@woosh/meep-engine 3.47.0 → 3.49.0

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.
Files changed (619) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +1 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +2 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.js +1 -1
  6. package/package.json +1 -1
  7. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  8. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  9. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +11 -0
  10. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  11. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  12. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  13. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  14. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  15. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  16. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  17. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  18. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  19. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  20. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  21. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  22. package/src/engine/graphics3/ParticipatingMedia.d.ts +84 -1
  23. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  24. package/src/engine/graphics3/ParticipatingMedia.js +139 -5
  25. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  26. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  27. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  28. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  29. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  30. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  31. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  32. package/src/engine/graphics3/ParticipatingMediaSystem.js +46 -3
  33. package/src/engine/network/NetworkSession.d.ts +16 -5
  34. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  35. package/src/engine/network/NetworkSession.js +104 -7
  36. package/src/engine/network/README.md +27 -1
  37. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  38. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  39. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  40. package/src/engine/network/replication/Replicator.d.ts +15 -4
  41. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  42. package/src/engine/network/replication/Replicator.js +50 -16
  43. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  44. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  45. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  46. package/src/engine/physics/cloth/MEASUREMENTS.md +354 -0
  47. package/src/engine/physics/cloth/PLAN.md +85 -5
  48. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +0 -12
  49. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  50. package/src/engine/physics/cloth/ecs/ClothInstance.js +0 -13
  51. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +2 -1
  52. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  53. package/src/engine/physics/cloth/ecs/ClothSystem.js +7 -1
  54. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  55. package/src/engine/physics/cloth/ecs/ClothWorld.js +4 -15
  56. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  57. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  58. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  59. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  60. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  61. package/src/engine/physics/cloth/playground/collide.html +5 -3
  62. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  63. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  64. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  65. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  66. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  67. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  68. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  69. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  70. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  71. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  72. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  73. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  74. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  75. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  76. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  77. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  78. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  79. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  80. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  81. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  82. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  83. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  84. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  85. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  86. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  87. package/src/shade/device/mock/SoftwareGPUDevice.d.ts +15 -0
  88. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  89. package/src/shade/device/mock/SoftwareGPUDevice.js +21 -0
  90. package/src/shade/device/pipeline/ComputePipelineManager.d.ts +20 -0
  91. package/src/shade/device/pipeline/ComputePipelineManager.d.ts.map +1 -1
  92. package/src/shade/device/pipeline/ComputePipelineManager.js +80 -6
  93. package/src/shade/device/pipeline/PipelineEnquiry.d.ts +52 -0
  94. package/src/shade/device/pipeline/PipelineEnquiry.d.ts.map +1 -0
  95. package/src/shade/device/pipeline/PipelineEnquiry.js +63 -0
  96. package/src/shade/device/pipeline/RenderPipelineManager.d.ts +21 -0
  97. package/src/shade/device/pipeline/RenderPipelineManager.d.ts.map +1 -1
  98. package/src/shade/device/pipeline/RenderPipelineManager.js +84 -4
  99. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts +137 -0
  100. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts.map +1 -0
  101. package/src/shade/playground/contact_shadows/ContactShadowLab.js +654 -0
  102. package/src/shade/playground/contact_shadows/README.md +126 -0
  103. package/src/shade/playground/contact_shadows/index.html +191 -0
  104. package/src/shade/playground/contact_shadows/main.d.ts +2 -0
  105. package/src/shade/playground/contact_shadows/main.d.ts.map +1 -0
  106. package/src/shade/playground/contact_shadows/main.js +888 -0
  107. package/src/shade/playground/contact_shadows/scenes.d.ts +48 -0
  108. package/src/shade/playground/contact_shadows/scenes.d.ts.map +1 -0
  109. package/src/shade/playground/contact_shadows/scenes.js +620 -0
  110. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts +36 -0
  111. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -0
  112. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +245 -0
  113. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts +15 -0
  114. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -0
  115. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +120 -0
  116. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts +55 -0
  117. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts.map +1 -0
  118. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.js +216 -0
  119. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts +20 -0
  120. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts.map +1 -0
  121. package/src/shade/playground/contact_shadows/shader_contact_lab_view.js +114 -0
  122. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts +11 -0
  123. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -0
  124. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +90 -0
  125. package/src/shade/playground/contact_shadows/textures.d.ts +16 -0
  126. package/src/shade/playground/contact_shadows/textures.d.ts.map +1 -0
  127. package/src/shade/playground/contact_shadows/textures.js +123 -0
  128. package/src/shade/playground/particle_ecs/README.md +1 -1
  129. package/src/shade/playground/particle_ecs/effects/flame.json +1932 -1881
  130. package/src/shade/playground/particle_ecs/effects/smoke.json +99 -1
  131. package/src/shade/playground/particle_ecs/effects/soot.json +152 -145
  132. package/src/shade/playground/tonemap_sdr/README.md +90 -0
  133. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts +105 -0
  134. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts.map +1 -0
  135. package/src/shade/playground/tonemap_sdr/ToneMapCompare.js +380 -0
  136. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts +32 -0
  137. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts.map +1 -0
  138. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.js +104 -0
  139. package/src/shade/playground/tonemap_sdr/index.html +90 -0
  140. package/src/shade/playground/tonemap_sdr/main.d.ts +2 -0
  141. package/src/shade/playground/tonemap_sdr/main.d.ts.map +1 -0
  142. package/src/shade/playground/tonemap_sdr/main.js +306 -0
  143. package/src/shade/playground/tonemap_sdr/scenes.d.ts +26 -0
  144. package/src/shade/playground/tonemap_sdr/scenes.d.ts.map +1 -0
  145. package/src/shade/playground/tonemap_sdr/scenes.js +404 -0
  146. package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
  147. package/src/shade/playground/volumetrics_froxel/main.js +85 -4
  148. package/src/shade/playground/water_refraction/README.md +26 -18
  149. package/src/shade/playground/water_refraction/index.html +1 -1
  150. package/src/shade/renderer/Renderer.d.ts +35 -3
  151. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  152. package/src/shade/renderer/Renderer.js +208 -12
  153. package/src/shade/renderer/ShadeToneMappingMode.d.ts +14 -0
  154. package/src/shade/renderer/ShadeToneMappingMode.d.ts.map +1 -0
  155. package/src/shade/renderer/ShadeToneMappingMode.js +30 -0
  156. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +9 -0
  157. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  158. package/src/shade/renderer/animation/GPUAnimationManager.js +14 -0
  159. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  160. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -3
  161. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts +7 -0
  162. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  163. package/src/shade/renderer/buffer/table/GPUDatabase.js +12 -0
  164. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts +8 -0
  165. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  166. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +12 -0
  167. package/src/shade/renderer/camera/GPUCameraContext.d.ts.map +1 -1
  168. package/src/shade/renderer/camera/GPUCameraContext.js +19 -8
  169. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
  170. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +4 -0
  171. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.d.ts.map +1 -1
  172. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.js +4 -0
  173. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.d.ts.map +1 -1
  174. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.js +4 -0
  175. package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
  176. package/src/shade/renderer/deferred/shader_deferred_main.js +3 -0
  177. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts +6 -0
  178. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  179. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +13 -3
  180. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts +9 -0
  181. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts.map +1 -0
  182. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.js +63 -0
  183. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts +10 -0
  184. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts.map +1 -0
  185. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.js +87 -0
  186. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts +6 -0
  187. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts.map +1 -1
  188. package/src/shade/renderer/deferred/shader_tonemap_LDR.js +23 -5
  189. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts +9 -0
  190. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts.map +1 -0
  191. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.js +68 -0
  192. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts +10 -0
  193. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts.map +1 -0
  194. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.js +73 -0
  195. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +58 -9
  197. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +35 -25
  198. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +97 -196
  200. package/src/shade/renderer/geometry/sdf/shader_build_sdf.d.ts.map +1 -1
  201. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +121 -129
  202. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.d.ts.map +1 -1
  203. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js +3 -0
  204. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -0
  206. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
  207. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +4 -0
  208. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.d.ts.map +1 -1
  209. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js +3 -0
  210. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.d.ts.map +1 -1
  211. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.js +4 -0
  212. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.d.ts.map +1 -1
  213. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.js +4 -0
  214. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.d.ts.map +1 -1
  215. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.js +4 -0
  216. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +131 -1
  217. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +7 -0
  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -1
  219. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +45 -38
  220. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +2 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -1
  222. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +81 -79
  223. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +2 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -1
  225. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +5 -3
  226. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts +21 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts.map +1 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.js +42 -0
  229. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts +19 -0
  230. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts.map +1 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.js +44 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +23 -5
  233. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -1
  234. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +139 -23
  235. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts +25 -0
  236. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts.map +1 -0
  237. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.js +179 -0
  238. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +2 -2
  239. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  240. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +7 -16
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +3 -4
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
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@@ -1,4 +1,5 @@
1
1
  import { assert } from "../../core/assert.js";
2
+ import { isArrayEqualStrict } from "../../core/collection/array/isArrayEqualStrict.js";
2
3
  import { hash_mix3 } from "../../core/math/hash/hash_mix3.js";
3
4
  import { rgb_to_luminance } from "../../core/color/rgb_to_luminance.js";
4
5
  import { computeHashFloat } from "../../core/primitives/numbers/computeHashFloat.js";
@@ -18,6 +19,36 @@ const DEFAULT_DENSITY = 3e7;
18
19
  */
19
20
  const DEFAULT_FADE_DISTANCE = 0.1;
20
21
 
22
+ /**
23
+ * Uniform: the noise is off, and not evaluated.
24
+ * @type {number}
25
+ */
26
+ export const DEFAULT_NOISE_STRENGTH = 0;
27
+
28
+ /**
29
+ * Metres per repeat of the tile.
30
+ * @type {number}
31
+ */
32
+ export const DEFAULT_NOISE_SCALE = 32;
33
+
34
+ /**
35
+ * Tile units the warp may displace by.
36
+ * @type {number}
37
+ */
38
+ export const DEFAULT_NOISE_WARP = 0.1;
39
+
40
+ /**
41
+ * All of the scene's wind.
42
+ * @type {number}
43
+ */
44
+ export const DEFAULT_NOISE_WIND_FACTOR = 1;
45
+
46
+ /**
47
+ * The engine's tile.
48
+ * @type {number}
49
+ */
50
+ export const DEFAULT_NOISE_TEXTURE = 0;
51
+
21
52
  /**
22
53
  * A box of fog, smoke, dust or cloud that an entity carries around.
23
54
  *
@@ -72,6 +103,52 @@ export class ParticipatingMedia {
72
103
  */
73
104
  fade_distance = DEFAULT_FADE_DISTANCE;
74
105
 
106
+ /**
107
+ * Noise on the density, [0, 1]: how far the medium goes from uniform toward the tile's value.
108
+ * 0 is a uniform medium and costs nothing; 1 is the tile as it is.
109
+ *
110
+ * The tile is a slot of the scene's noise atlas ({@link noise_texture}), sampled in world space
111
+ * and repeating every {@link noise_scale} metres, scrolled by the scene's wind and the medium's
112
+ * own {@link noise_velocity}, and warped by a second, slower tap of the same tile so the field
113
+ * changes shape as it moves. See `VOLUMETRIC_NOISE_PLAN_2026_10_15.md`.
114
+ *
115
+ * @type {number}
116
+ */
117
+ noise_strength = DEFAULT_NOISE_STRENGTH;
118
+
119
+ /**
120
+ * World size of one repeat of the tile, in metres. The engine's tile holds four base features
121
+ * an edge, so 32 puts them 8 m apart.
122
+ * @type {number}
123
+ */
124
+ noise_scale = DEFAULT_NOISE_SCALE;
125
+
126
+ /**
127
+ * How far the warp tap may displace the lookup, in tile units. 0 is one tap and a field that
128
+ * only slides.
129
+ * @type {number}
130
+ */
131
+ noise_warp = DEFAULT_NOISE_WARP;
132
+
133
+ /**
134
+ * The medium's own motion for the noise, metres a second along the world axes, added to the
135
+ * scene's wind — a draught in a corridor the wind does not reach.
136
+ * @type {number[]}
137
+ */
138
+ noise_velocity = [0, 0, 0];
139
+
140
+ /**
141
+ * How much of the scene's wind this medium feels. 1 is all of it, 0 is none.
142
+ * @type {number}
143
+ */
144
+ noise_wind_factor = DEFAULT_NOISE_WIND_FACTOR;
145
+
146
+ /**
147
+ * Which tile: a slot of the scene's noise atlas. 0 is the one the engine bakes.
148
+ * @type {number}
149
+ */
150
+ noise_texture = DEFAULT_NOISE_TEXTURE;
151
+
75
152
  /**
76
153
  * The medium's extinction per metre, which is {@link density} expressed in what it does rather
77
154
  * than in how many particles it took.
@@ -133,7 +210,13 @@ export class ParticipatingMedia {
133
210
  extinction: spec.extinction.slice(),
134
211
  radius: spec.radius,
135
212
  g: spec.g
136
- }
213
+ },
214
+ noise_strength: this.noise_strength,
215
+ noise_scale: this.noise_scale,
216
+ noise_warp: this.noise_warp,
217
+ noise_velocity: this.noise_velocity.slice(),
218
+ noise_wind_factor: this.noise_wind_factor,
219
+ noise_texture: this.noise_texture,
137
220
  };
138
221
  }
139
222
 
@@ -144,11 +227,23 @@ export class ParticipatingMedia {
144
227
  * @param {object} [options.particle_spec] omitted resets the medium to fog rather than leaving whatever
145
228
  * the component already held — a load has to determine the whole component, or an instance being
146
229
  * reused would carry the previous level's particle into the next one
230
+ * @param {number} [options.noise_strength] every noise field omitted is its default, for the same reason
231
+ * @param {number} [options.noise_scale]
232
+ * @param {number} [options.noise_warp]
233
+ * @param {number[]} [options.noise_velocity]
234
+ * @param {number} [options.noise_wind_factor]
235
+ * @param {number} [options.noise_texture]
147
236
  */
148
237
  fromJSON({
149
238
  density = DEFAULT_DENSITY,
150
239
  fade_distance = DEFAULT_FADE_DISTANCE,
151
- particle_spec
240
+ particle_spec,
241
+ noise_strength = DEFAULT_NOISE_STRENGTH,
242
+ noise_scale = DEFAULT_NOISE_SCALE,
243
+ noise_warp = DEFAULT_NOISE_WARP,
244
+ noise_velocity = [0, 0, 0],
245
+ noise_wind_factor = DEFAULT_NOISE_WIND_FACTOR,
246
+ noise_texture = DEFAULT_NOISE_TEXTURE,
152
247
  }) {
153
248
  assert.isNumber(density, 'density');
154
249
  assert.isFinite(density, 'density');
@@ -158,9 +253,30 @@ export class ParticipatingMedia {
158
253
  assert.isFinite(fade_distance, 'fade_distance');
159
254
  assert.greaterThanOrEqual(fade_distance, 0, 'fade_distance must not be negative');
160
255
 
256
+ assert.isNumber(noise_strength, 'noise_strength');
257
+ assert.ok(noise_strength >= 0 && noise_strength <= 1, 'noise_strength must be in [0, 1]');
258
+ assert.isNumber(noise_scale, 'noise_scale');
259
+ assert.isFinite(noise_scale, 'noise_scale');
260
+ assert.greaterThan(noise_scale, 0, 'noise_scale must be positive');
261
+ assert.isNumber(noise_warp, 'noise_warp');
262
+ assert.isFinite(noise_warp, 'noise_warp');
263
+ assert.greaterThanOrEqual(noise_warp, 0, 'noise_warp must not be negative');
264
+ assert.isArray(noise_velocity, 'noise_velocity');
265
+ assert.equal(noise_velocity.length, 3, 'noise_velocity must have three components');
266
+ assert.isNumber(noise_wind_factor, 'noise_wind_factor');
267
+ assert.isFinite(noise_wind_factor, 'noise_wind_factor');
268
+ assert.isNonNegativeInteger(noise_texture, 'noise_texture');
269
+
161
270
  this.density = density;
162
271
  this.fade_distance = fade_distance;
163
272
 
273
+ this.noise_strength = noise_strength;
274
+ this.noise_scale = noise_scale;
275
+ this.noise_warp = noise_warp;
276
+ this.noise_velocity = noise_velocity.slice();
277
+ this.noise_wind_factor = noise_wind_factor;
278
+ this.noise_texture = noise_texture;
279
+
164
280
  if (particle_spec === undefined) {
165
281
  this.particle_spec.copy(VOLUMETRIC_PARTICLE_SPEC_FOG);
166
282
  } else {
@@ -180,9 +296,21 @@ export class ParticipatingMedia {
180
296
  const spec = this.particle_spec;
181
297
 
182
298
  return hash_mix3(
183
- computeHashFloat(this.density),
184
- computeHashFloat(this.fade_distance),
185
- computeHashFloat(spec.g)
299
+ hash_mix3(
300
+ computeHashFloat(this.density),
301
+ computeHashFloat(this.fade_distance),
302
+ computeHashFloat(spec.g)
303
+ ),
304
+ hash_mix3(
305
+ computeHashFloat(this.noise_strength),
306
+ computeHashFloat(this.noise_scale),
307
+ computeHashFloat(this.noise_warp)
308
+ ),
309
+ hash_mix3(
310
+ computeHashFloat(this.noise_velocity[0] + 3 * this.noise_velocity[1] + 7 * this.noise_velocity[2]),
311
+ computeHashFloat(this.noise_wind_factor),
312
+ this.noise_texture
313
+ )
186
314
  );
187
315
  }
188
316
 
@@ -193,6 +321,12 @@ export class ParticipatingMedia {
193
321
  equals(other) {
194
322
  return this.density === other.density
195
323
  && this.fade_distance === other.fade_distance
324
+ && this.noise_strength === other.noise_strength
325
+ && this.noise_scale === other.noise_scale
326
+ && this.noise_warp === other.noise_warp
327
+ && this.noise_wind_factor === other.noise_wind_factor
328
+ && this.noise_texture === other.noise_texture
329
+ && isArrayEqualStrict(this.noise_velocity, other.noise_velocity)
196
330
  && this.particle_spec.equals(other.particle_spec);
197
331
  }
198
332
  }
@@ -1,5 +1,5 @@
1
1
  /**
2
- * Ten numbers, all of them `float64`.
2
+ * Eighteen numbers, all of them `float64`.
3
3
  *
4
4
  * **The width is the whole design decision here, and it is not the usual one.** Component adapters
5
5
  * around this one write `float32`, which is what the GPU reads anyway — but a participating medium
@@ -9,11 +9,15 @@
9
9
  * little. Nothing about the rendered picture would change. What would change is that
10
10
  * `ParticipatingMedia.equals` stops answering `true` across a save, and a level that reloads into
11
11
  * components which merely *look* like the ones that were saved is a level whose blueprints stop
12
- * matching. Ten doubles is eighty bytes; that is the price of the round trip being exact.
12
+ * matching. Eighteen doubles is 144 bytes; that is the price of the round trip being exact. The
13
+ * noise fields are doubles for the same reason even where an integer would do: one rule, one width.
13
14
  *
14
15
  * **`target_extinction` is not in the format** because it is not in the component — it is
15
16
  * {@link ParticipatingMedia.density} read through the particle spec, and both of its inputs are
16
17
  * here.
18
+ *
19
+ * Version 1 added the eight noise fields after the ten of version 0;
20
+ * {@link ParticipatingMediaSerializationUpgrader_0_1} fills them with the defaults on an old save.
17
21
  */
18
22
  export class ParticipatingMediaSerializationAdapter extends BinaryClassSerializationAdapter<any> {
19
23
  constructor();
@@ -1 +1 @@
1
- {"version":3,"file":"ParticipatingMediaSerializationAdapter.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticipatingMediaSerializationAdapter.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;GAgBG;AACH;;IAEI,iCAA2B;IAG3B;;;OAGG;IACH,uCAFW,kBAAkB,QAkB5B;IAED;;;OAGG;IACH,yCAFW,kBAAkB,QAsB5B;CACJ;gDAxE+C,0DAA0D;mCACvE,yBAAyB"}
1
+ {"version":3,"file":"ParticipatingMediaSerializationAdapter.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticipatingMediaSerializationAdapter.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;;IACI,iCAA2B;IAG3B;;;OAGG;IACH,uCAFW,kBAAkB,QA6B5B;IAED;;;OAGG;IACH,yCAFW,kBAAkB,QAiC5B;CACJ;gDAjG+C,0DAA0D;mCACvE,yBAAyB"}
@@ -2,7 +2,7 @@ import { BinaryClassSerializationAdapter } from "../ecs/storage/binary/BinaryCla
2
2
  import { ParticipatingMedia } from "./ParticipatingMedia.js";
3
3
 
4
4
  /**
5
- * Ten numbers, all of them `float64`.
5
+ * Eighteen numbers, all of them `float64`.
6
6
  *
7
7
  * **The width is the whole design decision here, and it is not the usual one.** Component adapters
8
8
  * around this one write `float32`, which is what the GPU reads anyway — but a participating medium
@@ -12,16 +12,19 @@ import { ParticipatingMedia } from "./ParticipatingMedia.js";
12
12
  * little. Nothing about the rendered picture would change. What would change is that
13
13
  * `ParticipatingMedia.equals` stops answering `true` across a save, and a level that reloads into
14
14
  * components which merely *look* like the ones that were saved is a level whose blueprints stop
15
- * matching. Ten doubles is eighty bytes; that is the price of the round trip being exact.
15
+ * matching. Eighteen doubles is 144 bytes; that is the price of the round trip being exact. The
16
+ * noise fields are doubles for the same reason even where an integer would do: one rule, one width.
16
17
  *
17
18
  * **`target_extinction` is not in the format** because it is not in the component — it is
18
19
  * {@link ParticipatingMedia.density} read through the particle spec, and both of its inputs are
19
20
  * here.
21
+ *
22
+ * Version 1 added the eight noise fields after the ten of version 0;
23
+ * {@link ParticipatingMediaSerializationUpgrader_0_1} fills them with the defaults on an old save.
20
24
  */
21
25
  export class ParticipatingMediaSerializationAdapter extends BinaryClassSerializationAdapter {
22
-
23
26
  klass = ParticipatingMedia;
24
- version = 0;
27
+ version = 1;
25
28
 
26
29
  /**
27
30
  * @param {BinaryBuffer} buffer
@@ -43,6 +46,17 @@ export class ParticipatingMediaSerializationAdapter extends BinaryClassSerializa
43
46
 
44
47
  buffer.writeFloat64(spec.radius);
45
48
  buffer.writeFloat64(spec.g);
49
+
50
+ buffer.writeFloat64(value.noise_strength);
51
+ buffer.writeFloat64(value.noise_scale);
52
+ buffer.writeFloat64(value.noise_warp);
53
+
54
+ for (let i = 0; i < 3; i++) {
55
+ buffer.writeFloat64(value.noise_velocity[i]);
56
+ }
57
+
58
+ buffer.writeFloat64(value.noise_wind_factor);
59
+ buffer.writeFloat64(value.noise_texture);
46
60
  }
47
61
 
48
62
  /**
@@ -69,5 +83,16 @@ export class ParticipatingMediaSerializationAdapter extends BinaryClassSerializa
69
83
 
70
84
  spec.radius = buffer.readFloat64();
71
85
  spec.g = buffer.readFloat64();
86
+
87
+ value.noise_strength = buffer.readFloat64();
88
+ value.noise_scale = buffer.readFloat64();
89
+ value.noise_warp = buffer.readFloat64();
90
+
91
+ for (let i = 0; i < 3; i++) {
92
+ value.noise_velocity[i] = buffer.readFloat64();
93
+ }
94
+
95
+ value.noise_wind_factor = buffer.readFloat64();
96
+ value.noise_texture = buffer.readFloat64();
72
97
  }
73
98
  }
@@ -0,0 +1,10 @@
1
+ /**
2
+ * Version 0 held the ten numbers of the medium; version 1 appends the eight of its noise. An old
3
+ * save is a medium with the noise it never had, which is the component's default: off.
4
+ *
5
+ * @see ParticipatingMediaSerializationAdapter
6
+ */
7
+ export class ParticipatingMediaSerializationUpgrader_0_1 extends BinaryClassUpgrader {
8
+ }
9
+ import { BinaryClassUpgrader } from "../ecs/storage/binary/BinaryClassUpgrader.js";
10
+ //# sourceMappingURL=ParticipatingMediaSerializationUpgrader_0_1.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ParticipatingMediaSerializationUpgrader_0_1.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js"],"names":[],"mappings":"AAIA;;;;;GAKG;AACH;CA2BC;oCApCmC,8CAA8C"}
@@ -0,0 +1,38 @@
1
+ import { BinaryBuffer } from "../../core/binary/BinaryBuffer.js";
2
+ import { BinaryClassUpgrader } from "../ecs/storage/binary/BinaryClassUpgrader.js";
3
+ import { ParticipatingMedia } from "./ParticipatingMedia.js";
4
+
5
+ /**
6
+ * Version 0 held the ten numbers of the medium; version 1 appends the eight of its noise. An old
7
+ * save is a medium with the noise it never had, which is the component's default: off.
8
+ *
9
+ * @see ParticipatingMediaSerializationAdapter
10
+ */
11
+ export class ParticipatingMediaSerializationUpgrader_0_1 extends BinaryClassUpgrader {
12
+ __startVersion = 0;
13
+ __targetVersion = 1;
14
+
15
+ /**
16
+ * @param {BinaryBuffer} source
17
+ * @param {BinaryBuffer} target
18
+ */
19
+ upgrade(source, target) {
20
+ // density, fade distance, three of scattering, three of extinction, radius, g
21
+ for (let i = 0; i < 10; i++) {
22
+ BinaryBuffer.copyFloat64(source, target);
23
+ }
24
+
25
+ const defaults = new ParticipatingMedia();
26
+
27
+ target.writeFloat64(defaults.noise_strength);
28
+ target.writeFloat64(defaults.noise_scale);
29
+ target.writeFloat64(defaults.noise_warp);
30
+
31
+ for (let i = 0; i < 3; i++) {
32
+ target.writeFloat64(defaults.noise_velocity[i]);
33
+ }
34
+
35
+ target.writeFloat64(defaults.noise_wind_factor);
36
+ target.writeFloat64(defaults.noise_texture);
37
+ }
38
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"ParticipatingMediaSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticipatingMediaSystem.js"],"names":[],"mappings":"AA6IA;;;;;;;;;;GAUG;AACH,yDAJW,wBAAwB,aACxB,kBAAkB,aAClB,WAAW,QAkBrB;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,8DALW,wBAAwB,aACxB,kBAAkB,aAClB,WAAW,GACT,OAAO,CAOnB;AA9LD;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH;IAmBI;;;OAGG;IACH,oDASC;IA9BD,iEAAiD;IAgCjD,2CAIC;IAED,4CAIC;IAED;;;;OAIG;IACH,gBAJW,kBAAkB,aAClB,WAAW,UACX,MAAM,QAUhB;IAED;;;;OAIG;IACH,kBAJW,kBAAkB,aAClB,WAAW,UACX,MAAM,QAIhB;;CAmCJ;yCAzIwC,8DAA8D;mCAGpE,yBAAyB;4BADhC,iCAAiC;uBADtC,kBAAkB"}
1
+ {"version":3,"file":"ParticipatingMediaSystem.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/ParticipatingMediaSystem.js"],"names":[],"mappings":"AAwKA;;;;;;;;;;GAUG;AACH,yDAJW,wBAAwB,aACxB,kBAAkB,aAClB,WAAW,QAwBrB;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,8DALW,wBAAwB,aACxB,kBAAkB,aAClB,WAAW,GACT,OAAO,CAWnB;AAhOD;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH;IAmBI;;;OAGG;IACH,oDASC;IA9BD,iEAAiD;IAgCjD,2CAIC;IAED,4CAIC;IAED;;;;OAIG;IACH,gBAJW,kBAAkB,aAClB,WAAW,UACX,MAAM,QAUhB;IAED;;;;OAIG;IACH,kBAJW,kBAAkB,aAClB,WAAW,UACX,MAAM,QAIhB;;CA2DJ;yCAjKM,8DAA8D;mCAGlC,yBAAyB;4BADhC,iCAAiC;uBADtC,kBAAkB"}
@@ -1,6 +1,9 @@
1
1
  import { assert } from "../../core/assert.js";
2
2
  import { isArrayEqualStrict } from "../../core/collection/array/isArrayEqualStrict.js";
3
- import { ParticipatingMediaVolume } from "../../shade/renderer/volumetrics/ParticipatingMediaVolume.js";
3
+ import {
4
+ participating_media_volume_advance_noise,
5
+ ParticipatingMediaVolume
6
+ } from "../../shade/renderer/volumetrics/ParticipatingMediaVolume.js";
4
7
  import { System } from "../ecs/System.js";
5
8
  import { Transform64 } from "../ecs/transform/Transform64.js";
6
9
  import { ParticipatingMedia } from "./ParticipatingMedia.js";
@@ -105,19 +108,43 @@ export class ParticipatingMediaSystem extends System {
105
108
  }
106
109
 
107
110
  /**
111
+ * One frame: every volume's noise scrolls on by the wind it feels plus its own motion, and
112
+ * whatever changed — that, or anything the component or transform now says differently —
113
+ * reaches the renderer's volume and moves the volumetrics version.
114
+ *
115
+ * The wind is the scene's (`SceneVolumetrics.wind`), felt through each medium's
116
+ * `noise_wind_factor`; the fold to a scroll phase happens on the volume, in f64, wrapped, so a
117
+ * long session never grows a number and a change of wind never jumps the field. A medium with
118
+ * no noise, or none that moves, costs the comparison it always did.
119
+ *
108
120
  * @param {number} time_delta_seconds
109
121
  */
110
122
  update(time_delta_seconds) {
111
123
  const volumetrics = this.#scene.volumetrics;
124
+ const wind = volumetrics.wind;
112
125
 
113
126
  for (const entry of this.#entries.values()) {
114
127
  const volume = entry.volume;
128
+ const component = entry.component;
115
129
 
116
- if (participating_media_volume_is_current(volume, entry.component, entry.transform)) {
130
+ let moved = false;
131
+
132
+ if (component.noise_strength > 0) {
133
+ const factor = component.noise_wind_factor;
134
+ const own = component.noise_velocity;
135
+
136
+ scratch_velocity[0] = wind[0] * factor + own[0];
137
+ scratch_velocity[1] = wind[1] * factor + own[1];
138
+ scratch_velocity[2] = wind[2] * factor + own[2];
139
+
140
+ moved = participating_media_volume_advance_noise(volume, scratch_velocity, time_delta_seconds);
141
+ }
142
+
143
+ if (!moved && participating_media_volume_is_current(volume, component, entry.transform)) {
117
144
  continue;
118
145
  }
119
146
 
120
- participating_media_volume_write(volume, entry.component, entry.transform);
147
+ participating_media_volume_write(volume, component, entry.transform);
121
148
 
122
149
  volumetrics.invalidate();
123
150
  }
@@ -154,6 +181,12 @@ export function participating_media_volume_write(volume, component, transform) {
154
181
  volume.density = component.density;
155
182
  volume.fade_distance = component.fade_distance;
156
183
 
184
+ // the settings; the scroll phases are the volume's own state and are not touched here
185
+ volume.noise_strength = component.noise_strength;
186
+ volume.noise_scale = component.noise_scale;
187
+ volume.noise_warp = component.noise_warp;
188
+ volume.noise_slot = component.noise_texture;
189
+
157
190
  volume.particle_spec.copy(component.particle_spec);
158
191
 
159
192
  // By the MATRIX, not by the components. The volume is defined by the matrix the GPU is
@@ -193,6 +226,16 @@ export function participating_media_volume_write(volume, component, transform) {
193
226
  export function participating_media_volume_is_current(volume, component, transform) {
194
227
  return volume.density === component.density
195
228
  && volume.fade_distance === component.fade_distance
229
+ && volume.noise_strength === component.noise_strength
230
+ && volume.noise_scale === component.noise_scale
231
+ && volume.noise_warp === component.noise_warp
232
+ && volume.noise_slot === component.noise_texture
196
233
  && isArrayEqualStrict(volume.transform.matrix, transform.matrix)
197
234
  && volume.particle_spec.equals(component.particle_spec);
198
235
  }
236
+
237
+ /**
238
+ * The wind a medium feels plus its own motion, for one call of the advance; never kept.
239
+ * @type {Float64Array}
240
+ */
241
+ const scratch_velocity = new Float64Array(3);
@@ -212,6 +212,15 @@ export class NetworkSession {
212
212
  * @type {number}
213
213
  */
214
214
  correction_skipped_count: number;
215
+ /**
216
+ * Client: how many times it found itself more than the host's input window behind the frame the
217
+ * host last named, or was told by the host's depth feedback that its input lands below the
218
+ * host's window, and re-took the host's time. A tab in the background, a debugger, a laptop
219
+ * asleep — see {@link #retake_host_time_if_stalled}. Diagnostic: a game that sees these on a
220
+ * machine that never left the foreground has a client that cannot keep the step.
221
+ * @type {number}
222
+ */
223
+ stall_count: number;
215
224
  /**
216
225
  * Client, {@link NetworkSessionReconcile.Correct}: a component of an authoritative state
217
226
  * differed from the prediction, and the present was corrected. Once per component corrected.
@@ -610,9 +619,9 @@ export class NetworkSession {
610
619
  * frame 6,000; a client has to start tagging its inputs near 6,000 or the host discards every
611
620
  * one of them — `ServerAuthoritativeServer.tick` trims pending actions older than
612
621
  * `sim_frame - frame_capacity + 1`, and a client tagging frame 0 against a host at 6,000 has
613
- * every input dropped **silently**. It moves on its own screen, never moves on the host's, and
614
- * no signal fires: `onPendingActionDropped` covers the future-lead and capacity bounds, not
615
- * this one.
622
+ * every input dropped. It moves on its own screen and never moves on the host's — and until
623
+ * 2026-10-15 no signal fired; the host's `onPendingActionDropped` now reports each such drop
624
+ * as `'window'`.
616
625
  *
617
626
  * Everything needed was already there except the setter. INITIAL_SYNC carries the host's frame,
618
627
  * `NetworkPeer` writes it, and `onInitialSync` dispatches it — and the handler named it
@@ -621,8 +630,10 @@ export class NetworkSession {
621
630
  * with the input sampler silenced until its counter caught up: 28,801 calls and 62 ms of wall
622
631
  * clock for an hour-old host. Reported as GAP-042.
623
632
  *
624
- * A client now seeks automatically on INITIAL_SYNC. This is the manual door, for a caller that
625
- * computes its own lead.
633
+ * A client now seeks automatically on INITIAL_SYNC, and again whenever it finds itself more than
634
+ * the host's input window behind the frame the host last named — a stall, see
635
+ * {@link #retake_host_time_if_stalled}. This is the manual door, for a caller that computes its
636
+ * own lead.
626
637
  *
627
638
  * A client sends the host nothing it predicted before its last sync, and knows it by frame: its
628
639
  * input starts at the frame the sync sought to. A caller whose own lead is shorter moves that
@@ -1 +1 @@
1
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1
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