@pixerate/editor 0.262.0 → 0.262.1

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@@ -10882,7 +10882,7 @@ function createPaintWetTools(c) {
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  {
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  name: "get_wet_paint",
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  title: "Get the wet paint",
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- description: "Reads the wet media: whether any paint is still wet, the simulation clock (steps), whether time is paused, its speed (steps per second), the canvas tilt, the kernel running it (typescript, wasm, wasm-threads with the thread count, and a message when it runs slower than it could, e.g. without cross-origin isolation), and each wet layer: wet cells, where the water is (wetBounds), live tiles, its settings and flow map. Also engine: Engine B, the WebGPU accelerator (mode auto/off, state, reason, adapter, minTiles, activeTiles). Call it after wet strokes to see what is still wet.",
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+ description: "Reads the wet media: whether any paint is still wet, the simulation clock (steps), whether time is paused, its speed (steps per second), the canvas tilt, the kernel running it (typescript, wasm, wasm-threads with the thread count, and a message when it runs slower than it could, e.g. without cross-origin isolation), and each wet layer: wet cells, where the water is (wetBounds), live tiles, its settings and flow map. Also engine: Engine B, the GPU accelerator: WebGPU in browsers, Metal in the Swift editors (mode auto/off, state, reason, adapter, minTiles, activeTiles). Call it after wet strokes to see what is still wet.",
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  inputSchema: EMPTY2,
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  annotations: { title: "Get the wet paint", ...READ3 },
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  coordinates: { out: ["layers[].wetBounds", "layers[].flow.center"] },
@@ -11019,7 +11019,7 @@ function createPaintWetTools(c) {
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  {
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  name: "set_wet_engine",
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  title: "Choose the wet-media engine",
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- description: 'Lets Engine B, the WebGPU accelerator, run for large wet areas (gpu "auto", the default) or forces the CPU (gpu "off"), and optionally sets minTiles, the wet area at which the GPU takes over. The GPU only shades what is shown: the CPU engine stays the authority, so the painting, drying, saving, export and replay come out the same either way; force the CPU when the display looks wrong or the GPU is busy with other work. Editor setting, not an undo step, not saved with the painting. Returns the engine: mode, state (off, not-started, starting, unavailable, standby, active, failed), reason, adapter, maxTiles, minTiles and activeTiles.',
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+ description: 'Lets Engine B, the GPU accelerator (WebGPU in browsers, Metal in the Swift editors), run for large wet areas (gpu "auto", the default) or forces the CPU (gpu "off"), and optionally sets minTiles, the wet area at which the GPU takes over. The GPU only shades what is shown: the CPU engine stays the authority, so the painting, drying, saving, export and replay come out the same either way; force the CPU when the display looks wrong or the GPU is busy with other work. Editor setting, not an undo step, not saved with the painting. Returns the engine: mode, state (off, not-started, starting, unavailable, standby, active, failed), reason, adapter, maxTiles, minTiles and activeTiles.',
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  inputSchema: {
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  type: "object",
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  properties: {
@@ -10882,7 +10882,7 @@ function createPaintWetTools(c) {
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  {
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  name: "get_wet_paint",
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  title: "Get the wet paint",
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- description: "Reads the wet media: whether any paint is still wet, the simulation clock (steps), whether time is paused, its speed (steps per second), the canvas tilt, the kernel running it (typescript, wasm, wasm-threads with the thread count, and a message when it runs slower than it could, e.g. without cross-origin isolation), and each wet layer: wet cells, where the water is (wetBounds), live tiles, its settings and flow map. Also engine: Engine B, the WebGPU accelerator (mode auto/off, state, reason, adapter, minTiles, activeTiles). Call it after wet strokes to see what is still wet.",
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+ description: "Reads the wet media: whether any paint is still wet, the simulation clock (steps), whether time is paused, its speed (steps per second), the canvas tilt, the kernel running it (typescript, wasm, wasm-threads with the thread count, and a message when it runs slower than it could, e.g. without cross-origin isolation), and each wet layer: wet cells, where the water is (wetBounds), live tiles, its settings and flow map. Also engine: Engine B, the GPU accelerator: WebGPU in browsers, Metal in the Swift editors (mode auto/off, state, reason, adapter, minTiles, activeTiles). Call it after wet strokes to see what is still wet.",
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  inputSchema: EMPTY2,
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  annotations: { title: "Get the wet paint", ...READ3 },
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  coordinates: { out: ["layers[].wetBounds", "layers[].flow.center"] },
@@ -11019,7 +11019,7 @@ function createPaintWetTools(c) {
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  {
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  name: "set_wet_engine",
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  title: "Choose the wet-media engine",
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- description: 'Lets Engine B, the WebGPU accelerator, run for large wet areas (gpu "auto", the default) or forces the CPU (gpu "off"), and optionally sets minTiles, the wet area at which the GPU takes over. The GPU only shades what is shown: the CPU engine stays the authority, so the painting, drying, saving, export and replay come out the same either way; force the CPU when the display looks wrong or the GPU is busy with other work. Editor setting, not an undo step, not saved with the painting. Returns the engine: mode, state (off, not-started, starting, unavailable, standby, active, failed), reason, adapter, maxTiles, minTiles and activeTiles.',
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+ description: 'Lets Engine B, the GPU accelerator (WebGPU in browsers, Metal in the Swift editors), run for large wet areas (gpu "auto", the default) or forces the CPU (gpu "off"), and optionally sets minTiles, the wet area at which the GPU takes over. The GPU only shades what is shown: the CPU engine stays the authority, so the painting, drying, saving, export and replay come out the same either way; force the CPU when the display looks wrong or the GPU is busy with other work. Editor setting, not an undo step, not saved with the painting. Returns the engine: mode, state (off, not-started, starting, unavailable, standby, active, failed), reason, adapter, maxTiles, minTiles and activeTiles.',
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  inputSchema: {
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  type: "object",
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  properties: {
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@pixerate/editor",
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- "version": "0.262.0",
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+ "version": "0.262.1",
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  "description": "UI-agnostic rich text and media editing core library",
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  "author": "Pixerate",
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  "license": "MIT",
@@ -348,7 +348,7 @@ Listing, saving, sharing and previewing brushes are the brush library's tools (`
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  | `set_canvas_tilt` | Tilt the canvas (`angle` 0..90°, `direction` downhill clockwise from the bottom): wet paint runs downhill, very wet paint drips. Returns `tilt`, `stillWet`. |
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  | `pause_wet_paint` | Stop or resume time (`paused`) and set `speed` (steps per second). Editor state. |
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  | `set_water_overlay` | Show where the water is (`visible`), view only. |
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- | `set_wet_engine` | Let Engine B (WebGPU) shade large washes (`gpu` "auto", the default) or force the CPU (`gpu` "off"); `minTiles` sets the wet area at which the GPU takes over. Never changes the result, only how it is drawn; editor setting, not saved, not an undo step. Returns `engine` (`state`: off, not-started, starting, unavailable, standby, active, failed; `reason`, `adapter`). |
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+ | `set_wet_engine` | Let Engine B (WebGPU in browsers, Metal in the Swift editors) shade large washes (`gpu` "auto", the default) or force the CPU (`gpu` "off"); `minTiles` sets the wet area at which the GPU takes over. Never changes the result, only how it is drawn; editor setting, not saved, not an undo step. Returns `engine` (`state`: off, not-started, starting, unavailable, standby, active, failed; `reason`, `adapter`). |
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  | `set_instant_dry` | `on`: every wet stroke dries as it ends (same undo step); off (default) wet paint keeps moving. Returns `instantDry`. |
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  ### Thick paint and light