@jgengine/sql 0.13.0 → 0.14.0
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
CHANGED
|
@@ -10,7 +10,53 @@ let consumers pick up the better stuff, not just to list what moved.
|
|
|
10
10
|
Agents building on the published SDK can also read this programmatically:
|
|
11
11
|
`import { VERSION, CHANGELOG } from "@jgengine/core/meta/changelog"` gives the
|
|
12
12
|
same data as typed values, so an updater can diff its installed version against
|
|
13
|
-
the latest and surface the migration steps.
|
|
13
|
+
the latest and surface the migration steps. Easier still: `npx jgengine upgrade`
|
|
14
|
+
run inside a game project diffs the installed `@jgengine/*` versions against the
|
|
15
|
+
latest release and prints every Migrate step and Adopt-worthy addition in
|
|
16
|
+
between (`--json` for structured output).
|
|
17
|
+
|
|
18
|
+
## [Unreleased]
|
|
19
|
+
|
|
20
|
+
<!--
|
|
21
|
+
Every PR that changes `packages/*/src` records its consumer-facing change here, so
|
|
22
|
+
the next release's notes are complete by construction. Add a bullet under the right
|
|
23
|
+
subhead below. `bun run check-changelog` fails a source PR whose `[Unreleased]` block
|
|
24
|
+
is untouched; pure refactors/tests bypass with `[skip changelog]` in a commit message.
|
|
25
|
+
At publish, rename this heading to the new version and mirror the entries into
|
|
26
|
+
`packages/core/src/meta/changelog.ts` (the typed `CHANGELOG` export).
|
|
27
|
+
-->
|
|
28
|
+
|
|
29
|
+
### Migrate
|
|
30
|
+
|
|
31
|
+
- _Nothing yet._
|
|
32
|
+
|
|
33
|
+
### Added
|
|
34
|
+
|
|
35
|
+
### Changed
|
|
36
|
+
|
|
37
|
+
### Removed
|
|
38
|
+
|
|
39
|
+
## 0.14.0
|
|
40
|
+
|
|
41
|
+
### Migrate
|
|
42
|
+
|
|
43
|
+
- **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.
|
|
44
|
+
- 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.
|
|
45
|
+
|
|
46
|
+
### Added
|
|
47
|
+
|
|
48
|
+
- 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.
|
|
49
|
+
- **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.
|
|
50
|
+
- 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`.
|
|
51
|
+
- **`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.
|
|
52
|
+
- **`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.
|
|
53
|
+
- **`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.
|
|
54
|
+
|
|
55
|
+
### Changed
|
|
56
|
+
|
|
57
|
+
- **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.
|
|
58
|
+
- **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`.
|
|
59
|
+
- **`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.
|
|
14
60
|
|
|
15
61
|
## 0.13.0
|
|
16
62
|
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@jgengine/sql",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.14.0",
|
|
4
4
|
"description": "Postgres persistence for the JGengine host: implements HostPersistence over a structural pool interface (no hard pg dependency).",
|
|
5
5
|
"license": "Apache-2.0",
|
|
6
6
|
"type": "module",
|
|
@@ -31,7 +31,7 @@
|
|
|
31
31
|
"test": "bun test src"
|
|
32
32
|
},
|
|
33
33
|
"dependencies": {
|
|
34
|
-
"@jgengine/core": "^0.
|
|
34
|
+
"@jgengine/core": "^0.14.0"
|
|
35
35
|
},
|
|
36
36
|
"devDependencies": {
|
|
37
37
|
"pg-mem": "^3.0.5"
|
package/skills/jgengine/SKILL.md
CHANGED
|
@@ -5,7 +5,7 @@ description: Route game work to the smallest useful JGengine guidance set.
|
|
|
5
5
|
|
|
6
6
|
# JGengine intake and router
|
|
7
7
|
|
|
8
|
-
Read the
|
|
8
|
+
Read the JGengine README for package truth, commands, layering, and license — the repo-root [`README.md`](../../../README.md) in the monorepo, or [jgengine.com](https://jgengine.com) from a scaffolded consumer project (where the relative link does not resolve). This skill decides what to load; it is not an engine manual.
|
|
9
9
|
|
|
10
10
|
## 1. Establish the target
|
|
11
11
|
|
|
@@ -20,6 +20,8 @@ Treat the pitch as a unique composition of needs, not a genre to fill in — nev
|
|
|
20
20
|
|
|
21
21
|
For a new in-repo game, scaffold with `bun run new:game "<id-or-title>"` (thin script alias for `jgengine create`, auto-detects the in-repo variant). Outside this monorepo, start with `npx jgengine create`; never copy `Games/*`.
|
|
22
22
|
|
|
23
|
+
For an existing game asked to pick up a new engine release ("jgengine published a new version, grab it"), run `npx jgengine upgrade` in the project first: it diffs installed `@jgengine/*` versions against the latest release and prints every Migrate step and Adopt-worthy addition in between (`--json` for structured output). Bump, migrate oldest-first, then work the Adopt lists instead of reconstructing the changelog by hand.
|
|
24
|
+
|
|
23
25
|
## 2. Select domains
|
|
24
26
|
|
|
25
27
|
Load only rows the target needs. Do not preload every domain.
|
|
@@ -43,7 +45,7 @@ World content routes editor-first: any request that adds, moves, restyles, or re
|
|
|
43
45
|
Within each selected domain:
|
|
44
46
|
|
|
45
47
|
0. Fastest start for a common composition: `npx jgengine recipe <name>` prints a vetted, SDK-typechecked snippet (imports + wired code) for `combat-loop`, `boss-telegraph`, `loot`, `quest`, `coop-presence`, `third-person-camera`; `npx jgengine recipe` lists them. Copy that instead of reconning per-file.
|
|
46
|
-
1. Search `capabilities.md` by intent; it maps needs to imports.
|
|
48
|
+
1. Search `capabilities.md` by intent; it maps needs to imports. Outside the monorepo (or before a domain skill is even loaded), `npx jgengine find <intent>` greps every shipped capability index at once and prints the primitive + import — reach for it the moment you're tempted to hand-roll a HUD window, inventory grid, paperdoll, hotkey listener, minimap, stat bar, or character motion. If you're writing a `z-index`, a `keydown` for a panel, a `<div>` inventory, or a limb bob, a shipped drop-in almost certainly exists (`usePanels`/`PanelHost`, `InventoryGrid`, `CharacterSheet`/`Paperdoll`, `PartMotionRig`, `EntityPreview`); games own the *skin*, not the re-derivation.
|
|
47
49
|
2. Open `api.md` only when exact signatures or export inventory are needed.
|
|
48
50
|
3. Open the linked reference only for a deeper recipe or trap.
|
|
49
51
|
4. For how several primitives wire into a running loop, read the domain's `recipes/` — connected, genre-free walkthroughs organized by composition seam; this skill's own [recipes/minimal-game.md](recipes/minimal-game.md) is the default whole-game walkthrough. Prefer a recipe over reading a game's source; the games under `Games/*` are not templates or references, and a hybrid game is just a different composition of the same primitives.
|
package/skills/jgengine/api.md
CHANGED
|
@@ -6,7 +6,7 @@
|
|
|
6
6
|
|
|
7
7
|
- `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
|
|
8
8
|
- `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
|
|
9
|
-
- `VERSION` (const): const VERSION: "0.
|
|
9
|
+
- `VERSION` (const): const VERSION: "0.14.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
|
|
10
10
|
|
|
11
11
|
## @jgengine/core/authoring
|
|
12
12
|
|
|
@@ -220,7 +220,7 @@
|
|
|
220
220
|
|
|
221
221
|
- `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
|
|
222
222
|
- `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
|
|
223
|
-
- `VERSION` (const): const VERSION: "0.
|
|
223
|
+
- `VERSION` (const): const VERSION: "0.14.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
|
|
224
224
|
|
|
225
225
|
## @jgengine/core/runtime/adapter
|
|
226
226
|
|
|
@@ -2,6 +2,8 @@
|
|
|
2
2
|
|
|
3
3
|
Reference module for the [`jgengine-multiplayer` API](SKILL.md) skill. Load this when you need the transport/host/persistence seam.
|
|
4
4
|
|
|
5
|
+
> Paths named below — `apps/dev/src/main.tsx`, `examples/convex-host`, `examples/HOSTED.md` — live in the JGengine engine monorepo and are **reference shapes to mirror**, not files a scaffolded consumer project ships with. In your own project the equivalent is a ~25-line `convex/` directory (schema + factory re-exports + crons) and a host that composes the resolvers; the factories and resolvers ship in the published `@jgengine/*` packages.
|
|
6
|
+
|
|
5
7
|
## Multiplayer and the backend seam
|
|
6
8
|
|
|
7
9
|
**Convex is an adapter, not a dependency.** The engine owns the contracts; any backend implements them:
|