@playcraft/cli 0.1.65 → 0.1.66
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.
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@@ -48,7 +48,7 @@ export async function generateModelAdaptationProject(input) {
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transform: { type: 'object', properties: { scale: { type: 'number', minimum: .000001, maximum: 1000000, title: 'Model scale' }, position: { type: 'array', readOnly: true }, rotationDegrees: { type: 'array', readOnly: true } } },
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materialOverrides: { type: 'array', readOnly: true }, visibility: { type: 'array', readOnly: true }, hinges: { type: 'array', readOnly: true },
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} }),
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'AGENTS.md': '# Adapted model project\n\nSource files and the parent adaptation bytes are immutable copies. Save derived configuration through normal workspace operations.
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'AGENTS.md': '# Adapted model project\n\nSource files and the parent adaptation bytes are immutable copies. Save derived configuration through normal workspace operations. Workspace artifacts belong in root dist/, including the preview at dist/preview/index.html; every resource they depend on must be packaged there. Channel packages come from platform export and never go in dist/. Private inputs and failed evidence stay outside dist/. A static model has no inferred opening capability.\n',
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'README.md': '# Saved-model adaptation project\n\nThis prepares source without installation, building, inference or acceptance. Install pinned dependencies and build normally. The workspace parameter panel edits scalar production values; structural mappings and arrays belong to the adaptation panel. Both save .playcraft/model-adaptation.json. Original source/ files and exact parent plan are retained. Runtime geometry identities are checked by the same core as the model viewer. Skin, animation, morph targets and instancing are unsupported; merged parts need a real split. Preview controls are temporary.\n',
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};
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const adaptationPaths = Object.keys(files).filter(path => path.startsWith('src/') || path.startsWith('scripts/') ||
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@playcraft/cli",
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"version": "0.1.
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"version": "0.1.66",
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"private": false,
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"type": "module",
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"engines": {
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@@ -53,8 +53,8 @@
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"@gltf-transform/core": "^4.3.0",
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"@gltf-transform/extensions": "^4.3.0",
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"@gltf-transform/functions": "^4.3.0",
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"@playcraft/build": "0.1.
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"@playcraft/common": "0.1.
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"@playcraft/build": "0.1.66",
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"@playcraft/common": "0.1.66",
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"better-sqlite3-pinned": "npm:better-sqlite3@13.0.3",
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"chokidar": "^4.0.3",
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"commander": "^13.1.0",
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@@ -59,13 +59,15 @@ Do not ask the user to choose reuse versus generation for every asset. Ask only
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- Durable generation: `playcraft assets estimate --request <request-file>` estimates a request. `assets generate --request <request-file> --client-request-id <stable-unique-id>` starts a workspace generation task for images, audio, sprites, frame animation, models, or video. Reuse that identifier for the same request after an uncertain outcome. `assets tasks`, `assets get <taskId>`, `assets wait <taskId>`, and `assets cancel <taskId>` manage existing tasks. `assets download <taskId> --output <new-path>` retrieves a completed result. Commands infer workspace and project directory from the current checkout; explicit `--workspace` and `--directory` must match it.
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- Generated task results can be saved to the shared library through `assets library-targets`, `assets library-save`, `assets library-saves`, and `assets library-retry`. `assets animation` reads and edits animation drafts, uploads frames, and creates export versions. Keep request files and receipts outside `dist/`.
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##
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## Workspace artifacts
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The artifact panel shows
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The artifact panel shows what this workspace builds and generates, under `dist/` at the current project directory's root: generated images, video, audio, models and documents, and the `playcraft build` preview. Channel packages are packaged by platform export, not built here; they belong in the Delivery tab and never in `dist/`. Keep working sources, input references, dependencies, receipts, and build intermediates outside `dist/`. Do not copy unrelated source files into it just to make them appear in the panel.
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When a generated asset is ready
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When a generated asset is ready, save or copy it into `dist/` with a stable relative path. Keep the resources required by a model or document within `dist/` and preserve their relative links. Reuse the same path for a revised artifact so its versions remain grouped; the platform retains its history. Use different paths for independent candidates or artifacts.
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Run playable builds from the project root with `playcraft build`. It takes no channel or format options and always produces the review build at `dist/preview/index.html`; channel packages come only from platform export. In a workspace this command builds in an isolated copy, validates the result, and retains the playable at `dist/preview/index.html` while preserving other
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Run playable builds from the project root with `playcraft build`. It takes no channel or format options and always produces the review build at `dist/preview/index.html`; channel packages come only from platform export. In a workspace this command builds in an isolated copy, validates the result, and retains the playable at `dist/preview/index.html` while preserving other artifacts. A successful agent command or turn that writes a valid self-contained HTML file at this same path is collected as the same playable preview. No separate publish action is required to view it. A base build's `dist/index.html` can still require resource files and remains a document. The page's generate-preview action rebuilds the current project through the same validation. After a successful build the command also publishes the playable and prints `Public URL: <address>`; when you report the build, link that address as the playable instead of the sandbox path, since it opens directly and can be shared. If the command prints `Public URL unavailable`, report that the build succeeded without a public address and give the reason it printed. Temporary `.playcraft-preview-out/` and `.playcraft-temp/` files are not artifacts. Preserve other artifacts already in `dist/` when rebuilding a playable.
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When reporting finished exports, tell the user the packages are in the Delivery tab and open it with `playcraft_open_delivery`.
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Keep this convention in `AGENTS.md`, the project's standard instruction filename. Do not create a separate `AGENT.md`.
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