@vgai/engine 0.5.9 → 0.5.10

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@@ -1 +1 @@
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+ {"version":3,"file":"setup-three-root-adapter.d.ts","sourceRoot":"","sources":["../../src/adapter/setup-three-root-adapter.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;GAoBG;AAIH,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,gBAAgB,CAAC;AAmCrD,OAAO,EAAE,KAAK,mBAAmB,EAA2B,MAAM,4BAA4B,CAAC;AAO/F,OAAO,EAAwB,KAAK,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAC5E,OAAO,KAAK,EAAE,aAAa,EAAe,WAAW,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAM7F,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,gBAAgB,CAAC;AAEvD,OAAO,KAAK,EAAE,gBAAgB,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAGpE,sFAAsF;AACtF,MAAM,WAAW,oBAAoB;IACnC,gEAAgE;IAChE,KAAK,CAAC,EAAE,WAAW,GAAG,SAAS,CAAC;IAChC,wEAAwE;IACxE,aAAa,CAAC,EAAE,aAAa,GAAG,SAAS,CAAC;IAC1C,0EAA0E;IAC1E,YAAY,CAAC,EAAE,MAAM,GAAG,SAAS,CAAC;IAClC,4DAA4D;IAC5D,WAAW,CAAC,EAAE,MAAM,GAAG,SAAS,CAAC;IACjC,+EAA+E;IAC/E,EAAE,CAAC,EAAE,MAAM,GAAG,SAAS,CAAC;CACzB;AAED;;;;GAIG;AACH,MAAM,WAAW,qBAAsB,SAAQ,gBAAgB;IAC7D;;;;;;;;OAQG;IACH,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC;IAC1B,QAAQ,CAAC,GAAG,EAAE,WAAW,CAAC;IAC1B,QAAQ,CAAC,QAAQ,EAAE,cAAc,GAAG,IAAI,CAAC;IACzC,+FAA+F;IAC/F,sBAAsB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAAC;IACxD,kFAAkF;IAClF,SAAS,CAAC,QAAQ,EAAE,WAAW,EAAE,aAAa,CAAC,EAAE,aAAa,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC;IAC/E;;;;;;;;;OASG;IACH,QAAQ,CAAC,KAAK,EAAE,cAAc,CAAC;CAChC;AAeD;;;;GAIG;AACH,wBAAgB,SAAS,CAAC,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,WAAW,GAAG,WAAW,CAErE;AAED,qBAAa,qBAAsB,YAAW,WAAW;IAE3C,OAAO,CAAC,QAAQ,CAAC,MAAM;IADnC,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;gBACS,MAAM,GAAE,oBAAyB;IAKxD,KAAK,CAAC,IAAI,EAAE,gBAAgB,GAAG,OAAO,CAAC,qBAAqB,CAAC;CAu0BpE"}
@@ -497,7 +497,18 @@ export class SetupThreeRootAdapter {
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  // dev session that enabled it at mount keeps it enabled.
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  let renderVitals = null;
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  const seedRenderVitals = () => {
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- if (!host.game || headless || !devLayersEnabled())
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+ // `editorPreview ? true : undefined`: an adapter holding an editor
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+ // preview is being authored IN the editor — a dev context by
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+ // definition, even when the editor SPA itself is a production build.
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+ // The packaged runtime bakes `import.meta.env.DEV = false` into its
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+ // prebuilt bundle, which is a fact about how the EDITOR was built, not
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+ // about whether this mount is a dev session — found live: a
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+ // package-native project's vitals never seeded while its dev menu,
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+ // capabilities, and every project-graph dev layer ran fine. The
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+ // override argument is dev-layers' own documented seam for exactly
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+ // this caller-knows-better case; a standalone/ship mount (no
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+ // editorPreview) still resolves purely from the build env.
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+ if (!host.game || headless || !devLayersEnabled(editorPreview ? true : undefined))
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  return;
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  renderVitals?.dispose();
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  host.game.profiler.enabled = true;
package/package.json CHANGED
@@ -2,7 +2,7 @@
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  "name": "@vgai/engine",
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  "author": "Volter AI, Inc.",
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  "license": "Apache-2.0",
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- "version": "0.5.9",
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+ "version": "0.5.10",
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  "description": "Readable TypeScript game engine and universal host for Three.js, PixiJS, and React games.",
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  "keywords": [
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  "game-engine",
@@ -15,7 +15,7 @@
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  ],
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  "notes": "Grepped packages/engine/src for ccd/CCD/setCcdEnabled: zero matches. The engine constructs no rigid bodies itself — games build their own descs via ctx.RAPIER — and nothing engine-side ever enables ccd. Workaround: keep dynamic-body per-step travel small relative to the thinnest collider, or add intermediate colliders; a game may also call setCcdEnabled on its own bodies directly.",
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  "evidenceHashes": {
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- "packages/engine/src/adapter/setup-three-root-adapter.ts": "b55b5aa1b032a813ddeaa1dedb6488326ed4cf3497e8cf76a07bada1e40243ea"
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+ "packages/engine/src/adapter/setup-three-root-adapter.ts": "f1b599b9fd25dfacd1c155ce83418734c984ac843d7173f573947fceb860cf51"
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  }
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  },
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  {
@@ -604,7 +604,18 @@ export class SetupThreeRootAdapter implements RootAdapter {
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  // dev session that enabled it at mount keeps it enabled.
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  let renderVitals: RenderVitalsRegistration | null = null;
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  const seedRenderVitals = (): void => {
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- if (!host.game || headless || !devLayersEnabled()) return;
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+ // `editorPreview ? true : undefined`: an adapter holding an editor
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+ // preview is being authored IN the editor — a dev context by
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+ // definition, even when the editor SPA itself is a production build.
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+ // The packaged runtime bakes `import.meta.env.DEV = false` into its
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+ // prebuilt bundle, which is a fact about how the EDITOR was built, not
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+ // about whether this mount is a dev session — found live: a
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+ // package-native project's vitals never seeded while its dev menu,
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+ // capabilities, and every project-graph dev layer ran fine. The
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+ // override argument is dev-layers' own documented seam for exactly
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+ // this caller-knows-better case; a standalone/ship mount (no
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+ // editorPreview) still resolves purely from the build env.
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+ if (!host.game || headless || !devLayersEnabled(editorPreview ? true : undefined)) return;
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  renderVitals?.dispose();
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  host.game.profiler.enabled = true;
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  renderVitals = registerRenderVitals({