@jgengine/shell 0.12.0 → 0.14.0

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Files changed (55) hide show
  1. package/CHANGELOG.md +73 -1
  2. package/dist/CombatPresentation.js +2 -1
  3. package/dist/GameHost.d.ts +2 -0
  4. package/dist/GameHost.js +25 -2
  5. package/dist/GamePlayerShell.js +15 -1
  6. package/dist/Shell3dPresentation.js +2 -2
  7. package/dist/camera/GameOrbitCamera.js +7 -1
  8. package/dist/camera/cameraCollision.d.ts +28 -0
  9. package/dist/camera/cameraCollision.js +34 -0
  10. package/dist/camera/cameraRigs.js +8 -8
  11. package/dist/camera/index.d.ts +1 -0
  12. package/dist/camera/index.js +1 -0
  13. package/dist/camera/rigMath.d.ts +7 -0
  14. package/dist/camera/rigMath.js +16 -0
  15. package/dist/devtools/CollisionDebugWorld.js +15 -1
  16. package/dist/devtools/collisionDebugMath.d.ts +8 -0
  17. package/dist/devtools/collisionDebugMath.js +14 -5
  18. package/dist/environment/EnvironmentScene.js +6 -1
  19. package/dist/environment/RoadJunctions.d.ts +12 -0
  20. package/dist/environment/RoadJunctions.js +69 -0
  21. package/dist/environment/RoadRibbons.d.ts +8 -2
  22. package/dist/environment/RoadRibbons.js +26 -8
  23. package/dist/postfx/PostProcessing.js +27 -2
  24. package/dist/postfx/postfxOverlay.d.ts +24 -0
  25. package/dist/postfx/postfxOverlay.js +35 -0
  26. package/dist/presentationResolve.d.ts +5 -1
  27. package/dist/presentationResolve.js +3 -1
  28. package/dist/render/EntityPreview.d.ts +53 -0
  29. package/dist/render/EntityPreview.js +23 -0
  30. package/dist/render/PartMotion.d.ts +18 -0
  31. package/dist/render/PartMotion.js +91 -0
  32. package/dist/render/SceneModels.d.ts +9 -2
  33. package/dist/render/SceneModels.js +43 -179
  34. package/dist/render/measureBounds.d.ts +34 -0
  35. package/dist/render/measureBounds.js +131 -0
  36. package/dist/render/measureCollisionMesh.d.ts +26 -0
  37. package/dist/render/measureCollisionMesh.js +108 -0
  38. package/dist/render/resolveModel.js +16 -10
  39. package/dist/render/useModelAnimation.d.ts +10 -0
  40. package/dist/render/useModelAnimation.js +198 -0
  41. package/dist/structures/GeneratedBuilding.d.ts +4 -0
  42. package/dist/structures/GeneratedBuilding.js +17 -7
  43. package/dist/world/WorldHud.d.ts +3 -1
  44. package/dist/world/WorldHud.js +2 -2
  45. package/dist/world/WorldScene.js +3 -2
  46. package/package.json +4 -4
  47. package/skills/jgengine/SKILL.md +5 -2
  48. package/skills/jgengine/api.md +13 -5
  49. package/skills/jgengine-ui/SKILL.md +9 -4
  50. package/skills/jgengine-ui/api.md +138 -8
  51. package/skills/jgengine-ui/capabilities.md +72 -0
  52. package/skills/jgengine-ui/reference.md +40 -3
  53. package/skills/jgengine-world/api.md +82 -25
  54. package/skills/jgengine-world/capabilities.md +12 -4
  55. package/skills/jgengine-world/reference.md +1 -1
package/CHANGELOG.md CHANGED
@@ -10,7 +10,79 @@ let consumers pick up the better stuff, not just to list what moved.
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  Agents building on the published SDK can also read this programmatically:
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  `import { VERSION, CHANGELOG } from "@jgengine/core/meta/changelog"` gives the
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  same data as typed values, so an updater can diff its installed version against
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- the latest and surface the migration steps.
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+ the latest and surface the migration steps. Easier still: `npx jgengine upgrade`
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+ run inside a game project diffs the installed `@jgengine/*` versions against the
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+ latest release and prints every Migrate step and Adopt-worthy addition in
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+ between (`--json` for structured output).
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+
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+ ## [Unreleased]
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+
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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
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+ subhead below. `bun run check-changelog` fails a source PR whose `[Unreleased]` block
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+ is untouched; pure refactors/tests bypass with `[skip changelog]` in a commit message.
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+ 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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+
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+ ### Migrate
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+
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+ - _Nothing yet._
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+
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+ ### Added
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+
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+ ### Changed
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+
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+ ### Removed
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+
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+ ## 0.14.0
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+
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+ ### Migrate
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+
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+ - **Nothing required** — this release is additive drop-in primitives, editor authoring, CLI discovery, and fixes. Bump `@jgengine/*` pins to `^0.14.0` (CLI `jgengine` is 0.11.0; `@jgengine/github` unchanged at 0.1.0) and rebuild.
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+ - One behavior fix to know about: in a `rig: "chase"` game, on-foot movement and aim are now camera-relative (the chase rig reports its yaw to the shell like every other rig). If a game somehow relied on world-yaw-0 movement under a chase camera, that was the bug this fixes.
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+
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+ ### Added
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+
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+ - One authoring gesture for scatterable coverage: `@jgengine/core/world/scatterCoverage` owns shared density/budget semantics (per-kind unit, requested→count→capped, one clamp-and-warn phrasing) for `grass_field`/`scatter`/`city`; the editor inspector leads each kind with the same Area → Assets → Density coverage section, scatter truncates to the shared 250k instance budget, and city single-sources its 2,600-lot cap.
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+ - **Created games ship a drive/playtest script** (#1248) — `npx jgengine create` scaffolds now include `scripts/drive.mjs` (`bun run drive`): dependency-free headless play/testing of the running game — ordered `--click`/`--key`/`--wait`/`--shot`/`--rpc` steps against the agent bridge, plus `--playtest --strict` progress/softlock verdicts off `capture.probe`. Shared Chrome/CDP machinery lives in `scripts/browser.mjs`; `scripts/shoot.mjs` is unchanged in behavior, now a thin CLI over it.
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+ - Editor: viewport clip preview for rigged assets (Animation dock "Clips" mode — pick a rig or placed instance, play/scrub/loop/speed any catalog clip) and an Inspector "Animation" section that authors a placement's `ModelConfig.animation` (role→clip dropdowns, auto/none, walk/run/fade, one-shot event bindings) as undoable `marker.meta.animation` edits. New subpaths: `@jgengine/editor/shell/clipPreview`, `@jgengine/editor/modelAnimationAuthoring`, `@jgengine/editor/ClipPreviewLayer`.
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+ - **`npx jgengine find <intent>`** — active capability discovery: searches every shipped domain's `capabilities.md` (staged inside the CLI tarball, so it works regardless of which `@jgengine/*` packages a project installed) and prints the drop-in primitive + its import for an intent like `"toggleable window"`, `inventory`, or `minimap`. Scaffolded games are now briefed (in `AGENTS.md` and the `jgengine` intake skill) to reach for it before hand-rolling a HUD/inventory/window/rig.
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+ - **`EntityPreview`** (`@jgengine/shell/render/EntityPreview`) — drop-in live 3D entity portrait for character screens, unit inspectors, and loadout viewers. Owns the nested `<Canvas>`, the `GameContextBridge`, and a `StudioStage` lighting rig with optional turntable / face-camera; the game passes its own `renderEntity` as children (or a native `model` + `instanceId`) and, bound to a live entity, the portrait walks/flinches/topples in sync with the world.
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+ - **`GameContextBridge`** (`@jgengine/react`) — re-provide the running `GameContext` across a nested React reconciler boundary (the R3F `<Canvas>`), so a game building its own preview canvas no longer re-derives the bridge by hand.
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+
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+ ### Changed
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+
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+ - **Chase rig reports its yaw to the shell** — `ChaseRig` now writes the camera yaw back to the shared yaw ref like every other player-facing rig, so on-foot movement and aim in a `rig: "chase"` game are camera-relative instead of frozen to world yaw 0 (WASD no longer fights the camera the moment it swings behind the player). Interior views (cockpit/hood/rear) report the vehicle heading.
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+ - **Combat VFX no longer render as black squares under AO/DOF post-processing** (#1247) — GTAO/Bokeh scene prepasses skip overlay effects. Games with custom additive overlay effects opt out the same way: spread `POSTFX_OVERLAY_USERDATA` (`@jgengine/shell/postfx/postfxOverlay`) onto the overlay group's `userData`.
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+ - **`PanelHost` windows stack above the HUD by default** (`@jgengine/react`) — the host establishes its own stacking context at `zIndexBase` (default 40), so open windows always paint over stat bars / nameplates / frames instead of bleeding through. Overridable per instance.
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+
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+ ## 0.13.0
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+
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+ ### Migrate
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+
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+ - **Nothing required** — this release is additive fixes, defaults, and new drop-in primitives. Bump `@jgengine/*` pins to `^0.13.0` (CLI `jgengine` is 0.10.0; `@jgengine/github` unchanged at 0.1.0) and rebuild.
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+ - Two defaults changed in the player's favor, both overridable: **offline games now persist to localStorage automatically** (#1207) and **rigged catalog assets animate by default** via clip metadata + semantic clip roles (#1209). If a game relied on rigged models staying frozen or on saves being memory-only, opt out explicitly; otherwise you get better behavior for free.
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+
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+ ### Added
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+
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+ - **Drop-in inventory grid, window manager, and character sheet** (#1220) — `@jgengine/react` ships `InventoryGrid` (real drag/stack/split), a toggleable-window system (`panels`: bag, character sheet, spellbook-style windows with `@jgengine/core/ui/panelModel` state), and a `CharacterSheet` paperdoll, all HudTheme-skinnable — wire in a line or two instead of re-deriving from raw divs.
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+ - **Serializable runtime snapshots** (#1179) — capture/restore of live runtime state, including magazine state (`@jgengine/core/combat/magazine`) and stat modifiers, for saves and replication.
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+ - **Portable weapon plumbing** (#1211) — `@jgengine/core/combat/weaponFire` composes trigger → magazine → spread → projectile/hitscan as data, no game-local glue.
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+ - **Portable leveling** (#1206) and **portable damage-pool access** (#1208) — progression and damage pools exposed as genre-agnostic seams on the game context.
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+ - **Named combat VFX presets** (#1204) — `@jgengine/core/combat/vfxPresets`: a visible attack is one line.
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+ - **Runtime-measured render-bounds hitboxes** (#1227) — colliders wrap what the shell actually mounts, not the raw asset bounds.
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+ - **Character motion feel** — procedural part motion for rig-less part-composed characters (#1222) plus squash & stretch and death splat (#1229).
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+ - **City fabric** (#1191) — `streetGenerator` + `cityGenerator`, editor bake verb, street-aware lots, road junctions, grounding, and a web playground.
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+ - **`jgengine recipe` CLI** (#1214, #1231) — vetted wired compositions, compile-pinned against the SDK, listed and copied from the CLI.
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+ - **Editor/debug modes mirror to the URL** with a proper editor exit (#1203); game template ships a dependency-free WebGL screenshot script (#1202).
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+
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+ ### Changed
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+
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+ - Offline games persist to localStorage by default (#1207); rigged assets animate by default (#1209).
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+ - RTS camera pan inversion fixed (#1228); sprite raycast warning silenced and duplicate nameplate health bars removed (#1194); scaffolded F2+E editor Tailwind `@source` renders its theme (#1195).
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+ - Outside-game DX: stat-pool no-op stability, camera-transparent decor, cleaner install/version output, headless UI-intent seam (#1223); new-game briefs direct engine bugs/gaps upstream (#1200).
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  ## 0.12.0
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@@ -2,7 +2,8 @@ import { Fragment as _Fragment, jsx as _jsx, jsxs as _jsxs } from "react/jsx-run
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  import { CombatCameraShake, ProjectileTracers, WorldFloatText, WorldTelegraphs, } from "./world/WorldHud.js";
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  import { WorldSpellVfx } from "./world/WorldVfx.js";
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  import { RetainedVfx } from "./world/RetainedVfx.js";
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+ import { POSTFX_OVERLAY_USERDATA } from "./postfx/postfxOverlay.js";
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  /** Mounts the opt-in combat VFX stack inside the 3D canvas. @internal */
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  export function CombatPresentation({ effects }) {
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- return (_jsxs(_Fragment, { children: [effects.telegraphs ? _jsx(WorldTelegraphs, {}) : null, effects.vfx ? (_jsxs(_Fragment, { children: [_jsx(WorldSpellVfx, {}), _jsx(RetainedVfx, {})] })) : null, effects.floatText ? _jsx(WorldFloatText, {}) : null, effects.tracers ? _jsx(ProjectileTracers, {}) : null, effects.shake ? _jsx(CombatCameraShake, {}) : null] }));
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+ return (_jsxs("group", { userData: POSTFX_OVERLAY_USERDATA, children: [effects.telegraphs ? _jsx(WorldTelegraphs, {}) : null, effects.vfx ? (_jsxs(_Fragment, { children: [_jsx(WorldSpellVfx, {}), _jsx(RetainedVfx, {})] })) : null, effects.floatText ? _jsx(WorldFloatText, {}) : null, effects.tracers ? _jsx(ProjectileTracers, {}) : null, effects.shake ? _jsx(CombatCameraShake, {}) : null] }));
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  }
@@ -8,6 +8,8 @@ export interface EditorSummonModule {
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  gameId: string;
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  playable: PlayableGame;
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  catalogs?: readonly EditorCatalogDefinition[];
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+ /** Passed by the host when the editor was summoned over a game — powers the "Exit to game" control. */
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+ onExitEditor?: () => void;
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  }>;
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  }
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  /** Props for {@link GameHost}: the playable, optional multiplayer overrides, and the optional editor loader that enables the engine-owned F2+E summon. */
package/dist/GameHost.js CHANGED
@@ -1,6 +1,7 @@
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  import { jsx as _jsx } from "react/jsx-runtime";
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  import { lazy, Suspense, useEffect, useMemo, useState } from "react";
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  import { installSaveEndpoint } from "@jgengine/core/devtools/saveEndpoint";
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+ import { readUrlParam, subscribeUrlChange, writeUrlParam } from "@jgengine/core/devtools/urlFlags";
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  import { multiplayerAdapterKind } from "@jgengine/core/runtime/adapter";
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  import { GamePlayerShell } from "./GamePlayerShell.js";
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  import { resolveShellMultiplayer } from "./multiplayer.js";
@@ -12,10 +13,13 @@ function warnUndrivenAdapter(kind) {
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  console.warn(`GameHost: game declares multiplayer adapter "${kind}", which the built-in shell resolver cannot drive. ` +
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  "Running offline. Pass a prebuilt session via the multiplayer prop, or a resolveMultiplayer prop, to GameHost.");
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  }
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+ /** The query param that mirrors editor mode into the URL — strip it (and reload) to drop back to the game. */
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+ const EDITOR_MODE_PARAM = "mode";
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+ const EDITOR_MODE_VALUE = "editor";
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  function initialEditorMode(enabled) {
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  if (!enabled || typeof window === "undefined")
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  return false;
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- return new URLSearchParams(window.location.search).get("mode") === "editor";
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+ return readUrlParam(EDITOR_MODE_PARAM) === EDITOR_MODE_VALUE;
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  }
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  /**
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  * The one documented mount: resolves multiplayer for the playable and renders the shell. With the
@@ -32,6 +36,25 @@ export function GameHost({ playable, gameId, wsUrl, multiplayer, resolveMultipla
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  // Self-guards against production builds; the endpoint just marks where dev saves land.
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  return installSaveEndpoint("/__jgengine/save", resolvedGameId);
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  }, [editor, resolvedGameId]);
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+ // Mirror editor mode into the URL so the address bar is the honest record of what's open: sharing
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+ // the URL reopens the editor, and stripping `?mode=editor` (then reloading) drops back to the game.
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+ // Only ever clear a `mode` we set to editor — never a stray value the app put there.
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+ useEffect(() => {
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+ if (editor === undefined)
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+ return;
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+ if (editorOpen)
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+ writeUrlParam(EDITOR_MODE_PARAM, EDITOR_MODE_VALUE);
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+ else if (readUrlParam(EDITOR_MODE_PARAM) === EDITOR_MODE_VALUE)
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+ writeUrlParam(EDITOR_MODE_PARAM, null);
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+ }, [editor, editorOpen]);
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+ // Keep in step with browser back/forward: navigating away from `?mode=editor` closes the editor.
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+ useEffect(() => {
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+ if (editor === undefined)
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+ return;
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+ return subscribeUrlChange(() => {
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+ setEditorOpen(readUrlParam(EDITOR_MODE_PARAM) === EDITOR_MODE_VALUE);
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+ });
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+ }, [editor]);
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  useEffect(() => {
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  if (editor === undefined || editorOpen)
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  return;
@@ -83,7 +106,7 @@ export function GameHost({ playable, gameId, wsUrl, multiplayer, resolveMultipla
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  return session;
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  }, [playable, resolvedGameId, wsUrl, multiplayer, resolveMultiplayer]);
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  if (editorOpen && EditorLazy !== null) {
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- return (_jsx(Suspense, { fallback: null, children: _jsx(EditorLazy, { gameId: resolvedGameId, playable: playable, catalogs: playable.editorCatalogs }) }));
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+ return (_jsx(Suspense, { fallback: null, children: _jsx(EditorLazy, { gameId: resolvedGameId, playable: playable, catalogs: playable.editorCatalogs, onExitEditor: () => setEditorOpen(false) }) }));
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  }
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  return _jsx(GamePlayerShell, { playable: playable, multiplayer: resolved });
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  }
@@ -11,6 +11,7 @@ import { createSettingsStore } from "@jgengine/core/settings/settingsModel";
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  import { applyBindingOverrides, clearBindingOverride, loadBindingOverrides, saveBindingOverride, } from "@jgengine/core/input/bindingOverrides";
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  import { orientationGateActive, orientationHintActive, resolveOrientationRequirement, } from "@jgengine/core/ui/orientation";
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  import { armFallbackSeams } from "@jgengine/core/devtools/fallbackSeams";
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+ import { readUrlFlag, subscribeUrlChange, writeUrlParam } from "@jgengine/core/devtools/urlFlags";
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  import { createAudioEngine } from "./audio/audioEngine.js";
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  import { attachAudioEventWire } from "./audio/audioWire.js";
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  import { installAgentBridge } from "./devtools/agentBridge.js";
@@ -25,6 +26,8 @@ import { useShellMultiplayerSync } from "./useShellMultiplayerSync.js";
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  import { ShellHudPresentation } from "./ShellHudPresentation.js";
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  import { Shell3dPresentation } from "./Shell3dPresentation.js";
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  const DEV_USER_ID = "dev-player";
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+ /** The query param that mirrors the devtools overlay into the URL — present = open. */
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+ const DEBUG_PARAM = "debug";
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  export { applyMotionImpulses } from "@jgengine/core/runtime/motionIntents";
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  export { nearbyObstacles } from "@jgengine/core/movement/movementModel";
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  export { resolvePhysicsTuning } from "@jgengine/core/movement/playerMovement";
@@ -38,9 +41,20 @@ export function GamePlayerShell({ playable, multiplayer: rawMultiplayer = null,
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  const multiplayer = useMemo(() => (rawMultiplayer === null ? null : withDevtoolsLatency(rawMultiplayer)), [rawMultiplayer]);
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  const devtoolsEnabled = playable.devtools !== false && !poster;
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  armFallbackSeams(devtoolsEnabled);
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- const [devtoolsOpen, setDevtoolsOpen] = useState(false);
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+ // `?debug` mirrors the devtools overlay into the URL: open with a link, strip the param to close.
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+ const [devtoolsOpen, setDevtoolsOpen] = useState(() => devtoolsEnabled && readUrlFlag(DEBUG_PARAM));
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  const devtoolsOpenRef = useRef(false);
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  devtoolsOpenRef.current = devtoolsOpen;
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+ useEffect(() => {
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+ if (!devtoolsEnabled)
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+ return;
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+ writeUrlParam(DEBUG_PARAM, devtoolsOpen ? "1" : null);
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+ }, [devtoolsEnabled, devtoolsOpen]);
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+ useEffect(() => {
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+ if (!devtoolsEnabled)
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+ return;
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+ return subscribeUrlChange(() => setDevtoolsOpen(readUrlFlag(DEBUG_PARAM)));
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+ }, [devtoolsEnabled]);
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  useEffect(() => installAgentBridge({
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  playable,
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  devtoolsEnabled,
@@ -19,7 +19,7 @@ import { PostProcessing } from "./postfx/PostProcessing.js";
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  import { EnvironmentLighting } from "./render/EnvironmentLighting.js";
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  import { CollisionDebugWorld } from "./devtools/CollisionDebugWorld.js";
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  import { DevtoolsRendererProbe } from "./devtools/DevtoolsOverlay.js";
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- import { GameCameraRig, PlayerFovProvider, PlayerFovSlider, resolveRigKind, rtsPanKeysConflict, } from "./camera/index.js";
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+ import { CAMERA_TRANSPARENT_USERDATA, GameCameraRig, PlayerFovProvider, PlayerFovSlider, resolveRigKind, rtsPanKeysConflict, } from "./camera/index.js";
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  import { CullingProvider } from "./visibility/CullingProvider.js";
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  import { SkyDaylight, TimeOfDayDaylight } from "./environment.js";
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  import { resolveSkyLightOwnership, skyEmitsLights } from "./environment/skyLightingPolicy.js";
@@ -289,7 +289,7 @@ export function Shell3dPresentation({ playable, ctx, multiplayer, tracker, point
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  fov: playable.camera?.frustum?.fov ?? CAMERA_FRUSTUM_DEFAULTS.fov,
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  near: playable.camera?.frustum?.near ?? CAMERA_FRUSTUM_DEFAULTS.near,
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  far: playable.camera?.frustum?.far ?? CAMERA_FRUSTUM_DEFAULTS.far,
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- }, shadows: graphics.shadows, dpr: [Math.min(1, graphics.dpr), graphics.dpr], gl: { preserveDrawingBuffer: true }, style: { touchAction: "none" }, children: [backgroundColor !== undefined ? _jsx("color", { attach: "background", args: [backgroundColor] }) : null, cinematicLook ? _jsx(EnvironmentLighting, {}) : null, lighting !== undefined ? (_jsx(ConfiguredLighting, { lighting: lighting })) : effectiveSky === undefined ? (_jsxs(_Fragment, { children: [_jsx("ambientLight", { intensity: 0.55 }), _jsx("directionalLight", { position: [10, 16, 6], intensity: 1.3 })] })) : null, effectiveSky !== undefined ? (effectiveSky.timeOfDay ? (_jsx(TimeOfDayDaylight, { sky: effectiveSky, clock: ctx.time, bands: effectiveSky === worldSky ? biomeBands : undefined, lights: skyEmitsLights(resolveSkyLightOwnership(lighting !== undefined)) })) : (_jsx(SkyDaylight, { sky: effectiveSky, bands: effectiveSky === worldSky ? biomeBands : undefined, lights: skyEmitsLights(resolveSkyLightOwnership(lighting !== undefined)) }))) : null, _jsx(BackdropFog, { fog: backdrop?.fog }), _jsxs(GameProvider, { context: ctx, children: [_jsx(CullingProvider, { config: playable.visibility, children: _jsx(WorldView, { entitySprites: playable.entitySprites, entityModels: playable.entityModels, objectModels: playable.objectModels, objectStyles: playable.objectStyles, environment: AutoEnvironment, assets: playable.game.assets, renderEntity: playable.renderEntity, renderObject: playable.renderObject, selectedIds: selectedIds, hideLocalActor: firstPerson }) }), WorldOverlay !== undefined ? _jsx(WorldOverlay, { ctx: ctx }) : null, bars !== null ? (_jsx(WorldEntityBars, { statId: bars.statId, roles: bars.roles, resolveRole: resolveEntityRole, ...(bars.maxDistance === undefined ? {} : { maxDistance: bars.maxDistance }) })) : null, nameplates !== null ? (_jsx(WorldNameplates, { statId: nameplates.statId, roles: nameplates.roles, resolveRole: resolveEntityRole, ...(nameplates.maxDistance === undefined ? {} : { maxDistance: nameplates.maxDistance }) })) : null, _jsx(WorldItems, { config: playable.worldItem }), _jsx(CombatPresentation, { effects: effects }), devtoolsEnabled ? _jsx(CollisionDebugWorld, {}) : null, _jsx(AudioListener, { engine: audioEngine }), _jsx(EntityAudioEmitters, { engine: audioEngine, entitySounds: playable.entitySounds }), _jsx(ObjectAudioEmitters, { engine: audioEngine, objectSounds: playable.objectSounds }), _jsx(GameCameraRig, { yawRef: yawRef, pitchRef: pitchRef, config: cameraConfig, viewmodel: playable.viewmodel, pointerControls: pointerUsesLeft, panKeysEnabled: rtsPanKeysEnabled, director: ctx.camera, onDragChange: (dragging) => {
292
+ }, shadows: graphics.shadows, dpr: [Math.min(1, graphics.dpr), graphics.dpr], gl: { preserveDrawingBuffer: true }, style: { touchAction: "none" }, children: [backgroundColor !== undefined ? _jsx("color", { attach: "background", args: [backgroundColor] }) : null, cinematicLook ? _jsx(EnvironmentLighting, {}) : null, lighting !== undefined ? (_jsx(ConfiguredLighting, { lighting: lighting })) : effectiveSky === undefined ? (_jsxs(_Fragment, { children: [_jsx("ambientLight", { intensity: 0.55 }), _jsx("directionalLight", { position: [10, 16, 6], intensity: 1.3 })] })) : null, effectiveSky !== undefined ? (effectiveSky.timeOfDay ? (_jsx(TimeOfDayDaylight, { sky: effectiveSky, clock: ctx.time, bands: effectiveSky === worldSky ? biomeBands : undefined, lights: skyEmitsLights(resolveSkyLightOwnership(lighting !== undefined)) })) : (_jsx(SkyDaylight, { sky: effectiveSky, bands: effectiveSky === worldSky ? biomeBands : undefined, lights: skyEmitsLights(resolveSkyLightOwnership(lighting !== undefined)) }))) : null, _jsx(BackdropFog, { fog: backdrop?.fog }), _jsxs(GameProvider, { context: ctx, children: [_jsx(CullingProvider, { config: playable.visibility, children: _jsx(WorldView, { entitySprites: playable.entitySprites, entityModels: playable.entityModels, objectModels: playable.objectModels, objectStyles: playable.objectStyles, environment: AutoEnvironment, assets: playable.game.assets, renderEntity: playable.renderEntity, renderObject: playable.renderObject, selectedIds: selectedIds, hideLocalActor: firstPerson }) }), WorldOverlay !== undefined ? (_jsx("group", { userData: CAMERA_TRANSPARENT_USERDATA, children: _jsx(WorldOverlay, { ctx: ctx }) })) : null, bars !== null ? (_jsx(WorldEntityBars, { statId: bars.statId, roles: bars.roles, resolveRole: resolveEntityRole, ...(bars.maxDistance === undefined ? {} : { maxDistance: bars.maxDistance }) })) : null, nameplates !== null ? (_jsx(WorldNameplates, { statId: nameplates.statId, roles: nameplates.roles, resolveRole: resolveEntityRole, ...(nameplates.maxDistance === undefined ? {} : { maxDistance: nameplates.maxDistance }), ...(nameplates.showHealth === undefined ? {} : { showHealth: nameplates.showHealth }) })) : null, _jsx(WorldItems, { config: playable.worldItem }), _jsx(CombatPresentation, { effects: effects }), devtoolsEnabled ? _jsx(CollisionDebugWorld, {}) : null, _jsx(AudioListener, { engine: audioEngine }), _jsx(EntityAudioEmitters, { engine: audioEngine, entitySounds: playable.entitySounds }), _jsx(ObjectAudioEmitters, { engine: audioEngine, objectSounds: playable.objectSounds }), _jsx(GameCameraRig, { yawRef: yawRef, pitchRef: pitchRef, config: cameraConfig, viewmodel: playable.viewmodel, pointerControls: pointerUsesLeft, panKeysEnabled: rtsPanKeysEnabled, director: ctx.camera, onDragChange: (dragging) => {
293
293
  cameraDraggingRef.current = dragging;
294
294
  } }), _jsx(PointerProbe, { service: pointerService })] }), _jsx(RemotePlayers, { rows: remotePlayers }), _jsx(FrameDriver, { ctx: ctx, playable: playable, tracker: tracker, yawRef: yawRef, pitchRef: pitchRef, primaryClickRef: primaryClickRef, pointerAxisRef: pointerAxisRef, gateRef: gateRef, onRuntimeError: reportRuntimeError, multiplayer: multiplayer, serverIdRef: serverIdRef, pointerService: pointerService, pointerAim: pointer?.aim === true, pingCommand: pointer?.pingCommand, poster: poster, onPosterSettled: onPosterSettled }), _jsx(DevtoolsRendererProbe, {}), resolvedLook.postProcessing !== undefined && resolvedLook.postProcessing.enabled !== false ? (_jsx(PostProcessing, { config: resolvedLook.postProcessing, quality: graphics.quality })) : null] }), !poster &&
295
295
  !orientationGate &&
@@ -3,6 +3,7 @@ import { OrbitControls } from "@react-three/drei";
3
3
  import { useFrame, useThree } from "@react-three/fiber";
4
4
  import { useEffect, useRef } from "react";
5
5
  import { MOUSE, PerspectiveCamera, Raycaster, Vector3 } from "three";
6
+ import { isCameraOccluderTransparent } from "./cameraCollision.js";
6
7
  import { useGameContext } from "@jgengine/react/provider";
7
8
  import { usePlayer } from "@jgengine/react/hooks";
8
9
  import { cameraLookPitch, compensatedFov, ORBIT_CAMERA_FRAME_PRIORITY, orbitFollowStep, orbitYawFromCamera, resolveFollowTargetFromPosition, resolveOrbitCameraConfig, seedOrbitFollowState, } from "./orbitCameraMath.js";
@@ -81,6 +82,10 @@ export function GameOrbitCamera({ yawRef, pitchRef, config: configPatch, followE
81
82
  ray.set(collisionOriginRef.current.set(t.x, t.y, t.z), dir);
82
83
  ray.near = config.collision.minTargetDistance;
83
84
  ray.far = dist;
85
+ // Sprites (VFX, billboards) live in the scene; three's Sprite.raycast
86
+ // errors every frame unless the raycaster has a camera, even though we
87
+ // discard sprite hits below. Setting it silences that per-frame log.
88
+ ray.camera = camera;
84
89
  let blocked = 0;
85
90
  for (const hit of ray.intersectObjects(scene.children, true)) {
86
91
  const obj = hit.object;
@@ -88,7 +93,8 @@ export function GameOrbitCamera({ yawRef, pitchRef, config: configPatch, followE
88
93
  continue;
89
94
  if (obj.isSprite === true)
90
95
  continue;
91
- if (obj.userData.jgCameraTransparent === true)
96
+ // Inheritable: decor flags a group jgCameraTransparent and all children pass through.
97
+ if (isCameraOccluderTransparent(obj))
92
98
  continue;
93
99
  blocked = hit.distance;
94
100
  break;
@@ -0,0 +1,28 @@
1
+ /**
2
+ * Camera spring-arm occlusion filtering.
3
+ *
4
+ * The orbit rig raycasts target→camera each frame and pulls the boom in past
5
+ * occluders. Author decor mounted through the `WorldOverlay` presentation seam
6
+ * is dressing, not collision geometry, so it should never yank the camera. A
7
+ * decor group flags itself camera-transparent once (`jgCameraTransparent`) and
8
+ * every descendant inherits it — a child can opt back into blocking the camera
9
+ * with `jgCameraCollide`.
10
+ */
11
+ /** Minimal structural view of a raycast hit object: its own tags plus a parent link to walk. Keeps this filter free of a three.js import so it stays unit-testable. */
12
+ export interface CameraOccluder {
13
+ readonly userData?: Record<string, unknown>;
14
+ readonly parent?: CameraOccluder | null;
15
+ }
16
+ /** userData applied to the group wrapping author `WorldOverlay` decor so the spring-arm ignores it by default. */
17
+ export declare const CAMERA_TRANSPARENT_USERDATA: {
18
+ readonly jgCameraTransparent: true;
19
+ };
20
+ /**
21
+ * Should the camera spring-arm ignore this raycast hit? Walks the object up its
22
+ * `.parent` chain and honors the nearest camera tag: `jgCameraCollide === true`
23
+ * blocks (opt back in), `jgCameraTransparent === true` passes through. Untagged
24
+ * geometry blocks as before, so engine-owned ground/entities are unaffected.
25
+ *
26
+ * @capability camera-transparent-decor let author decor pass through the orbit spring-arm; a child opts back in with jgCameraCollide
27
+ */
28
+ export declare function isCameraOccluderTransparent(object: CameraOccluder | null | undefined): boolean;
@@ -0,0 +1,34 @@
1
+ /**
2
+ * Camera spring-arm occlusion filtering.
3
+ *
4
+ * The orbit rig raycasts target→camera each frame and pulls the boom in past
5
+ * occluders. Author decor mounted through the `WorldOverlay` presentation seam
6
+ * is dressing, not collision geometry, so it should never yank the camera. A
7
+ * decor group flags itself camera-transparent once (`jgCameraTransparent`) and
8
+ * every descendant inherits it — a child can opt back into blocking the camera
9
+ * with `jgCameraCollide`.
10
+ */
11
+ /** userData applied to the group wrapping author `WorldOverlay` decor so the spring-arm ignores it by default. */
12
+ export const CAMERA_TRANSPARENT_USERDATA = {
13
+ jgCameraTransparent: true,
14
+ };
15
+ /**
16
+ * Should the camera spring-arm ignore this raycast hit? Walks the object up its
17
+ * `.parent` chain and honors the nearest camera tag: `jgCameraCollide === true`
18
+ * blocks (opt back in), `jgCameraTransparent === true` passes through. Untagged
19
+ * geometry blocks as before, so engine-owned ground/entities are unaffected.
20
+ *
21
+ * @capability camera-transparent-decor let author decor pass through the orbit spring-arm; a child opts back in with jgCameraCollide
22
+ */
23
+ export function isCameraOccluderTransparent(object) {
24
+ for (let node = object ?? null; node != null; node = node.parent ?? null) {
25
+ const data = node.userData;
26
+ if (data === undefined)
27
+ continue;
28
+ if (data.jgCameraCollide === true)
29
+ return false;
30
+ if (data.jgCameraTransparent === true)
31
+ return true;
32
+ }
33
+ return false;
34
+ }
@@ -4,7 +4,7 @@ import { PerspectiveCamera, Quaternion, Vector3 } from "three";
4
4
  import { usePlayer } from "@jgengine/react/hooks";
5
5
  import { useGameContext } from "@jgengine/react/provider";
6
6
  import { ORBIT_CAMERA_FRAME_PRIORITY } from "./orbitCameraMath.js";
7
- import { bankRollStep, chaseDesiredPosition, chaseLookAt, cinematicSample, clamp, leadFollowPoint, lockOnPose, observerPose, resolveChase, resolveObserver, resolveShoulder, resolveSideScroll, resolveSideScrollPose, resolveTopDown, seatPose, shoulderPose, sideScrollFollowBlend, smoothYaw, speedToFov, springArmStep, topDownPose, velocityYawTarget, } from "./rigMath.js";
7
+ import { bankRollStep, chaseDesiredPosition, chaseLookAt, cinematicSample, clamp, leadFollowPoint, lockOnPose, observerPose, resolveChase, resolveObserver, resolveShoulder, resolveSideScroll, resolveSideScrollPose, resolveTopDown, rtsPanWorldDir, seatPose, shoulderPose, sideScrollFollowBlend, smoothYaw, speedToFov, springArmStep, topDownPose, velocityYawTarget, } from "./rigMath.js";
8
8
  import { usePlayerFov } from "./PlayerFov.js";
9
9
  import { useCameraShake } from "./shakeChannel.js";
10
10
  import { applyCameraBlendStep, captureCameraBlendFrom, createCameraBlendScratch, } from "./cameraBlendMath.js";
@@ -262,13 +262,9 @@ export function RtsRig(props) {
262
262
  }
263
263
  const center = centerRef.current;
264
264
  if (panX !== 0 || panZ !== 0) {
265
- const cos = Math.cos(yawRef.current);
266
- const sin = Math.sin(yawRef.current);
267
- const worldX = panX * cos + panZ * sin;
268
- const worldZ = panZ * cos - panX * sin;
269
- const len = Math.hypot(worldX, worldZ) || 1;
270
- center.x += (worldX / len) * panSpeed * dt;
271
- center.z += (worldZ / len) * panSpeed * dt;
265
+ const dir = rtsPanWorldDir(panX, panZ, yawRef.current);
266
+ center.x += dir.x * panSpeed * dt;
267
+ center.z += dir.z * panSpeed * dt;
272
268
  }
273
269
  else {
274
270
  const follow = readFollow(ctx, followId);
@@ -452,6 +448,7 @@ export function ChaseRig(props) {
452
448
  if (lookBack) {
453
449
  pose.position = seatPose(follow, yaw, seat, fov).position;
454
450
  }
451
+ props.yawRef.current = yaw;
455
452
  commit(pose, dt);
456
453
  return;
457
454
  }
@@ -464,6 +461,9 @@ export function ChaseRig(props) {
464
461
  anchorYaw = smoothYaw(anchorYawRef.current ?? targetYaw, targetYaw, resolved.velocityYawResponse, dt);
465
462
  anchorYawRef.current = anchorYaw;
466
463
  }
464
+ // Report camera yaw back to the shell like every other player-facing rig, so
465
+ // on-foot movement and aim stay camera-relative instead of frozen at yaw 0.
466
+ props.yawRef.current = anchorYaw;
467
467
  const led = leadFollowPoint(follow, last, dt, resolved);
468
468
  const desired = chaseDesiredPosition(led, anchorYaw, resolved);
469
469
  const prev = posRef.current ?? desired;
@@ -7,3 +7,4 @@ export { PlayerFovProvider, PlayerFovSlider, usePlayerFov, type PlayerFovState,
7
7
  export { CameraShakeContext, cameraShake, createCameraShakeChannel, defaultCameraShakeChannel, useCameraShake, type CameraShakeChannel, } from "./shakeChannel.js";
8
8
  export { rtsPanKeysConflict } from "./rigMath.js";
9
9
  export { GAME_SIM_FRAME_PRIORITY } from "./orbitCameraMath.js";
10
+ export { CAMERA_TRANSPARENT_USERDATA, isCameraOccluderTransparent, type CameraOccluder, } from "./cameraCollision.js";
@@ -7,3 +7,4 @@ export { PlayerFovProvider, PlayerFovSlider, usePlayerFov, } from "./PlayerFov.j
7
7
  export { CameraShakeContext, cameraShake, createCameraShakeChannel, defaultCameraShakeChannel, useCameraShake, } from "./shakeChannel.js";
8
8
  export { rtsPanKeysConflict } from "./rigMath.js";
9
9
  export { GAME_SIM_FRAME_PRIORITY } from "./orbitCameraMath.js";
10
+ export { CAMERA_TRANSPARENT_USERDATA, isCameraOccluderTransparent, } from "./cameraCollision.js";
@@ -37,6 +37,13 @@ export declare function resolveTopDown(config: TopDownCameraConfig | undefined):
37
37
  * @internal
38
38
  */
39
39
  export declare function topDownPose(follow: Vec3, resolved: ResolvedTopDown, fov: number): CameraPose;
40
+ /**
41
+ * World-space direction for RTS pan input: `panX` slides along screen-right,
42
+ * `panZ` along the camera's ground-plane forward, for a camera posed by
43
+ * `topDownPose` at the same yaw. Normalized; zero input returns zero.
44
+ * @internal
45
+ */
46
+ export declare function rtsPanWorldDir(panX: number, panZ: number, yaw: number): Vec3;
40
47
  /** Exponential spring-arm approach toward a desired point (frame-rate independent).
41
48
  * @internal
42
49
  */
@@ -74,6 +74,22 @@ export function topDownPose(follow, resolved, fov) {
74
74
  fov,
75
75
  };
76
76
  }
77
+ /**
78
+ * World-space direction for RTS pan input: `panX` slides along screen-right,
79
+ * `panZ` along the camera's ground-plane forward, for a camera posed by
80
+ * `topDownPose` at the same yaw. Normalized; zero input returns zero.
81
+ * @internal
82
+ */
83
+ export function rtsPanWorldDir(panX, panZ, yaw) {
84
+ const forward = forwardVector(yaw);
85
+ const right = rightVector(yaw);
86
+ const x = panX * right.x + panZ * forward.x;
87
+ const z = panX * right.z + panZ * forward.z;
88
+ const len = Math.hypot(x, z);
89
+ if (len === 0)
90
+ return { x: 0, y: 0, z: 0 };
91
+ return { x: x / len, y: 0, z: z / len };
92
+ }
77
93
  /** Exponential spring-arm approach toward a desired point (frame-rate independent).
78
94
  * @internal
79
95
  */
@@ -4,6 +4,7 @@ import { useFrame } from "@react-three/fiber";
4
4
  import { useEffect, useMemo, useRef, useState, useSyncExternalStore } from "react";
5
5
  import * as THREE from "three";
6
6
  import { useGameContext } from "@jgengine/react/provider";
7
+ import { POSTFX_OVERLAY_USERDATA } from "../postfx/postfxOverlay.js";
7
8
  import { aimProbeNeeded, anyCollisionLayerOn, colliderScanNeeded, collisionDebug, projectileListenNeeded, } from "./collisionDebug.js";
8
9
  import { AIM_DAMAGE_COLOR, AIM_LASER_COLOR, AIM_MISS_COLOR, AIM_SOLID_COLOR, BODY_WIRE_COLOR, collectDebugShapes, computeAimLaser, HITBOX_WIRE_COLOR, muzzleMarkerFromOrigin, PROJECTILE_PATH_COLOR, } from "./collisionDebugMath.js";
9
10
  function useCollisionDebugState() {
@@ -15,11 +16,24 @@ function WireSphere({ center, radius, color, label, }) {
15
16
  function WireAabb({ center, halfExtents, rotationY, color, label, }) {
16
17
  return (_jsxs("group", { position: [center[0], center[1], center[2]], rotation: [0, rotationY, 0], children: [_jsxs("mesh", { children: [_jsx("boxGeometry", { args: [halfExtents[0] * 2, halfExtents[1] * 2, halfExtents[2] * 2] }), _jsx("meshBasicMaterial", { color: color, wireframe: true, transparent: true, opacity: 0.85, depthTest: false })] }), _jsx(Html, { position: [0, halfExtents[1] + 0.15, 0], center: true, distanceFactor: 14, zIndexRange: [25, 0], style: { pointerEvents: "none" }, children: _jsx("span", { className: "rounded bg-black/70 px-1 text-[9px] font-medium text-white/90", children: label }) })] }));
17
18
  }
19
+ function WireTriangleMesh({ entry, shape, color, }) {
20
+ const geometry = useMemo(() => {
21
+ const built = new THREE.BufferGeometry();
22
+ built.setAttribute("position", new THREE.BufferAttribute(shape.mesh.positions, 3));
23
+ built.setIndex(new THREE.BufferAttribute(shape.mesh.indices, 1));
24
+ return built;
25
+ }, [shape.mesh]);
26
+ useEffect(() => () => geometry.dispose(), [geometry]);
27
+ return (_jsxs("group", { children: [_jsx("group", { position: [entry.position[0], entry.position[1], entry.position[2]], rotation: [0, entry.rotationY, 0], children: _jsx("group", { position: [shape.meshTranslate[0], shape.meshTranslate[1], shape.meshTranslate[2]], scale: shape.meshScale, children: _jsx("mesh", { geometry: geometry, children: _jsx("meshBasicMaterial", { color: color, wireframe: true, transparent: true, opacity: 0.85, depthTest: false }) }) }) }), _jsx(Html, { position: [shape.center[0], shape.center[1] + shape.halfExtents[1] + 0.15, shape.center[2]], center: true, distanceFactor: 14, zIndexRange: [25, 0], style: { pointerEvents: "none" }, children: _jsx("span", { className: "rounded bg-black/70 px-1 text-[9px] font-medium text-white/90", children: entry.label }) })] }));
28
+ }
18
29
  function ColliderShapeMesh({ entry }) {
19
30
  const color = entry.style === "hitbox" ? HITBOX_WIRE_COLOR : BODY_WIRE_COLOR;
20
31
  if (entry.shape.kind === "sphere") {
21
32
  return (_jsx(WireSphere, { center: entry.shape.center, radius: entry.shape.radius, color: color, label: entry.label }));
22
33
  }
34
+ if (entry.shape.kind === "mesh") {
35
+ return _jsx(WireTriangleMesh, { entry: entry, shape: entry.shape, color: color });
36
+ }
23
37
  return (_jsx(WireAabb, { center: entry.shape.center, halfExtents: entry.shape.halfExtents, rotationY: entry.rotationY, color: color, label: entry.label }));
24
38
  }
25
39
  function endpointColor(kind) {
@@ -174,7 +188,7 @@ export function CollisionDebugWorld() {
174
188
  }, [state.layers.muzzles, state.layers.aimLaser, state.projectileTraces, laser]);
175
189
  if (!anyCollisionLayerOn(state.layers))
176
190
  return null;
177
- return (_jsxs("group", { children: [shapes.map((entry) => (_jsx(ColliderShapeMesh, { entry: entry }, entry.key))), projectilePoints.map((path) => (_jsx(Line, { points: path.points, color: PROJECTILE_PATH_COLOR, lineWidth: 2, transparent: true, opacity: 0.9, depthTest: false }, path.id))), muzzleOrigins.map((entry) => (_jsx(MuzzleMark, { origin: entry.origin }, `muzzle-${entry.id}`))), laser !== null ? (_jsxs(_Fragment, { children: [_jsx(Line, { points: [
191
+ return (_jsxs("group", { userData: POSTFX_OVERLAY_USERDATA, children: [shapes.map((entry) => (_jsx(ColliderShapeMesh, { entry: entry }, entry.key))), projectilePoints.map((path) => (_jsx(Line, { points: path.points, color: PROJECTILE_PATH_COLOR, lineWidth: 2, transparent: true, opacity: 0.9, depthTest: false }, path.id))), muzzleOrigins.map((entry) => (_jsx(MuzzleMark, { origin: entry.origin }, `muzzle-${entry.id}`))), laser !== null ? (_jsxs(_Fragment, { children: [_jsx(Line, { points: [
178
192
  new THREE.Vector3(laser.origin[0], laser.origin[1], laser.origin[2]),
179
193
  new THREE.Vector3(laser.end[0], laser.end[1], laser.end[2]),
180
194
  ], color: AIM_LASER_COLOR, lineWidth: 1.5, transparent: true, opacity: 0.95, depthTest: false }), _jsx(AimEndpointMark, { point: laser.end, kind: laser.kind })] })) : null] }));
@@ -1,5 +1,6 @@
1
1
  import type { EntityPosition } from "@jgengine/core/scene/entityStore";
2
2
  import { type ColliderPurpose, type EntityColliderSet, type ResolvedCollider } from "@jgengine/core/scene/colliders";
3
+ import type { PreparedCollisionMesh } from "@jgengine/core/scene/collisionMesh";
3
4
  import { type SceneRaycastApi, type SceneRaycastHit } from "@jgengine/core/scene/sceneRaycast";
4
5
  import { type ShotOriginPolicy } from "@jgengine/core/combat/shotOrigin";
5
6
  import type { Aim } from "@jgengine/core/scene/spatial";
@@ -24,6 +25,13 @@ export interface DebugShapeEntry {
24
25
  kind: "aabb";
25
26
  halfExtents: EntityPosition;
26
27
  center: EntityPosition;
28
+ } | {
29
+ kind: "mesh";
30
+ mesh: PreparedCollisionMesh;
31
+ meshScale: number;
32
+ meshTranslate: EntityPosition;
33
+ halfExtents: EntityPosition;
34
+ center: EntityPosition;
27
35
  };
28
36
  label: string;
29
37
  style: "hitbox" | "body";
@@ -36,11 +36,20 @@ function pushResolved(out, targetKind, instanceId, catalogId, position, rotation
36
36
  const center = shapeWorldCenter(collider, position, rotationY);
37
37
  const shape = collider.shape.kind === "sphere"
38
38
  ? { kind: "sphere", radius: collider.shape.radius, center }
39
- : {
40
- kind: "aabb",
41
- halfExtents: collider.shape.halfExtents,
42
- center,
43
- };
39
+ : collider.shape.kind === "mesh"
40
+ ? {
41
+ kind: "mesh",
42
+ mesh: collider.shape.mesh,
43
+ meshScale: collider.shape.meshScale,
44
+ meshTranslate: collider.shape.meshTranslate,
45
+ halfExtents: collider.shape.halfExtents,
46
+ center,
47
+ }
48
+ : {
49
+ kind: "aabb",
50
+ halfExtents: collider.shape.halfExtents,
51
+ center,
52
+ };
44
53
  out.push({
45
54
  key: `${targetKind}:${instanceId}:${collider.purpose}:${collider.name}`,
46
55
  targetKind,
@@ -6,8 +6,10 @@ import * as THREE from "three";
6
6
  import { useGameContext } from "@jgengine/react/provider";
7
7
  import { resolveBuildingPalette } from "@jgengine/core/world/buildings";
8
8
  import { resolveStructureBuildings } from "@jgengine/core/world/environmentSummary";
9
+ import { findRoadJunctions, junctionExclusions } from "@jgengine/core/world/streets";
9
10
  import { createTerrainPaletteSampler, resolveEnvironmentField, resolveTerrainDetail, resolveTerrainPalette, } from "@jgengine/core/world/terrain";
10
11
  import { GroundPad } from "./GroundPad.js";
12
+ import { RoadJunctions } from "./RoadJunctions.js";
11
13
  import { RoadRibbons } from "./RoadRibbons.js";
12
14
  import { terrainGroundColorSampler } from "./terrainGroundColor.js";
13
15
  import { InstancedBuildings } from "../structures/GeneratedBuilding.js";
@@ -142,6 +144,7 @@ function Structures({ structures, field }) {
142
144
  const placements = useMemo(() => resolveStructureBuildings(structures).map((building) => ({
143
145
  building,
144
146
  position: [0, field.sampleHeight(building.center[0], building.center[1]), 0],
147
+ ...(building.rotationY === undefined ? {} : { rotationY: building.rotationY, pivot: building.center }),
145
148
  })), [structures, field]);
146
149
  const palette = useMemo(() => resolveBuildingPalette(structures.style, structures.palette), [structures.style, structures.palette]);
147
150
  return _jsx(InstancedBuildings, { buildings: placements, palette: palette });
@@ -154,5 +157,7 @@ export function EnvironmentScene({ feature }) {
154
157
  const pads = feature.pads ?? [];
155
158
  const islands = feature.islands ?? [];
156
159
  const roads = feature.roads ?? [];
157
- return (_jsxs(_Fragment, { children: [feature.terrain !== undefined ? _jsx(TerrainGround, { terrain: feature.terrain, field: field }) : null, islands.map((entry, index) => (_jsx(TerrainGround, { terrain: entry, field: field, center: entry.origin }, `island-${index}`))), water.map((ocean, index) => (_jsx(Water, { ocean: ocean }, `ocean-${index}`))), roads.map((entry, index) => (_jsx(RoadRibbons, { road: entry, field: field }, `road-${index}`))), structures.map((entry, index) => (_jsx(Structures, { structures: entry, field: field }, `structures-${index}`))), pads.map((entry, index) => (_jsx(GroundPad, { pad: entry, field: field }, `pad-${index}`))), vegetation.map((grass, index) => (_jsx(Vegetation, { grass: grass, field: field, groundColor: vegetationGroundColor(feature.terrain, field, grass) }, `grass-${index}`))), feature.weather !== undefined && feature.weather.length > 0 ? (_jsx(Weather, { weather: feature.weather })) : null] }));
160
+ const junctions = useMemo(() => findRoadJunctions(roads), [roads]);
161
+ const exclusions = useMemo(() => junctionExclusions(junctions), [junctions]);
162
+ return (_jsxs(_Fragment, { children: [feature.terrain !== undefined ? _jsx(TerrainGround, { terrain: feature.terrain, field: field }) : null, islands.map((entry, index) => (_jsx(TerrainGround, { terrain: entry, field: field, center: entry.origin }, `island-${index}`))), water.map((ocean, index) => (_jsx(Water, { ocean: ocean }, `ocean-${index}`))), roads.map((entry, index) => (_jsx(RoadRibbons, { road: entry, field: field, exclusions: exclusions }, `road-${index}`))), _jsx(RoadJunctions, { junctions: junctions, field: field }), structures.map((entry, index) => (_jsx(Structures, { structures: entry, field: field }, `structures-${index}`))), pads.map((entry, index) => (_jsx(GroundPad, { pad: entry, field: field }, `pad-${index}`))), vegetation.map((grass, index) => (_jsx(Vegetation, { grass: grass, field: field, groundColor: vegetationGroundColor(feature.terrain, field, grass) }, `grass-${index}`))), feature.weather !== undefined && feature.weather.length > 0 ? (_jsx(Weather, { weather: feature.weather })) : null] }));
158
163
  }
@@ -0,0 +1,12 @@
1
+ import { type RoadJunction } from "@jgengine/core/world/streets";
2
+ import type { TerrainField } from "@jgengine/core/world/terrain";
3
+ /**
4
+ * Renders welded road intersections: one asphalt disc patch per junction (covering the crossing
5
+ * ribbons so they read as one intersection instead of stacking/z-fighting), plus white stop lines
6
+ * and crosswalk bars at each approach. Fed the junctions the scene already computed from its roads.
7
+ * @internal
8
+ */
9
+ export declare function RoadJunctions({ junctions, field, }: {
10
+ junctions: readonly RoadJunction[];
11
+ field: TerrainField;
12
+ }): import("react").JSX.Element | null;