avbd-babylon 0.4.1 → 0.4.2

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package/README.md CHANGED
@@ -112,7 +112,11 @@ The [startup check](scripts/check-demo-startup.mjs) initializes every demo in a
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  paused worker with `--all` and records setup times separately from simulation
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  performance. Shader caches, device checks and scene size affect those times.
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  The scene view shows loading messages during setup, even with its performance
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- panel collapsed. Worker startup reports also list the time spent in each setup phase.
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+ panel collapsed, and stays visible until the first GPU frame completes. Worker
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+ startup reports also list the time spent in each setup phase.
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+ The web demo loads the selected demo and renderer on demand. Worker controls use
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+ a small generated scene catalogue; scene construction and physics stay in the
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+ worker. First use still includes GPU device setup and shader compilation.
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  ## Install
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@@ -124,7 +128,7 @@ npm install avbd-babylon @babylonjs/core
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  For local development, run `npm install` and `npm run build` in this repository,
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  then run `npm install /absolute/path/to/avbd` in your Babylon project. `npm pack`
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- creates an installable `avbd-babylon-0.2.0.tgz` archive too.
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+ creates an installable archive named for the current package version too.
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  The package includes ESM, TypeScript declarations and a browser global build.
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  Babylon 9 is an optional peer dependency; integration examples are checked with
@@ -2204,13 +2208,17 @@ fallingBox.body.wakeUp();
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  console.log(await physics.readSleepStats());
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  ```
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- Impulses, teleports, constraint edits, new bodies and removed supports wake the
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- world. Desktop WebGPU worlds with at least 4,096 bodies automatically track connected
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+ Impulses, teleports, body-property edits, new bodies and removed supports wake
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+ the world. Adding or removing constraints and updating grab anchors wake their
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+ connected bodies. Desktop WebGPU worlds with at least 4,096 bodies automatically track connected
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  groups, so an impact wakes the touched group while unrelated piles stay asleep.
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  The static floor does not connect separate piles. Contact and joint connections
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  let eligible members settle together. Awake groups rebuild their connections
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  each step so separated debris can settle independently. Sleeping groups retain
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- their support history. Moving a grab anchor wakes the held body. Smaller worlds and mobile compatibility paths use
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+ their support history. Creating, moving or releasing a grab keeps unrelated
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+ sleeping groups asleep. A connected wall can remain awake while any of its
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+ members are moving or losing support, even when most bricks look still.
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+ Smaller worlds and mobile compatibility paths use
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  whole-world impact waking. Set `sleeping: { islands: true }` to opt into connected
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  groups in a smaller 3D world, or `islands: false` to use whole-world waking. Under
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  gravity, unsupported slow-moving bodies stay awake; supports extend upward