@vgai/engine 0.5.9 → 0.5.10
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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@@ -1 +1 @@
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@@ -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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// `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;
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package/package.json
CHANGED
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@@ -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.
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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",
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@@ -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": "
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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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{
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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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// `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({
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