@jgengine/rapier 0.25.0 → 0.27.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +109 -0
- package/package.json +2 -2
package/CHANGELOG.md
CHANGED
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@@ -26,6 +26,115 @@ 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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## 0.27.0
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### Migrate
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- **Bump lockstep SDK packages to `^0.27.0`:** `@jgengine/{core,rapier,react,ws,node,sql,convex,shell,editor,assets,navbake}`. CLI `jgengine` is `0.24.0`; `@jgengine/github` is `0.14.0`.
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### Added
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- `rollLoot` (`@jgengine/core/loot/lootGen`) rolls a named item from a caller `LootCatalog`: bases with mount slots, parts, affix pools, weighted rarity tiers, manufacturer personalities and a `levelScale` curve. Stats are `base × rarity.statScale × levelScale`, then part stats/multipliers, maker `bias`/`scale`, then additive and multiplicative affixes; additive affix rolls scale with level, multiplicative ones do not.
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- `createLootRoller` wraps a validated catalog with roll counts per rarity, `snapshot()`/`restore()`/`reset()` and an optional devtools probe; `assertLootCatalog` rejects duplicate ids, unresolvable pools, empty item slots and a non-ascending level curve at construction.
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- `validateLootItem` returns coded issues (`unknown-base`, `manufacturer-base`, `missing-slot-part`, `part-category`, `unknown-affix`, `empty-name`, …) and `compareLootItems` returns sorted per-stat deltas plus a weighted score with caller-named `lowerIsBetter` stats.
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- `lootWeaponDefinition` (`@jgengine/core/loot/lootWeapon`) projects a rolled item onto a `WeaponDefinition` through a caller stat map, so a generated gun runs in `createWeaponSystem` after `assertWeaponDefinition`.
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- `defineXpCurve` (`@jgengine/core/gameplay`) resolves one authored growth rule (`flat`, `linear`, `power`, `geometric`, `table`) plus a `maxLevel` cap into per-level thresholds, lifetime totals, a plain-words rule string and a `leveling` track.
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- `createSkillTree` spends and refunds points over authored nodes with `cost`, `requires`, `excludes`, passives, actives and multi-node `synergies`; `resolved()` returns the stat modifiers and actions, and state snapshots/restores as `{ points, ranks }`.
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- `gearScore` / `compareGearSets` score a whole loadout from stat weights, level, rarity and slot coverage.
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- `lootStatContributions` and `scoreLootStats` expose the weight policy `compareLootItems` already used.
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- `createEquipment` (`@jgengine/core/inventory/equipment`) wears gear by slot: slot defs declare accepted kinds and the slots they block, item defs declare the slots an item may occupy, a filled slot swaps and hands back the replaced item, and a two-handed item and the slot it blocks cannot both be filled. `state()` / `restore()` round-trip the worn set; a devtools probe reports filled slots.
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- `characterLoad` and `canCarry` (`@jgengine/core/inventory/carryLoad`) weigh carried inventories plus worn gear against a capacity and hand back the shared encumbrance bands (tier, `moveMultiplier`, sprint/jump gates, `remaining`), so a stash left out of `carried` adds no weight.
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- `fitShapedItem` (`@jgengine/core/inventory/shapedGrid`) places a shaped item at its first fit or names why not: `too-large` (with both sizes), `no-space`, `budget-exceeded`.
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- `InventorySet.snapshot()` / `restore()` / `reset()` (`@jgengine/core/inventory/inventoryModel`) save and reload every declared inventory as detached plain data, so a bag and a stash never share live slots.
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- `splitStack` takes an optional stack `limit`, rejecting `over-stack` instead of merging past the max stack.
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- `createLaneGraph` and `laneGraphFromDocument` (`@jgengine/core/world`) read an authored lane graph out of the scene document: `traffic_lane` paths are one directed span each, `road` paths (the street bake) become a lane per direction split where streets cross, `traffic_intersection` markers carry signal phases and right-of-way in `meta`, and `traffic_parking` markers place kerbside spots.
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- `createTraffic` (`@jgengine/core/world`) runs cars on that graph: IDM car following and braking, one car at a time through each intersection box behind a signal phase or first-come right-of-way, lane changes across authored neighbours, parking that reserves a spot, deterministic injected variety, `snapshot`/`restore`, and a devtools probe.
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- `Traffic.setDemand(count)` is the fleet target; the time-of-day curve stays the caller's policy.
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- `applyVehicleParts` (`@jgengine/core/world`) composes data-driven tuning parts onto a `KinematicVehicleTuning` — stat multipliers/addends applied in install order plus an optional tire grip curve — and returns the composed tuning, the installed ids, and a `VehicleFeel` (top speed, drive, brakes, turn rate, handbrake grip, and the grip curve's peak/slide). `withPart` swaps a part within its slot and `feelOf` reads the numbers out of any tuning.
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- `createVehicleDamage` (`@jgengine/core/world`) is fixed-zone crash damage wired to handling and visuals: impacts accumulate into discrete stages, each stage costs grip/drive/brakes/top speed/drag and pulls the steering (`effect`), and each zone shows one bounded dent (`deformation`) that never exceeds its authored `deform`. Parts can detach at a set stage, a total impulse can disable the vehicle, and `snapshot`/`restore` resume mid-crash. `damagedTuning` and `damagedAxis` fold the effect into a tuning or an input, and `modifiers()` carries it as per-tick overrides.
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- `KinematicVehicleTuning.weightTransfer` (`@jgengine/core/world`) adds load-transfer grip: longitudinal transfer under braking/traction and lateral transfer under cornering cut the tire grip curve (tire load sensitivity), so braking into a corner holds less slide than coasting through it. Each tick reports `weightTransfer` and `loadGrip`; omitting the block keeps the previous flat-grip model exactly.
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- `KinematicVehicleModifiers.gripScale` scales the grip curve for one tick, mirroring `VehicleDynamicsModifiers.gripScale` so a damage layer drives either sim.
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- `decal` scene kind (`@jgengine/core/world/decalKind`) and its renderer (`@jgengine/shell/scene/DecalRenderer`): dirt, cracks, paint and blood decals authored as placed markers, draped on the live terrain or standing on an authored tilt, with a deterministic procedural texture per style+seed.
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- `TerrainMaterialLayer.material` (`@jgengine/core/world/terraform`): a material library name whose scanned color map paints that terrain layer. The runtime samples up to four layer maps at each layer's `tiling` and blends them through the authored mask weights (`createTerrainDetailMaterial`'s `layerMaps`), so painted terrain blends between authored layers instead of tiling one flat map.
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- `grass_field` volumes now paint a ground-cover mat under their blades (`groundCover` rule, `@jgengine/shell/terrain/GrassCover`), so an authored patch reads as turf rather than bare ground with stubble. `GrassEnvironmentConfig.groundCover` does the same for `grass()` patches.
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- `ModelConfig.wind` (`@jgengine/core/game/playableGame`) and `applyModelWind` (`@jgengine/shell/render/modelWind`): per-model foliage sway with height-ramped travel, shared gust clock and per-model strength/speed/direction.
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### Fixed
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- The player shell re-renders only for the ctx slices it reads — the possessed entity and the touch control mode — instead of on every `ctx` write. Subscribing the shell root to the raw ctx version reconciled the canvas, the whole actor tree and the HUD on each per-frame entity pose write, which is what `subscribeMembership` and the markers' imperative `useFrame` pose reads exist to avoid (#625). Scrap Signal: 86.6 ms → 16.7 ms per frame at the same 621 draws; Harbor Heat: 102.8 ms → 46.2 ms at the same ~7.2k draws.
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- The `ocean()` environment feature passes the live ground to its shader, so the sea shades shallow→deep and its shoreline foam band lands where the bed meets the surface.
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### Numbers
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- Test catalog (60/25/10/4/1 rarity weights) over 10,000 drops at level 20, fixed seed: common 59.41% (target 60%), uncommon 25.66% (25%), rare 9.58% (10%), epic 4.20% (4%), legendary 1.15% (1%); every tier inside its 4σ binomial bound. All 10,000 items validated with zero issues and composed names (e.g. `Voss Rare Long Keen Lightframe of Reach`, `Tallow Long Lightframe`, `Voss Snub Lightframe of Steadying`).
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- Level curve `[[1,1],[15,1.6],[30,2.4],[60,4]]`: a level-60 roll's base and additive affix values are 4× the same seed at level 1; maker personalities move the same roll (`Voss` +power/−cadence, `Tallow` the reverse).
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- A rolled epic projects to a hitscan `WeaponDefinition` (rate, damage, integer magazine capacity, spread, range), passes `assertWeaponDefinition`, and its first `tick` fires one shot and one impact through `createDamageRuntime` with the rolled capacity spent.
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## 0.26.0
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### Migrate
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- **Bump lockstep SDK packages to `^0.26.0`:** `@jgengine/{core,rapier,react,ws,node,sql,convex,shell,editor,assets,navbake}`. CLI `jgengine` is `0.23.0`; `@jgengine/github` is `0.13.0`.
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### Added
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- `createLogBus` (`@jgengine/core/devtools/logBus`): a fixed-capacity ring of log lines tagged by owning system, with a separate ring for warnings and errors so a crash line is never pushed out by info traffic. `devtools.logs` now writes through it (`write(level, system, message)`, `snapshot()`, `counts()`, `dropped()`); `DevtoolsLogEntry` gained `system`.
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- `devtools.probes.registerSystem(id, { counters, timers, state })`: a system reports its own counters, named timings and one state line in a few lines, with no shell wiring. Readings surface as `systems` in `devtools.snapshot()`, in `debug_snapshot`, and in every perf record.
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- `PerfReport` (`@jgengine/core/devtools/report`): the one perf record shape shared by `bun run perf` and the in-page report.
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- The shell samples frame telemetry in-page in dev builds: `window.__JG.report()` returns that record, and the page pushes it about once a second to the dev server's `GET/POST /__jgengine/report` route. `bun run debug <game>` prints the record of a game already open and exits non-zero on a budget breach in `scripts/perf-budget.json`.
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- `createNeedSet` (`@jgengine/core/gameplay`) drains named needs on game time and reads them by index — decaying hunger, energy, fun with snapshot/restore and per-need rate retuning.
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- `createUtilityBrain` (`@jgengine/core/world`) picks an action from decaying-need appeal: linear, quadratic, logistic, exponential and threshold response curves, candidate cost (travel, queues, price), a switch margin plus minimum hold (hysteresis), declared interrupts, optional seeded jitter, and a devtools probe string.
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- `createNavRuntime` (`@jgengine/core/world`) consumes an editor-baked nav mesh: reads the `nav` bake off a scene document (`navMeshFromBake`), routes with the mesh query, resolves authored doors, ladders and jumps (`AuthoredNavLink`, priced by kind) onto the current surface, and swaps in a new bake after an edit while matching polygon identity by geometry — `applyMesh` returns a `remap` so only routes over changed polygons need re-planning.
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- `createNavCrowd` (`@jgengine/core/world`) moves many agents across that mesh: plans a corridor, follows the funnel-smoothed waypoints, keeps agents apart with reciprocal velocity obstacle avoidance, bounds path searches per tick by count and milliseconds, fans converging agents out with `spread`, and round-trips through `snapshot`/`restore`.
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- `createRvoCrowd` (`@jgengine/core/world`) is the avoidance solver on its own: RVO/ORCA half-plane solve over a uniform-grid neighbour search capped at `maxNeighbors`, deterministic tie-breaking, overlap relief, retunable `timeHorizon`/`neighborDist`/`maxNeighbors`/`sideBias`/`overlapRelief`, and `snapshot`/`restore` for saves and replays.
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- `resolveRoutine` (`@jgengine/core/gameplay`) resolves an authored day into real arrival and departure times against the world clock. Travel time is injected per stop or as a callback, so a stop departs early enough to walk to the next one and an arrival that runs late slips instead of teleporting; `phaseAt(time)` returns the held place, the walking leg and its progress, and `nextChangeAfter(time)` drives a scheduler. A day whose walks cannot fit its cycle throws at construction.
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- `createOffScreenWorld` (`@jgengine/core/gameplay`) keeps a whole population without simulating it: residents beyond the injected radius are cheap state (position, routine phase, needs) that only moves when the clock crosses a routine boundary, and they spawn into the game's own near simulation through a `NearAgents` interface when they come close. The radius, an optional per-agent cost model, a near budget and a per-tick switch budget are all injected; `snapshot`/`restore` round-trip the whole population, and crossing the boundary preserves identity, schedule progress, need values and position.
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- `createNearAgents` (`@jgengine/core/gameplay`) is the default near half of that seam: a nav crowd with a need set and utility brain per agent, goal-tracking as routines move residents between places, and a decision counter for tests and probes.
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- `createPerception` shares squad knowledge: `squadMates(observerId)` names an observer's roster, and a sighting one member makes is written into every mate's memory with `sourceId` (who saw it) and `sourceTick` (the observe pass it was recorded on). A mate's own sighting at the same instant replaces the hand-off. `maxSharesPerTick` (default 64, per observer pass) bounds a large roster and reports elided shares.
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- Perception memory is auditable without guessing: `memoryOf(observerId, targetId)` returns the one remembered target with its confidence right now or `null` once it has faded, and `stats()` counts pair checks, range prunes, cone tests, line-of-sight calls, sightings, heard stimuli, shares and dropped shares. The check order is range → cone → line of sight, so occlusion work only sees the pruned set. `resetStats()` opens a measurement window; `memories` are pruned per observer so a 200-observer pass does not rescan every memory.
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- `devtoolsName` registers a probe showing observers, remembered targets and the work counters, and `dispose()` removes it.
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- `createCoverField` and `coverPointsFromSolids` (`@jgengine/core/combat`) derive stand-able cover from authored solid boxes instead of a coordinate list: one row of points per vertical face, clear of the corners, filtered by an injected `walkable` test, rebuilt when the world is edited, and queried through a bounded `near(position, radius, limit)`. `CoverSource` is the seam, so a game with its own spatial index can supply cover without the box generator.
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- `selectCover` / `scoreCoverPoint` choose cover by threat: `hidden` is the confidence-weighted share of remembered threats whose line of sight the point (and a body-sized footprint at it) blocks, scored against the role's preferred fighting range, flank angle around the threat, distance, a squadmate's claim on the point, and whether the walk to it is a detour. Fading memories stop steering at `minConfidence`, and a point that hides from only one of two shooters is not cover.
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- `createSquadCombat` (`@jgengine/core/combat`) drives a squad over existing seams: role-driven cover selection, fire discipline (hold, lean out, shoot), suppression from `underFire()`, retreat below a role's health threshold, and relocation under sustained fire. Threat comes only from `threatsFromMemory`, i.e. the perception memory the game already keeps; movement goes through `NavCrowd` with a tighter arrival tolerance so a body actually reaches the stand point. Serializable through `snapshot()`/`restore()` (member decisions, crowd, tuning), retunable, and a `devtoolsName` probe reports pins, peeks, shots and the worst exposure.
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- `assignSquadRoles` and `threatsFromMemory` (`@jgengine/core/combat`): deterministic role assignment over a caller-authored `SquadComposition` (role ids, counts, ranges, flank angles, retreat thresholds and cover weights are all content), and a bounded, confidence-ranked threat list from one observer's memory.
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- A 2v4 arena soak proves the behavior: 90 simulated seconds, 2700 ticks, 4 squad members against 2 scripted raiders, worst exposure 2.33 s (bar 3 s), 0 of 38 exposure spells over 3 s, per-tick cost p50 0.05 ms / p95 0.19 ms.
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- `createDamageRuntime` (`@jgengine/core/combat`) composes a damage table, hit zones, the armor curve and carried statuses into one stateful model: `hit()` returns every stage of the number (`base × zone multiplier × type multiplier × (1 − armor mitigation)`), `tick()` runs status effects through the same table and armor, `timeToKill()` quotes a fight, and `table()` reads the whole chart. `snapshot()`/`restore()` carry registered targets and carried statuses; `retune()` swaps table, zones or status definitions without dropping either; a `devtoolsName` probe reports hits, crits, ticks and the last hit.
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- A damage table (`combat/damageTable`) of damage type × resistance class, with `armor / (armor + halfValue)` mitigation — armor equal to the half value halves the hit — a per-type `bypassArmor`, and `readDamageTable` / `formatDamageTable` to read every row at given armor values. An unknown damage type throws instead of silently dealing 1×.
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- Hit zones and crits (`combat/hitZones`): a zone carries a normal multiplier and an optional crit multiplier, `resolveHitZone` rolls once and returns one multiplier, and a crit replaces the zone multiplier rather than compounding with it. `hitZoneMultiplier` quotes the same number without a roll.
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- `createStatusRuntime` (`combat/statusRuntime`): data-defined statuses with the existing `StatusStackPolicy` (`refresh`, stack to `max`, `replace`, `ignore`) as the only thing that changes stacks, per-tick effects of `{ kind: "damage", channel }` or `{ kind: "stat", stat }`, damage routed through an injected `applyDamage` so resistances and armor still apply, bounded ticks per call, and plain-data state out and back.
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- Numbers from the tests: 25 base kinetic against a 150 HP target, 0.15 s between shots — 8 shots / 1.05 s unarmored, 20 shots / 2.85 s at 60 armor, 36 shots / 5.25 s at 200 armor; two stacked burns of 4 per tick deal 8, not 16; a 1.5× head zone with a 2.5× crit multiplier deals 2.5×, not 3.75×.
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- `createWeaponSystem` (`@jgengine/core/combat`) runs one `WeaponDefinition`: single, automatic or burst fire, hitscan or ballistic projectiles, recoil that moves the aim the shot flies down, spread bloom, interrupted/resumed reloads, a readable ammo economy (`ammo()`, `stats()`), `snapshot()`/`restore()` and a devtools probe. Every hit, hitscan or projectile, resolves through `createDamageRuntime`. Pellet work is bounded per tick (`maxShotsPerTick`, default 4) and per weapon (`maxInFlight`, default 32).
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- `WeaponDefinition` (`@jgengine/core/combat/weaponDefinition`) as plain JSON — rate, fire mode, delivery, magazine, handling, damage, falloff — with `assertWeaponDefinition`, `weaponIntervalMs`, `weaponDamageAt` and `weaponMaxInFlight`. A generated gun is the same shape.
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- `Magazine.pauseReload()` / `resumeReload()` / `isPaused()` suspend a reload and keep its progress; a paused reload is not `isReloading()`, does not advance in `tick`, and round-trips through `snapshot()`/`restore()`.
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- `environment.grading` on the scene document authors a per-game colour grade: shadow/midtone/highlight swatches plus tint, saturation and contrast bake into a small display-space LUT (`lutCubeFromGrading`, `colorGradeFromDocument` in `@jgengine/core/editor/environment`), edited in the Lighting workspace. The shell applies it from `editorLayers`, and a graded game needs no LUT asset or hardcoded pass.
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- Clamped auto-exposure: `postProcessing.autoExposure: { min, max, adaptationSeconds } | false` meters the pre-tone-map frame every four frames toward 18% grey and stays inside the authored range. `WHITE_POINT` and `MID_GREY` in `@jgengine/core/render/colorPipeline` are the single documented calibration the pipeline uses.
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- `GradeConfig.lut` also accepts a baked `{ cube: { size, data } }` LUT, sampled trilinearly after the numeric grade.
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- `MATERIAL_LIBRARY` (`@jgengine/assets/catalogs/materialLibrary`) names 56 PBR surfaces — wet asphalt, painted metal, stucco, brick, wood, foliage with cut-out coverage and sheen, glass, water, sand, concrete and more — each mapping a name to an ambientCG source, a world tile size in metres and a physical response. `libraryMaterialAsset("asphalt/wet")` returns the editable `MaterialAsset` those names resolve to, and `filterLibraryMaterials` backs pickers. `assets pull library` pulls every pinned map set.
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- `TriplanarAssetMaterial` / `useTriplanarAssetMaterial` / `applyTriplanarProjection` (`@jgengine/shell/render/triplanarMaterial`) render a material asset from world position, so world geometry without a `uv` attribute still gets colour, normal, roughness and AO maps. Tile size is world metres; instanced meshes project in instanced space.
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- The editor's Materials workspace browses the library by name and writes the chosen entry into the document's material assets.
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### Changed
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- `createPerception` (`@jgengine/core/world`, also `@jgengine/core/sensor/perception`) takes `isSegmentClear` instead of `occluded`: the game supplies collision as a "nothing blocks this segment" test, and it is only called for pairs already inside range and cone. **Migration:** flip the predicate — a `occluded: (from, to) => blocked(from, to)` becomes `isSegmentClear: (from, to) => !blocked(from, to)`.
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- `MagazineSnapshot` gains an optional `paused: true` field, present only while a reload is suspended, so existing snapshots and idle shapes are unchanged.
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- AgX is the pipeline's tone map: `postProcessing.toneMapping` defaults to `"agx"`, and the `cinematic`, `photoreal`, `comic`, `retro` and `STUDIO_STAGE_POST` configs now pick it too. `"toon"` keeps `"linear"` on purpose. Games that authored `"aces"` explicitly are unchanged.
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- The grade pass samples LUT tiles at texel centres and blends the blue axis by hand, so a supplied strip LUT no longer bleeds across slices.
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### Fixed
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- `bun run debug <game>` now finds the server `bun dev` started. The website dev server publishes the same checkout marker the runner does (`scripts/devServerMarker.ts`, written at listen, removed on shutdown, dev builds only), and the marker records the host that answers, since Vite's default `localhost` can be IPv6-only where `127.0.0.1` hangs.
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- The website dev server serves `GET/POST /__jgengine/report` too, so a game opened at `/games/<id>` reports from the `/play` runner it embeds.
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- The in-page sampler installs when the dev report route answers, not on a build-time `PROD` check: the `/play` runner is a production build, so the old check silently disabled the report on `bun dev`.
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- A report taken inside the sampler's warmup is no longer judged on link/framebuffer counts, which only mean something after the warmup baseline exists.
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- `extractMaterialMaps` and `buildMaterialCatalog` now recognise ambientCG's `_Opacity` map, so cut-out foliage and decal scans keep their coverage instead of rendering as solid cards.
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- Capture runs no longer leak a ~150 MB temp Chrome profile each. `shoot`, `drive` and `perf` delete their profile on every exit path — success, throw, watchdog and SIGINT — `bun run shoot` reclaims profiles a killed run left untouched for three hours, the capture guard sweeps the profile of a run it force-kills, and the generated `browser.mjs` harness for game repos removes its own. A capture also refuses to start when the temp drive has less free space than it needs.
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- The post-processing chain, graphics settings and textured terrain material keep a stable identity across renders. Before, every render rebuilt the effect composer and recompiled shaders, which dropped games to single-digit FPS.
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### Numbers
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- Test fixture at 600 rpm, 30-round magazine: 2.9 s to empty; 17.0° pitch and 3.1° yaw climb over the magazine; back to half climb in 0.37 s and within 5% in 0.6 s; bloom 2.0 → 8.0 → 12.0 mrad (cap) by the tenth shot, settling to base 0.63 s after the last shot.
|
|
136
|
+
- A hitscan and a projectile contact at the same distance return the same damage (20 body, 30 on a 1.5x head zone) through one damage model; a 60 m/s projectile crosses 20 m in 0.33 s and drops 2.45 m in 0.5 s at 9.81 m/s².
|
|
137
|
+
|
|
29
138
|
## 0.25.0
|
|
30
139
|
|
|
31
140
|
### Migrate
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@jgengine/rapier",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.27.0",
|
|
4
4
|
"description": "Rapier physics backend for JGengine",
|
|
5
5
|
"license": "Apache-2.0",
|
|
6
6
|
"type": "module",
|
|
@@ -30,7 +30,7 @@
|
|
|
30
30
|
"test": "bun test src"
|
|
31
31
|
},
|
|
32
32
|
"dependencies": {
|
|
33
|
-
"@jgengine/core": "^0.
|
|
33
|
+
"@jgengine/core": "^0.27.0",
|
|
34
34
|
"@dimforge/rapier3d-compat": "0.19.3"
|
|
35
35
|
},
|
|
36
36
|
"publishConfig": {
|