame, before integrating gravity, to drain what accumulated. `setY` wins over physics for that frame; impulses add to the velocity the driver is about to integrate; a later `setVerticalVelocity` replaces that velocity outright. Horizontal pushes compose with the walk controller (#282.4): they add to its horizontal velocity and decay naturally as it re-blends toward input — knockback, dashes, explosion shoves without raw `setPose` offsets.
442
470
 
443
471
  ## @jgengine/core/runtime/objectRows
@@ -451,11 +479,11 @@
451
479
 
452
480
  ## @jgengine/core/runtime/persistenceScope
453
481
 
454
- - `NormalizedScenarioReset` (interface): interface NormalizedScenarioReset — ⚠ undocumented
482
+ - `NormalizedScenarioReset` (interface): interface NormalizedScenarioReset { gameId: string; serverId: string | null; wipeChunks: boolean; wipeServerSession: boolean; resetPlayers: "run" | "none"; runFields: readonly string[] } — ⚠ undocumented
455
483
  - `PersistenceScope` (type): type PersistenceScope = "run" | "meta" — ⚠ undocumented
456
- - `ScenarioReset` (interface): interface ScenarioReset — ⚠ undocumented
457
- - `ScopeSchema` (interface): interface ScopeSchema — ⚠ undocumented
458
- - `ScopedState` (interface): interface ScopedState<T = Record<string, unknown>> — ⚠ undocumented
484
+ - `ScenarioReset` (interface): interface ScenarioReset { gameId: string; serverId?: string; wipeChunks?: boolean; wipeServerSession?: boolean; resetPlayers?: PersistenceScope | "none"; runFields?: readonly string[] } — ⚠ undocumented
485
+ - `ScopeSchema` (interface): interface ScopeSchema { run: readonly string[] } — ⚠ undocumented
486
+ - `ScopedState` (interface): interface ScopedState<T = Record<string, unknown>> { meta: Partial<T>; run: Partial<T> } — ⚠ undocumented
459
487
  - `applyRunReset` (function): function applyRunReset(profile: PlayerProfileRecord, runFields: readonly string[], now: number): PlayerProfileRecord — ⚠ undocumented
460
488
  - `clearRunFields` (function): function clearRunFields(player: RuntimePlayerRow, runFields: readonly string[]): RuntimePlayerRow — ⚠ undocumented
461
489
  - `mergeScopes` (function): function mergeScopes<T extends Record<string, unknown>>(scoped: ScopedState<T>): Partial<T> — ⚠ undocumented
@@ -490,7 +518,7 @@
490
518
 
491
519
  ## @jgengine/core/runtime/save
492
520
 
493
- - `SaveConfig` (type): type SaveConfig = | "none" | { auto: string; scope: SaveScope; } — ⚠ undocumented
521
+ - `SaveConfig` (type): type SaveConfig = | "none" | { auto: string; scope: SaveScope; } — ⚠ undocumented · used by `persistServerSnapshot` (@jgengine/convex): Write a snapshot back: server row, dirty player profiles, dirty chunks, and drained leaderboard increments, all under `save`.
494
522
  - `SaveScope` (type): type SaveScope = "player" | "chunks" | "player+chunks" — ⚠ undocumented
495
523
 
496
524
  ## @jgengine/core/runtime/simContext
@@ -519,13 +547,13 @@
519
547
 
520
548
  ## @jgengine/core/runtime/snapshot
521
549
 
522
- - `GameRuntimeSnapshot` (type): type GameRuntimeSnapshot = { version: number; gameId: string; serverId: string; server: RuntimeServerRow; players: Record<string, RuntimePlayerRow>; chunks: Record<string, RuntimeChunkRow>; revision: number; dirty: { server: boolean; players: string[]; chunks: string[]; }; } — ⚠ undocumented
550
+ - `GameRuntimeSnapshot` (type): type GameRuntimeSnapshot = { version: number; gameId: string; serverId: string; server: RuntimeServerRow; players: Record<string, RuntimePlayerRow>; chunks: Record<string, RuntimeChunkRow>; revision: number; dirty: { server: boolean; players: string[]; chunks: string[]; }; } — ⚠ undocumented · used by `isSnapshotClean` (@jgengine/core/runtime/hostPersistence): True when a snapshot carries no unwritten mutation — nothing for a persist to do.
523
551
  - `RUNTIME_SNAPSHOT_VERSION` (const): const RUNTIME_SNAPSHOT_VERSION: 1 — ⚠ undocumented
524
- - `RuntimeChunkRow` (type): type RuntimeChunkRow = { /** Cell key to owner id, persisted with its spatial chunk. */ territory?: Record<string, string>; territoryReceipts?: Record<string, { claimedAt: number; costPaid: number }>; chunkKey: string; objects: RuntimeObjectRow[]; entities: RuntimeEntityRow[]; flags?: Record<string,… — ⚠ undocumented
552
+ - `RuntimeChunkRow` (type): type RuntimeChunkRow = { /** Cell key to owner id, persisted with its spatial chunk. */ territory?: Record<string, string>; territoryReceipts?: Record<string, { claimedAt: number; costPaid: number }>; chunkKey: string; objects: RuntimeObjectRow[]; entities: RuntimeEntityRow[]; flags?: Record<string,… — ⚠ undocumented · used by `createEmptyChunkRow` (@jgengine/core/runtime/worldChunks): An empty chunk row for `chunkKey` — the starting value for a cell nothing has been placed in yet.
525
553
  - `RuntimeEntityRow` (type): type RuntimeEntityRow = { instanceId: string; catalogId: string; position?: [number, number, number]; rotationY?: number; parentSpace?: string; group?: string; stats?: Record<string, { current: number; max: number; min?: number }>; targetInstanceId?: string | null; userId?: string; } — ⚠ undocumented
526
554
  - `RuntimeInventorySlot` (type): type RuntimeInventorySlot = { item: string; count: number; slot?: number; } — ⚠ undocumented
527
555
  - `RuntimeObjectRow` (type): type RuntimeObjectRow = { instanceId: string; catalogId: string; position: [number, number, number]; rotationY?: number; parentSpace?: string; /** Opaque per-instance state; the persisted name for `SceneObject.state`. */ flags?: Record<string, unknown>; /** Container contents for a catalog `slotInve… — The persisted form of a placed `SceneObject`: identity, placement, per-instance state, and slot contents. Convert with `toRuntimeObjectRow`/`fromRuntimeObjectRow` (`runtime/objectRows`).
528
- - `RuntimePlayerRow` (type): type RuntimePlayerRow = { territoryOwnedCount?: number; ownedTerritoryChunkKeys?: string[]; userId: string; inventories: Record<string, RuntimeInventorySlot[]>; economy: Record<string, number>; unlocks: string[]; quests?: unknown; social?: unknown; leaderboard?: Record<string, number>; session?: Rec… — ⚠ undocumented
556
+ - `RuntimePlayerRow` (type): type RuntimePlayerRow = { territoryOwnedCount?: number; ownedTerritoryChunkKeys?: string[]; userId: string; inventories: Record<string, RuntimeInventorySlot[]>; economy: Record<string, number>; unlocks: string[]; quests?: unknown; social?: unknown; leaderboard?: Record<string, number>; session?: Rec… — ⚠ undocumented · used by `initialPlayerState` (@jgengine/core/runtime/gameRuntime): Seed a fresh player through the same onNewPlayer hook as joining, without hydrating or modifying a world.
529
557
  - `RuntimeProfileRow` (type): type RuntimeProfileRow = { userId: string; gameId: string; player: RuntimePlayerRow; updatedAt: number; } — ⚠ undocumented
530
558
  - `RuntimeServerRow` (type): type RuntimeServerRow = { entities: RuntimeEntityRow[]; objects: RuntimeObjectRow[]; session: Record<string, unknown>; feeds?: Record<string, unknown[]>; } — ⚠ undocumented
531
559
 
@@ -544,18 +572,19 @@
544
572
  - `GameRuntimeFeeds` (type): type GameRuntimeFeeds = { subscribeServer: ( serverId: string, onChange: (view: GameRuntimeServerView | null) => void, ) => FeedUnsubscribe; subscribePlayer: ( args: { serverId: string }, onChange: (view: GameRuntimePlayerView | null) => void, ) => FeedUnsubscribe; subscribeFeed: ( args: { serverId:… — ⚠ undocumented
545
573
  - `GameRuntimePlayerView` (type): type GameRuntimePlayerView = { userId: string; gameId: string; playerState: unknown; updatedAt: number; } — ⚠ undocumented
546
574
  - `GameRuntimeServerView` (type): type GameRuntimeServerView = { serverId: string; gameId: string; revision: number; memberUserIds: string[]; serverState: unknown | WorldSyncFrame; updatedAt: number; } — ⚠ undocumented
547
- - `GameRuntimeTransport` (type): type GameRuntimeTransport = { joinServer: (args: { gameId: string; serverId?: string; role?: MultiplayerRole }) => Promise<JoinServerOutcome>; leaveServer: (args: { serverId: string }) => Promise<void>; runCommand: (args: RunCommandArgs) => Promise<TransportRunCommandResult>; } — ⚠ undocumented
575
+ - `GameRuntimeTransport` (type): type GameRuntimeTransport = { /** * Join a server. `sessionId` names this client session (one tab, one mounted view) so the host keeps * the user a member while any of their sessions is still live. */ joinServer: (args: { gameId: string; serverId?: string; role?: MultiplayerRole; sessionId?: string … — ⚠ undocumented · used by `useServerSession` (@jgengine/react/useServerSession): Joins a host and exposes a retryable blocking state until membership is confirmed.
548
576
  - `JoinServerOutcome` (type): type JoinServerOutcome = | (JoinServerResult & { ok: true }) | { ok: false; reason: "full" | "closed" | "unauthorized" } — Join failures are returned to the caller so the triggering surface can offer retry.
549
577
  - `JoinServerResult` (type): type JoinServerResult = { serverId: string; isNew: boolean; resumeTicket?: ResumeTicket; } — ⚠ undocumented
550
578
  - `LiveGameBackend` (type): type LiveGameBackend<TPresenceRow = unknown, TPresenceLocation = unknown, TGameId extends string = string> = GameBackend<TPresenceRow, TPresenceLocation, TGameId> & { presenceSync: PresenceSync; pushFeedEntry: (args: { serverId: string; action: string; entry: unknown }) => Promise<void>; chatSyncFor… — ⚠ undocumented
551
579
  - `MultiplayerRole` (type): type MultiplayerRole = "player" | "spectator" — Connection role used for authoritative world access; spectators are read-only.
552
580
  - `MultiplayerSession` (type): type MultiplayerSession = { gameId: string; userId: string; backend: LiveGameBackend; feedActions: string[]; } — ⚠ undocumented
553
- - `PresencePoseRow` (type): type PresencePoseRow = { userId: string; /** Set when the host tracks presence per session, so one user can hold two rows. */ sessionId?: string; /** Actor class, e.g. `"player"` / `"agent"` — a host may clamp each differently. */ kind?: string; /** Display name carried on the row, so a nameplate ne… — ⚠ undocumented
581
+ - `PresencePoseRow` (type): type PresencePoseRow = { userId: string; /** Set when the host tracks presence per session, so one user can hold two rows. */ sessionId?: string; /** Actor class, e.g. `"player"` / `"agent"` — a host may clamp each differently. */ kind?: string; /** Display name carried on the row, so a nameplate ne… — ⚠ undocumented · used by `useShellMultiplayerSync` (@jgengine/shell/useShellMultiplayerSync): Joins the multiplayer server for the live context and wires presence, feed relay, and chat sync until teardown.
554
582
  - `PresenceSync` (type): type PresenceSync = { subscribe: (serverId: string, onChange: (rows: PresencePoseRow[]) => void) => FeedUnsubscribe; syncPose: (serverId: string, pose: PlayerPose) => void; } — ⚠ undocumented
555
583
  - `ResumeTicket` (type): type ResumeTicket = { userId: string; serverId: string; token: string; } — A short-lived credential allowing a disconnected client to reclaim one server membership.
556
584
  - `RunCommandArgs` (type): type RunCommandArgs = { serverId: string; command: string; input: unknown; } — ⚠ undocumented
557
585
  - `TransportRunCommandResult` (type): type TransportRunCommandResult = | { ok: true } | { ok: false; reason: string } — ⚠ undocumented
558
586
  - `WorldSyncFrame` (type): type WorldSyncFrame = | { kind: "baseline"; revision: number; snapshot: WorldSnapshot } | { kind: "diff"; revision: number; diff: WorldDiff } — A revision-stamped world baseline or compact diff sent to a server-authoritative client.
587
+ - `createTransportSessionId` (function): function createTransportSessionId(): string — Fresh id for one client session's join/leave pair (see {@link GameRuntimeTransport.joinServer}).
559
588
 
560
589
  ## @jgengine/core/runtime/visibility
561
590
 
@@ -616,7 +645,7 @@
616
645
 
617
646
  ## @jgengine/shell/defineGame
618
647
 
619
- - `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented
648
+ - `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented · used by `defineGame`: The one public authoring entry point: compose engine fields (systems, world, physics, input) and presentation fields (camera, HUD, audio, au…
620
649
  - `defineGame` (function): function defineGame<TAssetRef extends ModelAssetRef = ModelAssetRef>(config: GameConfig<TAssetRef>): PlayableGame — The one public authoring entry point: compose engine fields (systems, world, physics, input) and presentation fields (camera, HUD, audio, authored scene) into a `PlayableGame` ready for `GameHost`. Defaults to solo/offline multiplayer; `editorLayers` auto-mounts the authored scene document.
621
650
 
622
651
  ## @jgengine/shell/gameKit
@@ -628,7 +657,7 @@
628
657
  - `EditorDocument` (interface): interface EditorDocument — The full authored scene: every marker, volume, path, note, and sculpted terrain for a game.
629
658
  - `EditorSummonModule` (interface): interface EditorSummonModule — Structural shape of the module `GameHost`'s `editor` loader resolves — `import("@jgengine/editor")` satisfies it.
630
659
  - `GameCameraConfig` (interface): interface GameCameraConfig — Camera tuning for the shell's rig stack: pick the rig via `rig`, then tune it through its matching config block. All fields optional — the default is the third-person orbit rig.
631
- - `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented
660
+ - `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented · used by `defineGame`: The one public authoring entry point: compose engine fields (systems, world, physics, input) and presentation fields (camera, HUD, audio, au…
632
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  - `GameContext` (interface): interface GameContext — The live engine handle a game's loop, systems, commands, and UI read and mutate — entities, objects, the reactive store, opted-in `game.*` subsystems, world queries, and the sim clock. One context = one running world.
633
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  - `GameHost` (function): function GameHost({ playable, gameId, wsUrl, multiplayer, resolveMultiplayer, editor }: GameHostProps): React.JSX.Element — The one documented mount: resolves multiplayer for the playable and renders the shell. With the `editor` loader prop it also owns the whole editor summon (F2+E, `?mode=editor`, dev save endpoint).
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  - `GameHostProps` (interface): interface GameHostProps — Props for {@link GameHost}: the playable, optional multiplayer overrides, and the optional editor loader that enables the engine-owned F2+E summon.
@@ -12,6 +12,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
12
12
 
13
13
  - `collectAuthoredTriggers` (function) · `import { collectAuthoredTriggers } from "@jgengine/shell/gameKit"`
14
14
 
15
+ ## chase-view-cycle — cycle a vehicle camera between chase, hood and cockpit views at runtime
16
+
17
+ - `nextChaseView` (function) · `import { nextChaseView } from "@jgengine/core/runtime/cameraDirector"`
18
+
15
19
  ## client-side — input prediction with replay reconciliation
16
20
 
17
21
  - `createPredictionBuffer` (function) · `import { createPredictionBuffer } from "@jgengine/core/runtime/prediction"`
@@ -20,6 +24,14 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
20
24
 
21
25
  - `GameContextModels` (interface) · `import { GameContextModels } from "@jgengine/core/runtime/gameContext"`
22
26
 
27
+ ## command-number — validate finite, bounded numbers and integers at command boundaries
28
+
29
+ - `readInputNumber` (function) · `import { readInputNumber } from "@jgengine/core/runtime/commandInput"`
30
+
31
+ ## command-parse — parse untrusted command input once so every command stage sees typed, bounded values
32
+
33
+ - `defineCommand` (function) · `import { defineCommand } from "@jgengine/core/runtime/commandRunner"`
34
+
23
35
  ## command-quantity — validate bounded whole-item counts at command boundaries
24
36
 
25
37
  - `readQuantity` (function) · `import { readQuantity } from "@jgengine/core/runtime/commandInput"`
@@ -40,6 +52,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
40
52
 
41
53
  - `EditorCatalogDefinition` (interface) · `import { EditorCatalogDefinition } from "@jgengine/shell/gameKit"`
42
54
 
55
+ ## fire-input — bind a key or mouse button to a named action that runs the same-named command with the aim; repeatMs auto-fires while held
56
+
57
+ - `ActionCodesMap` (type) · `import { ActionCodesMap } from "@jgengine/core/authoring"`
58
+
43
59
  ## game-system — declare a composable capability with its own schedule and lifecycle
44
60
 
45
61
  - `SystemDefinition` (interface) · `import { SystemDefinition } from "@jgengine/shell/gameKit"`
@@ -96,6 +112,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
96
112
 
97
113
  - `createInputRecorder` (function) · `import { createInputRecorder } from "@jgengine/core/runtime/inputRecorder"`
98
114
 
115
+ ## local-players — Couch co-op seats: devices hot-join into slots, each with its own user id and input snapshot.
116
+
117
+ - `createLocalPlayers` (function) · `import { createLocalPlayers } from "@jgengine/core/runtime/localPlayers"`
118
+
99
119
  ## loot-table — validate a loot table definition for use with the registry
100
120
 
101
121
  - `lootTable` (function) · `import { lootTable } from "@jgengine/core/authoring"`
@@ -178,6 +198,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
178
198
 
179
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  - `defineStore` (function) · `import { defineStore } from "@jgengine/shell/gameKit"`
180
200
 
201
+ ## warn-once — emit a dev-only warning a single time per call site
202
+
203
+ - `warnOnce` (function) · `import { warnOnce } from "@jgengine/core/devtools/warnOnce"`
204
+
181
205
  ## world-chunk-key — map world positions to persisted chunk keys at a declared cell size
182
206
 
183
207
  - `chunkKeyOf` (function) · `import { chunkKeyOf } from "@jgengine/core/runtime/worldChunks"`
@@ -193,3 +217,7 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
193
217
  ## world-environment — compose editor/preset-derived outdoor dressing — terrain, weather, water, structures — into a legacy environment feature
194
218
 
195
219
  - `environment` (function) · `import { environment } from "@jgengine/shell/gameKit"`
220
+
221
+ ## world-item-pickup — pick up dropped items: ctx.scene.worldItem nearestInRadius → pickup into the player's inventory
222
+
223
+ - `SceneWorldItemContext` (interface) · `import { SceneWorldItemContext } from "@jgengine/core/runtime/gameContext"`
@@ -45,6 +45,9 @@ spatial place. When the game *is* a place, declare only substrate + laws with `w
45
45
  `@jgengine/core/world/place` (e.g. `{ id, ground: { mode: "flat", size: { x: Infinity, z: Infinity } }, physics: { gravity: -24 } }`,
46
46
  or `mode: "board"` for 2D). Never seed, sky, or vegetation in `world` — the engine renders its
47
47
  default sky until you author one in the editor, and foliage is editor scatter over the ground.
48
+ A created 3D game instead ships hills as a terrain sculpt in `editor.scene.json` and a `world.ts`
49
+ that consumes it with `environment({ sculpt })` via `environmentContentFromDocument`; the file
50
+ holds only the ground palette. Reshape the hills in the editor, not in code.
48
51
 
49
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50
53
  ```ts