@jgengine/shell 0.38.0 → 0.38.1

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package/CHANGELOG.md CHANGED
@@ -26,6 +26,25 @@ 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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+ ## 0.38.1
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+
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+ ### Migrate
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+
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+ - **Bump lockstep SDK packages to `^0.38.1`:** `@jgengine/{core,rapier,react,ws,node,sql,convex,shell,editor,assets,navbake}`. CLI `jgengine` is `0.35.1`; `@jgengine/github` is `0.25.1`.
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+ - Nothing to migrate. `variantLevels()` was renamed to `ModelVariantConfig.shadows` before any release shipped it, so no published version ever exported it and no consumer can be holding one. A level that wants to stop paying the near level's shadow cost writes `{ url, shadows: "none" }`; leaving `shadows` out keeps the model's own answer.
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+
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+ ### Added
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+
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+ - `ModelVariantConfig.shadows` (`@jgengine/core/world/modelLod`): a model variant level declares its own shadow participation as a plain field, `"inherit" | "cast" | "receive" | "both" | "none"`. `"inherit"`, the default, keeps the model's own `shadows`, so every existing model draws as before; a far level set to `"none"` leaves the shadow pass while still drawing its mesh.
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+ - `ModelShadowMode` (`@jgengine/core/world/modelLod`) names the four-value shadow vocabulary, and `ModelConfig.shadows` uses it.
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+ - `variantLevelModel` (`@jgengine/shell/render/singleVariantLod`) is the one place that resolves what a level draws and how it shadows; the single prop, batched prop and scatter paths all ask it, so a level's asset and its shadow answer cannot disagree.
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+
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+ ### Fixed
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+
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+ - `SaveSlotsPane` cards are one box each: equal tracks, `grid-auto-rows: 1fr`, a card edge that reads over a bright scene, and a name that ellipsises instead of widening the card. A save with a long name and one with none produce the same card box.
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+ - `GameMenu` puts the primary verbs on their own scrim, so their labels stay legible over whatever the live scene is showing instead of relying on a text shadow.
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+ - The theme emits three menu tokens the slot card and the verb surface read: `--jg-menu-card-height` (`clamp(244px, 27vh, 300px)`), `--jg-menu-card-thumb` (`clamp(88px, 14vh, 160px)`) and `--jg-menu-surface-radius` (`8px`). A game overrides them in its own `HudTheme` instead of patching the menu components.
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+
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  ## 0.38.0
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  ### Migrate
@@ -17,7 +17,7 @@ import { useFootIk } from "./useFootIk.js";
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  import { resolveRigNode } from "./rigNode.js";
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  import { PartMotionRig } from "./PartMotion.js";
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  import { syncSpriteFrame } from "./spriteRender.js";
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- import { singleVariantLevel, singleVariantModel } from "./singleVariantLod.js";
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+ import { singleVariantLevel, variantLevelModel } from "./singleVariantLod.js";
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  import { applyMaterialOverride } from "../materialOverride.js";
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  import { applyPaintTextureToMaterials, cacheStandardMaterials, cloneModelScene, createPaintCanvas, disposeModelScene, ownModelMaterial, disposePaintCanvas, syncPaintCanvas, } from "./modelRender.js";
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  export function EntitySprite({ sprite }) {
@@ -123,7 +123,7 @@ export function SingleVariantModel({ model, instanceId, measure, }) {
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  if (next !== level)
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  setLevel(next);
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  });
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- const drawn = useMemo(() => singleVariantModel(model, level), [model, level]);
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+ const drawn = useMemo(() => variantLevelModel(model, level), [model, level]);
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  // The near level owns the measured bounds and collision mesh, like the batched path: a decimated
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  // asset must not redefine what the catalog entry collides as.
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  return _jsx(EntityModel, { model: drawn, instanceId: instanceId, measure: level === 0 ? measure : undefined });
@@ -2,12 +2,19 @@ import type * as THREE from "three";
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  import type { ModelConfig } from "@jgengine/core/game/playableGame";
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  import type { ModelVariantSelector } from "@jgengine/core/world/modelLod";
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  /**
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- * The model an isolated prop draws at one variant level: that level's asset and no nested variants, so
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- * a prop rendered on its own switches assets the way a batched instance does. Out-of-range levels clamp
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- * to the nearest one, and a model without variants is returned untouched.
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+ * Shadow participation the model draws with at one level: the level's own choice when it made one,
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+ * otherwise the model's `shadows` untouched.
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  * @internal
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  */
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- export declare function singleVariantModel(model: ModelConfig, level: number): ModelConfig;
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+ export declare function variantLevelShadows(model: ModelConfig, level: number): ModelConfig["shadows"];
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+ /**
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+ * The model any path draws at one variant level: that level's asset, its shadow participation, and no
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+ * nested variants, so a prop rendered on its own, a batched instance and a scatter cell all switch
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+ * the same way. Out-of-range levels clamp to the nearest one, and a model without variants is
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+ * returned untouched.
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+ * @internal
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+ */
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+ export declare function variantLevelModel(model: ModelConfig, level: number): ModelConfig;
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  /**
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  * Metres from the camera's world position to a placement, written through the caller's scratch vectors
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  * so a frame allocates nothing.
@@ -1,15 +1,36 @@
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+ function levelOf(model, level) {
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+ const levels = model.variants?.levels;
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+ if (levels === undefined)
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+ return undefined;
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+ return levels[Math.min(levels.length - 1, Math.max(0, level))];
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+ }
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  /**
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- * The model an isolated prop draws at one variant level: that level's asset and no nested variants, so
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- * a prop rendered on its own switches assets the way a batched instance does. Out-of-range levels clamp
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- * to the nearest one, and a model without variants is returned untouched.
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+ * Shadow participation the model draws with at one level: the level's own choice when it made one,
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+ * otherwise the model's `shadows` untouched.
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  * @internal
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  */
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- export function singleVariantModel(model, level) {
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- const levels = model.variants?.levels;
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- if (levels === undefined)
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+ export function variantLevelShadows(model, level) {
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+ const chosen = levelOf(model, level)?.shadows;
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+ return chosen === undefined || chosen === "inherit" ? model.shadows : chosen;
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+ }
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+ /**
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+ * The model any path draws at one variant level: that level's asset, its shadow participation, and no
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+ * nested variants, so a prop rendered on its own, a batched instance and a scatter cell all switch
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+ * the same way. Out-of-range levels clamp to the nearest one, and a model without variants is
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+ * returned untouched.
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+ * @internal
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+ */
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+ export function variantLevelModel(model, level) {
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+ const chosen = levelOf(model, level);
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+ if (chosen === undefined)
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  return model;
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- const chosen = levels[Math.min(levels.length - 1, Math.max(0, level))];
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- return { ...model, url: chosen.url, variants: undefined };
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+ const shadows = variantLevelShadows(model, level);
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+ return {
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+ ...model,
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+ url: chosen.url,
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+ variants: undefined,
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+ ...(shadows === undefined ? {} : { shadows }),
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+ };
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  }
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  /**
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  * Metres from the camera's world position to a placement, written through the caller's scratch vectors
@@ -8,6 +8,7 @@ import { chunkScatterInstances } from "@jgengine/core/world/scatterRegion";
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  import { beginFallbackSeam, reportFallbackSeam } from "@jgengine/core/devtools/fallbackSeams";
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  import { createModelVariantSelector } from "@jgengine/core/world/modelLod";
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  import { CAMERA_POST_FRAME_PRIORITY } from "../camera/cameraRigs.js";
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+ import { variantLevelModel } from "../render/singleVariantLod.js";
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  import { buildScatterProxy } from "./scatterProxies.js";
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  import { buildScatterModelSources, disposeScatterModelSources } from "./scatterModels.js";
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  import { writeScatterVariantLevel } from "./scatterVariants.js";
@@ -120,9 +121,8 @@ function ScatterVariantLevel({ model, url, level, selector, batches }) {
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  loader.setMeshoptDecoder(MeshoptDecoder);
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  });
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  const { sources, root } = useMemo(() => {
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- const levelModel = { ...model, url, variants: undefined };
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- return buildScatterModelSources(gltf.scene, levelModel);
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- }, [gltf, model, url]);
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+ return buildScatterModelSources(gltf.scene, variantLevelModel(model, level));
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+ }, [gltf, model, level]);
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  useEffect(() => () => disposeScatterModelSources(root), [root]);
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  return (_jsx(_Fragment, { children: sources.map((source, sourceIndex) => batches.map((batch) => (_jsx(ScatterVariantSourceInstances, { source: source, batch: batch, level: level, selector: selector }, `${batch.key}:${sourceIndex}`)))) }));
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  }
@@ -7,6 +7,7 @@ import { devtools } from "@jgengine/core/devtools/devtools";
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  import { useGameContext } from "@jgengine/react/provider";
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  import { sharedGltfLoader } from "../render/modelLoad.js";
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  import { IsolatedModelPart } from "../render/SceneModels.js";
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+ import { variantLevelModel } from "../render/singleVariantLod.js";
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  import { freezeStaticTransforms } from "../render/staticTransforms.js";
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  import { measureLocalBounds, reportMeasuredBounds } from "../render/measureBounds.js";
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  import { measureLocalCollisionTriangles, reportMeasuredCollisionMesh } from "../render/measureCollisionMesh.js";
@@ -174,7 +175,7 @@ export function VariantStaticObjects({ batch, single }) {
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  const { objects, excluded } = useBatchMembers(batch);
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  const levels = batch.model.variants.levels;
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  const selector = useMemo(() => createModelVariantSelector(batch.model.variants), [batch.model]);
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- return _jsxs(_Fragment, { children: [levels.map((level, index) => (_jsx(VariantLevel, { url: level.url, model: { ...batch.model, url: level.url, variants: undefined }, batch: batch, objects: objects, level: index, selector: selector, measure: index === 0, single: single }, `${level.url}:${index}`))), excluded.map((id) => { const live = ctx.scene.object.get(id); return live === null ? null : single(live); })] });
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+ return _jsxs(_Fragment, { children: [levels.map((level, index) => (_jsx(VariantLevel, { url: level.url, model: variantLevelModel(batch.model, index), batch: batch, objects: objects, level: index, selector: selector, measure: index === 0, single: single }, `${level.url}:${index}`))), excluded.map((id) => { const live = ctx.scene.object.get(id); return live === null ? null : single(live); })] });
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  }
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  /** Render compatible authored or `scenery` props as shared model draws, preserving unsupported models. @internal */
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  export function StaticObjectModels({ batch, single }) {
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@jgengine/shell",
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- "version": "0.38.0",
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+ "version": "0.38.1",
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  "description": "Game player shell for JGengine: React Three Fiber canvas, orbit camera, input tracking, HUD mounting, GameUiPreview, and a demo game. Consumers supply a GameRegistry.",
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  "license": "Apache-2.0",
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  "type": "module",
@@ -39,9 +39,9 @@
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  "test": "bun test src"
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  },
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  "dependencies": {
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- "@jgengine/core": "^0.38.0",
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- "@jgengine/react": "^0.38.0",
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- "@jgengine/ws": "^0.38.0"
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+ "@jgengine/core": "^0.38.1",
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+ "@jgengine/react": "^0.38.1",
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+ "@jgengine/ws": "^0.38.1"
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  },
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  "peerDependencies": {
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  "@react-three/drei": "^10.0.0",
@@ -6,7 +6,7 @@
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  - `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
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  - `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
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- - `VERSION` (const): const VERSION: "0.38.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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+ - `VERSION` (const): const VERSION: "0.38.1" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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  ## @jgengine/core/authoring
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@@ -285,7 +285,7 @@
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  - `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
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  - `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
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- - `VERSION` (const): const VERSION: "0.38.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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+ - `VERSION` (const): const VERSION: "0.38.1" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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  ## @jgengine/core/runtime/adapter
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@@ -2655,7 +2655,7 @@
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  - `ModelAssetRef` (interface): interface ModelAssetRef { url: string; anchor?: "center" | "origin"; dims?: ModelDims; collisionMesh?: CollisionMeshData; space?: AssetSpace; clips?: readonly string[] } — ⚠ undocumented · used by `createHostedWorldSessionAsync` (@jgengine/core/runtime/hostedWorldSession): Build a hosted session from an asynchronous persistence backend.
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  - `ModelDims` (interface): interface ModelDims — Measured horizontal footprint, footprint center, and lowest Y of a model in model space.
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  - `ModelNode` (interface): interface ModelNode — Generic named-socket reader for loaded 3D models. Walks a node tree (any object with `.name`, `.position`, and `.children` — structurally satisfied by `THREE.Object3D`) and collects the local offsets of nodes whose name marks an attachment point. Genre-agnostic: wire anchors on a pylon, muzzle/hand mounts on a character, hardpoints on a ship, seat/decal slots on furniture — anything an artist tags with an empty in the GLB. Pure data (no three.js import), so it lives in core.
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- - `ModelVariantConfig` (interface): interface ModelVariantConfig — One mesh level of a {@link ModelVariantLodConfig}: a full or decimated GLB and how far it draws.
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+ - `ModelVariantConfig` (interface): interface ModelVariantConfig — One mesh level of a {@link ModelVariantLodConfig}: a full or decimated GLB, how far it draws and how it shadows.
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  - `ModelVariantLodConfig` (interface): interface ModelVariantLodConfig — Ordered mesh detail levels for one model, switched per instance by camera distance. The first level is the full mesh the model's own `url` names; every later level is a cheaper asset. A tree line uses this so near trees keep their full mesh while far ones draw a decimated copy of the same species.
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  - `ModelVariantSelector` (interface): interface ModelVariantSelector — Per-instance distance switch over a model's detail levels: one answer per id, held across a boundary until the instance clears it.
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  - `ModelVariantSelectorState` (interface): interface ModelVariantSelectorState — Plain JSON state of a {@link ModelVariantSelector}: each id's current level index.
@@ -4041,7 +4041,8 @@
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  ## @jgengine/core/world/modelLod
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  - `DEFAULT_VARIANT_HYSTERESIS` (const): const DEFAULT_VARIANT_HYSTERESIS: 6 — Metres an instance must travel past a switch boundary before it changes level unless the model declares its own.
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- - `ModelVariantConfig` (interface): interface ModelVariantConfig — One mesh level of a {@link ModelVariantLodConfig}: a full or decimated GLB and how far it draws.
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+ - `ModelShadowMode` (type): type ModelShadowMode = "cast" | "receive" | "both" | "none" — How a model, or one of its variant levels, takes part in the shadow pass.
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+ - `ModelVariantConfig` (interface): interface ModelVariantConfig — One mesh level of a {@link ModelVariantLodConfig}: a full or decimated GLB, how far it draws and how it shadows.
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  - `ModelVariantLodConfig` (interface): interface ModelVariantLodConfig — Ordered mesh detail levels for one model, switched per instance by camera distance. The first level is the full mesh the model's own `url` names; every later level is a cheaper asset. A tree line uses this so near trees keep their full mesh while far ones draw a decimated copy of the same species.
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  - `ModelVariantSelector` (interface): interface ModelVariantSelector — Per-instance distance switch over a model's detail levels: one answer per id, held across a boundary until the instance clears it.
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  - `ModelVariantSelectorState` (interface): interface ModelVariantSelectorState — Plain JSON state of a {@link ModelVariantSelector}: each id's current level index.