@volter/editor-threejs 0.5.69 → 0.5.70
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package/package.json
CHANGED
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@@ -1,7 +1,7 @@
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{
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"name": "@volter/editor-threejs",
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"author": "Volter AI, Inc.",
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"version": "0.5.
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"version": "0.5.70",
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"publishConfig": {
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"access": "public"
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},
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@@ -135,12 +135,12 @@
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"serving": "./dist-node/serving.mjs"
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},
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"dependencies": {
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"@volter/editor-project": "0.5.
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"@volter/editor-project": "0.5.70",
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"@sparkjsdev/spark": "^2.1.0",
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"three.quarks": "^0.16.0",
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"zod": "^4.3.6",
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"typescript": "5.9.3",
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"@volter/editor-sdk": "0.5.
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"@volter/editor-sdk": "0.5.70",
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"postprocessing": "6.38.3",
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"quarks.core": "0.16.0",
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"@fortawesome/free-solid-svg-icons": "^7.2.0"
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@@ -112,7 +112,7 @@ export interface SceneCaptureOptions {
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* Identity, not shape, is the discriminator: a host renderer and a game
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* renderer are the same class, both built after install, both drawing real
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* scenes. The host is the only party that knows which is which, so it says
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* so (`@volter/threejs/viewport/renderer-ownership`).
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* so (`@volter/editor-threejs/viewport/renderer-ownership`).
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*/
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isHostRenderer?: (renderer: unknown) => boolean;
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/**
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@@ -135,7 +135,7 @@ export interface SceneCaptureOptions {
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* render-to-texture warm-up that happens to draw first is adopted as the game
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* forever, and the real world that renders one frame later reaches no reader
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* at all. This is that reader. It never changes which world is adopted — it
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* makes the ambiguity a recorded fact (`packages/editor/src/world-adoption.ts`
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* makes the ambiguity a recorded fact (`packages/editor-sdk/src/kit/world-adoption.ts`
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* publishes it to the editor's `status` command).
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*
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* Post-processing games legitimately render several (scene, camera) pairs per
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@@ -3,7 +3,7 @@
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* reflection helper that rides along with it) the editor's three authoring
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* adapter uses to address the objects of a world whose source carries no
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* serve-time identity stamps
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* (`packages/editor/src/projection/three.ts`, `structuralIdentity`).
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* (`packages/editor-threejs/src/kit/projection/three.ts`, `structuralIdentity`).
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*
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* Identity: each object gets a **structural-path id** — deterministic from the
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* scene's shape (position in the tree + three.js type + name), so the SAME id
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@@ -28,7 +28,7 @@ export const CAMERA_ID = 'ingest:camera';
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/**
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* The editor parks its OWN objects — grid, its two lights, the particle
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* BatchedRenderer, every TransformControls/gizmo helper — on layer 31
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* (`@volter/threejs/viewport/editor-layers`'s `EDITOR_LAYER`) so the game camera
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* (`@volter/editor-threejs/viewport/editor-layers`'s `EDITOR_LAYER`) so the game camera
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* never sees them. On an ingest root those objects are added to the GAME'S OWN
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* scene, which is the same tree this walk indexes.
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*/
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package/src/loader.ts
CHANGED
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@@ -41,7 +41,7 @@ export const textureLoader = new THREE.TextureLoader(loadingManager);
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* Shared DRACOLoader for decoding DRACO-compressed GLTF/GLB meshes.
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*
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* The decoder wasm/js is vendored under
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* packages/editor/template/public/jsm/libs/draco/gltf/ and served at the
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* packages/game-editor/template/public/jsm/libs/draco/gltf/ and served at the
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* absolute runtime path '/jsm/libs/draco/gltf/' (DRACOLoader appends
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* draco_wasm_wrapper.js / draco_decoder.wasm to this path). This is an
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* absolute path, so it deliberately does NOT go through the asset prefix —
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@@ -55,7 +55,7 @@ dracoLoader.setDecoderPath('/jsm/libs/draco/gltf/');
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*
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* Vendored and served EXACTLY like the DRACO decoder above — the Basis
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* transcoder js/wasm live in repo-root `public/jsm/libs/basis/` (the editor)
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* and `packages/editor/template/public/jsm/libs/basis/` (a scaffolded game's
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* and `packages/game-editor/template/public/jsm/libs/basis/` (a scaffolded game's
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* own build), pinned in `vendor/upstream-assets.lock.json`, and KTX2Loader
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* appends `basis_transcoder.js` / `.wasm` to this absolute path.
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*
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