@pix3/cli 1.6.3 → 1.6.4

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@@ -3,7 +3,7 @@ name: pix3-nodes
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  description: Compact property reference for the Pix3 2D node types used by the recipes — Group2D, ColorRect2D, Sprite2D, Label2D, Button2D, Bar2D, CanvasLayer2D, PostProcess — plus the Node2D base properties, anchor layout and paint order; the full per-node reference (every 2D and 3D node) is reference.md beside it. Use when adding a node to a .pix3scene, choosing which node type to use, or checking a property name/type before writing it.
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  ---
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- <!-- Pix3 agent kit 1.6.3 -->
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+ <!-- Pix3 agent kit 1.6.4 -->
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  # 2D nodes — compact reference
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  Property names below are the exact YAML keys under `properties:`. A misspelled key is kept
@@ -1,4 +1,4 @@
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- <!-- Pix3 agent kit 1.6.3 — generated from docs/node-types-reference.md. Do not edit: pix3 kit --update regenerates it. -->
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+ <!-- Pix3 agent kit 1.6.4 — generated from docs/node-types-reference.md. Do not edit: pix3 kit --update regenerates it. -->
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  # Pix3 node reference
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  Every node type the loader knows, with its properties. **Grep `### <NodeName>`** for one node
@@ -3,7 +3,7 @@ name: pix3-scene-format
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  description: The .pix3scene YAML format — file header, node shape (id/type/name/properties/children/components), component shape, 2D transform and layout blocks, res:// references, textures, prefab instances and overrides, scenes/ui overlays and the visible/initiallyVisible split, plus how to translate design/recipe.md tool names into file edits. Use BEFORE creating or editing any .pix3scene file (scene, prefab or overlay) in this project.
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  ---
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- <!-- Pix3 agent kit 1.6.3 -->
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+ <!-- Pix3 agent kit 1.6.4 -->
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  # `.pix3scene` format
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  Scenes, prefabs and overlays are the same file type: YAML with a `.pix3scene` extension.
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- <!-- Pix3 agent kit 1.6.3 — generated from docs/pix3-specification.md ("Scene File Format"). Do not edit: pix3 kit --update regenerates it. -->
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+ <!-- Pix3 agent kit 1.6.4 — generated from docs/pix3-specification.md ("Scene File Format"). Do not edit: pix3 kit --update regenerates it. -->
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  # `.pix3scene` — the engine specification
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  Excerpts of the engine's specification, as shipped with this CLI. `SKILL.md` beside this file
@@ -3,7 +3,7 @@ name: pix3-scripts
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  description: How to write a Pix3 game script (scripts/*.ts, `export class X extends Script`, attached as `user:X`) — lifecycle, the required getPropertySchema, config, node lookup, signals, transforms, spawning, input, juice/tweens/audio, 2D physics, scene changes, the built-in core:* components and their config keys (reference.md), and the traps that compile clean and break at runtime. Use BEFORE writing or editing any file in scripts/ or attaching a core: component.
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  ---
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- <!-- Pix3 agent kit 1.6.3 -->
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+ <!-- Pix3 agent kit 1.6.4 -->
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  # Writing a script
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- <!-- Pix3 agent kit 1.6.3 — generated from docs/nodes-and-systems.md, src/services/agent/agent-skills/engine-api-map.md and the runtime's component registry. Do not edit: pix3 kit --update regenerates it. -->
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+ <!-- Pix3 agent kit 1.6.4 — generated from docs/nodes-and-systems.md, src/services/agent/agent-skills/engine-api-map.md and the runtime's component registry. Do not edit: pix3 kit --update regenerates it. -->
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  # Script API reference
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  Generated from the engine's own documentation and code. Grep a heading instead of reading it
@@ -3,7 +3,7 @@ name: pix3-verify
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  description: How to check and run a Pix3 change — `pix3 check` / `pix3 validate` / `pix3 read`, the diagnostic codes, reading merge-log entries (the editor kept a human's value over yours), the live channel (`pix3 serve` + `pix3 mcp --workspace`, `game_run` with `expect` hashes, the barrier's answer fields and error codes), and how to report what was and was not verified. Use after every batch of edits to .pix3scene or scripts/*.ts, and before telling the user a change is done.
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  ---
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- <!-- Pix3 agent kit 1.6.3 -->
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+ <!-- Pix3 agent kit 1.6.4 -->
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  # Verify a change
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  Leave files that load and type-check, run the game when the live channel is there, and tell
@@ -19,7 +19,7 @@ pix3 smoke scenes/main.pix3scene # then: run the game headless for 120 frames, r
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  pix3 tree [scene] # outline of a scene (or of the project) instead of reading it
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  ```
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- If `pix3` is not on your PATH, run the pinned one from `.mcp.json`: `npx -y @pix3/cli@1.6.3 check`.
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+ If `pix3` is not on your PATH, run the pinned one from `.mcp.json`: `npx -y @pix3/cli@1.6.4 check`.
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  Exit code 1 = at least one **error**. Fix every error before reporting; warnings (off-screen
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  nodes, zero size, unused assets, out-of-range values) are for judgement.
@@ -1,4 +1,4 @@
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- <!-- Pix3 agent kit 1.6.3 — generated from docs/pix3-specification.md. Do not edit: pix3 kit --update regenerates it. -->
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+ <!-- Pix3 agent kit 1.6.4 — generated from docs/pix3-specification.md. Do not edit: pix3 kit --update regenerates it. -->
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  # What the editor does with your files
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  The engine specification's own statements, for when something surprises you. `SKILL.md`
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- <!-- Pix3 agent kit 1.6.3 — written by `pix3 kit`. You may edit it: `pix3 kit --update` never overwrites a kit file you changed. -->
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+ <!-- Pix3 agent kit 1.6.4 — written by `pix3 kit`. You may edit it: `pix3 kit --update` never overwrites a kit file you changed. -->
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  # AGENTS.md — Pix3 game project
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  This folder is a **Pix3 game**: a 2D/3D browser game. You edit it by writing files. A human
package/kit/kit.json CHANGED
@@ -1,7 +1,7 @@
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  {
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  "format": 1,
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- "version": "1.6.3",
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- "inputsStamp": "8fcca842690fa33c8ede9cb18b2ea5b950b8cceea0852c114c6431bf6bc321fd",
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+ "version": "1.6.4",
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+ "inputsStamp": "d2d584e1ae94493b3eb7e7d963ee6cd641704fe33a22945e025a9087e1f8a0dd",
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  "files": [
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  ".claude/skills/pix3-nodes/SKILL.md",
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  ".claude/skills/pix3-nodes/reference.md",
package/package.json CHANGED
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  {
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  "name": "@pix3/cli",
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- "version": "1.6.3",
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+ "version": "1.6.4",
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  "description": "Pix3 command line: create a project from a recipe, and link your own coding agent (Claude Code, Codex, ...) to an open Pix3 editor window over a loopback MCP channel.",
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  "type": "module",
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  "repository": {