@volter/threejs-runtime 0.5.69 → 0.5.71

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.
package/package.json CHANGED
@@ -2,7 +2,7 @@
2
2
  "name": "@volter/threejs-runtime",
3
3
  "author": "Volter AI, Inc.",
4
4
  "license": "Apache-2.0",
5
- "version": "0.5.69",
5
+ "version": "0.5.71",
6
6
  "publishConfig": {
7
7
  "access": "public"
8
8
  },
@@ -43,7 +43,7 @@
43
43
  "@dimforge/rapier3d-compat": "^0.14.0",
44
44
  "@recast-navigation/three": "^0.43.0",
45
45
  "@sparkjsdev/spark": "^2.1.0",
46
- "@volter/editor-project": "0.5.69",
46
+ "@volter/editor-project": "0.5.71",
47
47
  "n8ao": "^1.10.1",
48
48
  "postprocessing": "^6.38.0",
49
49
  "quarks.core": "0.16.0",
@@ -111,7 +111,7 @@ export interface SceneCaptureOptions {
111
111
  * Identity, not shape, is the discriminator: a host renderer and a game
112
112
  * renderer are the same class, both built after install, both drawing real
113
113
  * scenes. The host is the only party that knows which is which, so it says
114
- * so (`@volter/threejs/viewport/renderer-ownership`).
114
+ * so (`@volter/editor-threejs/viewport/renderer-ownership`).
115
115
  */
116
116
  isHostRenderer?: (renderer: unknown) => boolean;
117
117
  /**
@@ -134,7 +134,7 @@ export interface SceneCaptureOptions {
134
134
  * render-to-texture warm-up that happens to draw first is adopted as the game
135
135
  * forever, and the real world that renders one frame later reaches no reader
136
136
  * at all. This is that reader. It never changes which world is adopted — it
137
- * makes the ambiguity a recorded fact (`packages/editor/src/world-adoption.ts`
137
+ * makes the ambiguity a recorded fact (`packages/editor-sdk/src/kit/world-adoption.ts`
138
138
  * publishes it to `volter-game-editor status`).
139
139
  *
140
140
  * Post-processing games legitimately render several (scene, camera) pairs per
@@ -3,7 +3,7 @@
3
3
  * reflection helper that rides along with it) the editor's three authoring
4
4
  * adapter uses to address the objects of a world whose source carries no
5
5
  * serve-time identity stamps
6
- * (`packages/editor/src/projection/three.ts`, `structuralIdentity`).
6
+ * (`packages/editor-threejs/src/kit/projection/three.ts`, `structuralIdentity`).
7
7
  *
8
8
  * Identity: each object gets a **structural-path id** — deterministic from the
9
9
  * scene's shape (position in the tree + three.js type + name), so the SAME id
@@ -28,7 +28,7 @@ export const CAMERA_ID = 'ingest:camera';
28
28
  /**
29
29
  * The editor parks its OWN objects — grid, its two lights, the particle
30
30
  * BatchedRenderer, every TransformControls/gizmo helper — on layer 31
31
- * (`@volter/threejs/viewport/editor-layers`'s `EDITOR_LAYER`) so the game camera
31
+ * (`@volter/editor-threejs/viewport/editor-layers`'s `EDITOR_LAYER`) so the game camera
32
32
  * never sees them. On an ingest root those objects are added to the GAME'S OWN
33
33
  * scene, which is the same tree this walk indexes.
34
34
  */
@@ -3,7 +3,7 @@ import { PHASE_ORDER, type SystemPhaseName } from '@volter/editor-project/core/s
3
3
  /**
4
4
  * D1 — the canonical `AnimationClock` (spec §10 D1, §3.2, §4).
5
5
  *
6
- * VOLTER owns exactly one clock per cinematic/scene context. It is the single
6
+ * Volter owns exactly one clock per cinematic/scene context. It is the single
7
7
  * source of truth for "what time is it" that registered sequences,
8
8
  * GSAP timelines, and cinematic cue evaluators are seeked against (D2/D5/D7
9
9
  * — NOT implemented here, this unit is the clock only). The render seam
package/src/loader.ts CHANGED
@@ -41,7 +41,7 @@ export const textureLoader = new THREE.TextureLoader(loadingManager);
41
41
  * Shared DRACOLoader for decoding DRACO-compressed GLTF/GLB meshes.
42
42
  *
43
43
  * The decoder wasm/js is vendored under
44
- * packages/editor/template/public/jsm/libs/draco/gltf/ and served at the
44
+ * packages/game-editor/template/public/jsm/libs/draco/gltf/ and served at the
45
45
  * absolute runtime path '/jsm/libs/draco/gltf/' (DRACOLoader appends
46
46
  * draco_wasm_wrapper.js / draco_decoder.wasm to this path). This is an
47
47
  * absolute path, so it deliberately does NOT go through the asset prefix —
@@ -55,7 +55,7 @@ dracoLoader.setDecoderPath('/jsm/libs/draco/gltf/');
55
55
  *
56
56
  * Vendored and served EXACTLY like the DRACO decoder above — the Basis
57
57
  * transcoder js/wasm live in repo-root `public/jsm/libs/basis/` (the editor)
58
- * and `packages/editor/template/public/jsm/libs/basis/` (a scaffolded game's
58
+ * and `packages/game-editor/template/public/jsm/libs/basis/` (a scaffolded game's
59
59
  * own build), pinned in `vendor/upstream-assets.lock.json`, and KTX2Loader
60
60
  * appends `basis_transcoder.js` / `.wasm` to this absolute path.
61
61
  *
@@ -5,7 +5,7 @@ This directory vendors the published `realism-effects@1.1.2` distribution
5
5
  package. The upstream package still imports Three's removed
6
6
  `WebGLMultipleRenderTargets` API and has no release compatible with Three r180.
7
7
 
8
- VOLTER's fork contains only the mechanical r180 MRT migration:
8
+ Volter's fork contains only the mechanical r180 MRT migration:
9
9
 
10
10
  - `WebGLMultipleRenderTargets(width, height, count, options)` becomes
11
11
  `WebGLRenderTarget(width, height, { ...options, count })`.