incanto 0.17.3 → 0.18.0

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.
package/dist/3d.d.ts CHANGED
@@ -1707,6 +1707,18 @@ declare class Terrain3D extends Node3D {
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  /** Lake/pond bowls carved into the surface — smooth radial depressions the
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  * collider + heightAt + dressing all see (place a Water3D in each). */
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  basins: BasinSpec[];
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+ /**
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+ * WET SAND band: `{ y, band? }` darkens + glosses the splat in a noisy,
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+ * breathing band just above height `y` (a waterline) — the trace of the
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+ * last swash runup. `band` is the max height above `y` that reads wet
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+ * (default 1.1 m). null (default) = off.
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+ */
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+ wetline: JsonObject | null;
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+ private splatUniforms;
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+ /** Per-frame wetline clock + prop write — lives in update() so a `static`
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+ * subtree keeps the wet edge breathing (the frozen-sync lesson). */
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+ private wetTime;
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+ override update(dt: number): void;
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  /** Loader hook: bad themes/layers/grids fail at LOAD, not at render. */
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  static validateJson(node: Node): void;
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  private heightmap;
package/dist/3d.js CHANGED
@@ -1,8 +1,8 @@
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  import { t as IncantoError } from "./errors-BpWbnbb_.js";
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- import { a as Environment3D, c as sunDirectionFromElevationAzimuth, i as syncTree, l as sunDirectionFromSky, o as horizonColorFromSky, r as Renderer3D, s as parseEnvironment3D, t as createGame3D, u as AssetStore3D } from "./create-game-BLcN2mt4.js";
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- import { A as Joint3D, B as keyboardIntensity, C as BoneLookAt3D, D as DEFAULT_TERRAIN_TEXTURE_BASE, E as Terrain3D, F as StaticBody3D, H as rigPose, I as Node3D, M as CharacterBody3D, N as PhysicsBody3D, O as TERRAIN_THEMES, P as RigidBody3D, R as QUARTER_PITCH, S as Camera3D, T as Billboard3D, V as movementState, _ as DENSITY_PRESETS, a as VOXEL_PALETTE, b as FLOWER_VARIETIES, c as Trail3D, d as LoftMesh3D, f as DirectionalLight3D, g as Foliage3D, h as MeshInstance3D, i as WATER_MAX_RIPPLES, j as Area3D, k as terrainThemeLayers, l as Particles3D, m as InstancedMesh3D, n as Water3D, o as VoxelGrid3D, p as OmniLight3D, s as Tree3D, t as registerNodes3D, u as ModelInstance3D, v as Flowers3D, w as BoneAttachment3D, x as CharacterController3D, y as resolveFlowerDensity, z as cameraRelative } from "./register-DCbeSC2t.js";
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+ import { a as Environment3D, c as sunDirectionFromElevationAzimuth, i as syncTree, l as sunDirectionFromSky, o as horizonColorFromSky, r as Renderer3D, s as parseEnvironment3D, t as createGame3D, u as AssetStore3D } from "./create-game-BiT-ZLi6.js";
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+ import { A as Joint3D, B as keyboardIntensity, C as BoneLookAt3D, D as DEFAULT_TERRAIN_TEXTURE_BASE, E as Terrain3D, F as StaticBody3D, H as rigPose, I as Node3D, M as CharacterBody3D, N as PhysicsBody3D, O as TERRAIN_THEMES, P as RigidBody3D, R as QUARTER_PITCH, S as Camera3D, T as Billboard3D, V as movementState, _ as DENSITY_PRESETS, a as VOXEL_PALETTE, b as FLOWER_VARIETIES, c as Trail3D, d as LoftMesh3D, f as DirectionalLight3D, g as Foliage3D, h as MeshInstance3D, i as WATER_MAX_RIPPLES, j as Area3D, k as terrainThemeLayers, l as Particles3D, m as InstancedMesh3D, n as Water3D, o as VoxelGrid3D, p as OmniLight3D, s as Tree3D, t as registerNodes3D, u as ModelInstance3D, v as Flowers3D, w as BoneAttachment3D, x as CharacterController3D, y as resolveFlowerDensity, z as cameraRelative } from "./register-BWGwa7H7.js";
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  import { n as splatWeights, t as buildHeightmap } from "./heightmap-CroQPEER.js";
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- import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-CO4HLs-q.js";
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+ import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-CfeZOpyK.js";
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  //#region src/3d/environment-runtime.ts
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  /**
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  * Live environment editing — the renderer re-applies `scene.environment`
@@ -5,8 +5,8 @@ import { t as IncantoError } from "./errors-BpWbnbb_.js";
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  import { i as resolveRendering, n as attachTouchControls } from "./touch-031PxtCR.js";
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  import { n as registerGameplayBehaviors } from "./gameplay-sSqrUcnz.js";
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  import { t as debugSources } from "./debug-draw-CZmOYjL2.js";
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- import { I as Node3D, N as PhysicsBody3D, S as Camera3D, f as DirectionalLight3D, r as createCausticsQuad, t as registerNodes3D, u as ModelInstance3D } from "./register-DCbeSC2t.js";
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- import { n as enablePhysics3D } from "./physics-3d-CO4HLs-q.js";
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+ import { I as Node3D, N as PhysicsBody3D, S as Camera3D, f as DirectionalLight3D, r as createCausticsQuad, t as registerNodes3D, u as ModelInstance3D } from "./register-BWGwa7H7.js";
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+ import { n as enablePhysics3D } from "./physics-3d-CfeZOpyK.js";
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  import { ACESFilmicToneMapping, AmbientLight, Box3, BufferAttribute, BufferGeometry, Color, DepthTexture, EquirectangularReflectionMapping, FloatType, Fog, HalfFloatType, LineBasicMaterial, LineSegments, Matrix4, Mesh, PCFShadowMap, PMREMGenerator, PerspectiveCamera, PlaneGeometry, Quaternion, Raycaster, Scene, ShaderMaterial, Vector2, Vector3, WebGLRenderTarget, WebGLRenderer } from "three";
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  import { VRMLoaderPlugin, VRMUtils } from "@pixiv/three-vrm";
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  import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
package/dist/index.js CHANGED
@@ -295,6 +295,6 @@ function newUid() {
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  //#endregion
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  //#region src/index.ts
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  /** Engine version. Kept in sync with package.json by the release pipeline. */
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- const VERSION = "0.17.3";
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+ const VERSION = "0.18.0";
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  //#endregion
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  export { AudioBuses, AudioPlayer, Behavior, CONST_REF_KEY, Engine, HudLayer, IncantoError, InputMap, LogManager, MusicManager, Node, ORDER_GROUP_BASE, PARTICLE_PRESETS, PARTICLE_PRESET_NAMES, ParticleSim, ROLLOFF_MODELS, Rng, SCENE_FORMAT, SFX_PRESETS, SFX_PRESET_NAMES, Scene, SceneTree, SfxEngine, Signal, Timer, TouchControls, UiBanner, UiBar, UiButton, UiDialogue, UiText, VERSION, WebAudioMusicBackend, applyParticlePreset, assetUrls, attachTouchControls, auditScene, clearBehaviors, clearRegistry, computeViewport, createNode, createNoise2D, createSaveStore, crossfadeGains, duplicateNode, effectiveOrder, fadeGain, findPath, getBehavior, getNodeSchema, getNodeSignals, getNodeType, gridFromRows, isAudioContextAvailable, isConstRef, joystickVector, jsonClone, jsonEquals, jsonKind, loadScene, mergeStaticSignals, newUid, parseNodePath, preloadUrls, registerBehavior, registerCoreNodes, registerNode, registeredBehaviors, registeredTypes, replay, resolveConstants, resolveRendering, resolveViewport, serializeNode, spatialGain, spatialPan, startRecording, synthSfx };
@@ -1,7 +1,7 @@
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  import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
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  import { t as IncantoError } from "./errors-BpWbnbb_.js";
3
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  import { n as registerDebugSource } from "./debug-draw-CZmOYjL2.js";
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- import { A as Joint3D, E as Terrain3D, I as Node3D, L as validateCollider3D, M as CharacterBody3D, N as PhysicsBody3D, P as RigidBody3D, j as Area3D } from "./register-DCbeSC2t.js";
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+ import { A as Joint3D, E as Terrain3D, I as Node3D, L as validateCollider3D, M as CharacterBody3D, N as PhysicsBody3D, P as RigidBody3D, j as Area3D } from "./register-BWGwa7H7.js";
5
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  import { Euler, Quaternion } from "three";
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  //#region src/3d/physics/physics-3d.ts
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  var physics_3d_exports = /* @__PURE__ */ __exportAll({
package/dist/react.js CHANGED
@@ -156,7 +156,7 @@ function IncantoCanvas(props) {
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  pointer: latest.pointer,
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  ...keyboard !== void 0 ? { keyboard } : {}
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  };
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- const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-BLcN2mt4.js").then((n) => n.n)).createGame3D(o) : async (o) => (await import("./create-game-Ct86zczq.js").then((n) => n.n)).createGame2D(o)))(opts);
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+ const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-BiT-ZLi6.js").then((n) => n.n)).createGame3D(o) : async (o) => (await import("./create-game-Ct86zczq.js").then((n) => n.n)).createGame2D(o)))(opts);
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  if (disposed) {
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  next.dispose();
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  return;
@@ -546,6 +546,13 @@ varying vec3 vWorldPosition;
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  varying vec2 vUvSplat;
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  // Noise functions - for naturalizing tiling patterns
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+ // incanto wetline: WET SAND — a darkened, slightly glossy band hugging the
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+ // waterline (uWetlineY), its upper edge noisy and breathing with the swash.
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+ // uWetlineY <= -1e8 disables (the default).
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+ uniform float uWetlineY;
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+ uniform float uWetlineBand;
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+ uniform float uWetTime;
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+
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  float splatHash(vec2 p) {
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  return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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  }
@@ -709,6 +716,22 @@ if(splatTextureCount > 1.0) blendedMetalness += splatMetalness2 * smoothWeight2;
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  if(splatTextureCount > 2.0) blendedMetalness += splatMetalness3 * smoothWeight3;
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  if(splatTextureCount > 3.0) blendedMetalness += splatMetalness4 * smoothWeight4;
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+ // incanto wetline: darken + gloss the sand just above the waterline. The
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+ // upper edge is fbm-ragged and BREATHES (slow sin synced roughly to the
721
+ // water's swash cadence) so the wet band reads as the trace of the last
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+ // runup, not a painted stripe.
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+ if (uWetlineY > -1.0e8) {
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+ float above = vWorldPosition.y - uWetlineY;
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+ float breathe = 0.5 + 0.5 * sin(uWetTime * 0.42 + vWorldPosition.x * 0.03 + vWorldPosition.z * 0.021);
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+ float top = uWetlineBand * (0.5 + 0.5 * breathe);
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+ float ragged = top + (fbm(vec2(vWorldPosition.x, vWorldPosition.z) * 0.35) - 0.5) * uWetlineBand * 0.8;
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+ float wet = smoothstep(ragged, ragged * 0.25, above) * smoothstep(-uWetlineBand, -uWetlineBand * 0.2, above);
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+ // wet sand is first and foremost DARKER; the gleam is mild — a hard
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+ // roughness cut mirrored the sky and read as white glare from the air
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+ splatColor.rgb *= 1.0 - wet * 0.38;
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+ blendedRoughness = mix(blendedRoughness, blendedRoughness * 0.78, wet);
733
+ }
734
+
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  diffuseColor = vec4(splatColor.rgb, diffuseColor.a);
713
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  `;
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  const FRAG_ROUGHNESS = `
@@ -793,6 +816,9 @@ function injectTerrainSplatShader(shader, cfg) {
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  shader.uniforms[`uvNoiseIntensity${n}`] = { value: cfg.uvNoiseIntensity[i] ?? .15 };
794
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  }
795
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  shader.uniforms.splatTextureCount = { value: Math.min(4, cfg.layerCount) };
819
+ shader.uniforms.uWetlineY = { value: -1e9 };
820
+ shader.uniforms.uWetlineBand = { value: 1.1 };
821
+ shader.uniforms.uWetTime = { value: 0 };
796
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  shader.uniforms.splatEnvCut = { value: cfg.envCut };
797
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  shader.vertexShader = injectAfter(shader.vertexShader, "#include <common>", VERT_COMMON);
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  shader.vertexShader = injectAfter(shader.vertexShader, "#include <begin_vertex>", VERT_BEGIN);
@@ -1184,7 +1210,8 @@ var Terrain3D = class extends Node3D {
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1210
  islandEdge: { default: null },
1185
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  layers: { default: [] },
1186
1212
  textureBase: { default: DEFAULT_TERRAIN_TEXTURE_BASE },
1187
- basins: { default: [] }
1213
+ basins: { default: [] },
1214
+ wetline: { default: null }
1188
1215
  };
1189
1216
  /** [width, depth] extent in meters, centered on the node. */
1190
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  size = [200, 200];
@@ -1211,6 +1238,26 @@ var Terrain3D = class extends Node3D {
1211
1238
  /** Lake/pond bowls carved into the surface — smooth radial depressions the
1212
1239
  * collider + heightAt + dressing all see (place a Water3D in each). */
1213
1240
  basins = [];
1241
+ /**
1242
+ * WET SAND band: `{ y, band? }` darkens + glosses the splat in a noisy,
1243
+ * breathing band just above height `y` (a waterline) — the trace of the
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+ * last swash runup. `band` is the max height above `y` that reads wet
1245
+ * (default 1.1 m). null (default) = off.
1246
+ */
1247
+ wetline = null;
1248
+ splatUniforms = null;
1249
+ /** Per-frame wetline clock + prop write — lives in update() so a `static`
1250
+ * subtree keeps the wet edge breathing (the frozen-sync lesson). */
1251
+ wetTime = 0;
1252
+ update(dt) {
1253
+ this.wetTime += dt;
1254
+ const u = this.splatUniforms;
1255
+ if (!u) return;
1256
+ const w = this.wetline;
1257
+ if (u.uWetlineY) u.uWetlineY.value = typeof w?.y === "number" ? w.y : -1e9;
1258
+ if (u.uWetlineBand) u.uWetlineBand.value = typeof w?.band === "number" ? w.band : 1.1;
1259
+ if (u.uWetTime) u.uWetTime.value = this.wetTime;
1260
+ }
1214
1261
  /** Loader hook: bad themes/layers/grids fail at LOAD, not at render. */
1215
1262
  static validateJson(node) {
1216
1263
  const t = node;
@@ -1225,6 +1272,11 @@ var Terrain3D = class extends Node3D {
1225
1272
  if (!Number.isInteger(t.detail) || t.detail < 0) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' detail must be an integer ≥ 0 (octave count), got ${t.detail}.`, { prop: "detail" });
1226
1273
  if (!(t.flatThreshold >= 0) || !Number.isFinite(t.flatThreshold)) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' flatThreshold must be a finite number ≥ 0, got ${t.flatThreshold}.`, { prop: "flatThreshold" });
1227
1274
  if (t.islandEdge !== null && typeof t.islandEdge !== "boolean") throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' islandEdge must be true, false or null (null = theme default), got ${JSON.stringify(t.islandEdge)}.`, { prop: "islandEdge" });
1275
+ const wl = t.wetline;
1276
+ if (wl !== null) {
1277
+ if (typeof wl !== "object" || Array.isArray(wl) || !Number.isFinite(wl.y)) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' wetline must be null or { y, band? } with a finite y, got ${JSON.stringify(t.wetline)}.`, { prop: "wetline" });
1278
+ if (wl.band !== void 0 && !(wl.band > 0)) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' wetline.band must be > 0 meters, got ${JSON.stringify(wl.band)}.`, { prop: "wetline" });
1279
+ }
1228
1280
  if (!Array.isArray(t.basins)) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' basins must be an array of { x, z, radius, depth }, got ${JSON.stringify(t.basins)}.`, { prop: "basins" });
1229
1281
  t.basins.forEach((b, i) => {
1230
1282
  if (!b || typeof b !== "object" || !Number.isFinite(b.x) || !Number.isFinite(b.z) || !(b.radius > 0) || !(b.depth > 0)) throw new IncantoError("BAD_FORMAT", `Terrain3D '${node.name}' basins[${i}] needs finite x, z and positive radius, depth, got ${JSON.stringify(b)}.`, { prop: "basins" });
@@ -1397,6 +1449,7 @@ var Terrain3D = class extends Node3D {
1397
1449
  };
1398
1450
  material.onBeforeCompile = (shader) => {
1399
1451
  injectTerrainSplatShader(shader, cfg);
1452
+ this.splatUniforms = shader.uniforms;
1400
1453
  };
1401
1454
  material.customProgramCacheKey = () => `incanto-terrain-splat:${hasNormalMaps ? 1 : 0}`;
1402
1455
  return material;
@@ -11028,15 +11081,21 @@ void main() {
11028
11081
  float depthDiff = linearWaterDepth - linearSceneDepth;
11029
11082
  waterViewDepth = max(-depthDiff, 0.0);
11030
11083
 
11084
+ // waterline dither: on a near-flat beach one half-res depth texel spans a
11085
+ // wide screen block at grazing view, so these thresholds cut staircase
11086
+ // notches along the swash edge — jitter the boundary a few cm with world
11087
+ // noise and the seam breaks into a ragged organic waterline instead.
11088
+ float seamJitter = (noise(vWorldPosition.xz * 2.3) - 0.5) * 0.06;
11089
+
11031
11090
  // 🎯 Two-step approach
11032
11091
  // Step 1: Discard completely overlapping parts
11033
- float hardDiscardThreshold = 0.1;
11092
+ float hardDiscardThreshold = 0.1 + seamJitter;
11034
11093
  if (depthDiff > hardDiscardThreshold) {
11035
11094
  discard; // Completely remove definitively overlapping pixels
11036
11095
  }
11037
11096
 
11038
11097
  // Step 2: Gradual transparency for border parts
11039
- float softDiscardStart = -0.05; // Start fade slightly ahead
11098
+ float softDiscardStart = -0.05 + seamJitter; // Start fade slightly ahead
11040
11099
  float softDiscardEnd = hardDiscardThreshold;
11041
11100
 
11042
11101
  if (depthDiff > softDiscardStart) {
@@ -11193,15 +11252,16 @@ void main() {
11193
11252
  vec3 sceneColor = texture2D(uSceneColor, refractedUV, 1.75).rgb;
11194
11253
  // incanto presets: above-water caustics — reconstruct the sampled
11195
11254
  // bottom's world position along the view ray and light it with the
11196
- // shared caustic web. Strongest through the first meters of water
11197
- // (a pool floor dances, the deep sea does not), distance-faded so far
11198
- // shallows never shimmer-alias.
11255
+ // shared caustic web. Needs a focusing column of water (a centimeters-
11256
+ // deep swash film shows no web) and a close viewer: past ~30m each
11257
+ // pixel integrates many caustic cells and the additive web averages
11258
+ // into a solid white sheet over any flat shallow (aerial sandbar bug).
11199
11259
  if (uCausticsAbove > 0.0) {
11200
11260
  vec3 bottomWorld = cameraPosition + viewDirection * refrT;
11201
11261
  float below = uWaterCenter.y - bottomWorld.y;
11202
11262
  if (below > 0.05) {
11203
- float reach = 1.0 - smoothstep(0.2, 9.0, below);
11204
- float causticFade = 1.0 - smoothstep(60.0, 200.0, camDist);
11263
+ float reach = smoothstep(0.05, 0.5, below) * (1.0 - smoothstep(0.2, 9.0, below));
11264
+ float causticFade = 1.0 - smoothstep(28.0, 90.0, camDist);
11205
11265
  float cw = caustic(bottomWorld.xz * 0.42, uTime * 0.7) * 0.65
11206
11266
  + caustic(bottomWorld.xz * 0.72 + 30.0, uTime * 0.55) * 0.35;
11207
11267
  sceneColor += vec3(0.87, 0.96, 1.0) * (cw * uCausticsAbove * reach * causticFade);
@@ -11319,13 +11379,18 @@ void main() {
11319
11379
  float breakup = noise(vWorldPosition.xz * 0.3 + uTime * vec2(0.06, 0.04));
11320
11380
  float lace = noise(vWorldPosition.xz * 2.2 - uTime * vec2(0.18, 0.1));
11321
11381
  front *= (0.45 + 0.55 * breakup) * (0.55 + 0.45 * lace) * (0.35 + 0.65 * sets);
11322
- float zone = smoothstep(3.4, 1.2, vertDepth) * smoothstep(0.02, 0.2, vertDepth);
11382
+ // no fronts in the centimeters-deep SHEET-FLOW film (an enclosed flat
11383
+ // fizzed solid white from the air) — breakers need ~knee depth to form
11384
+ float zone = smoothstep(3.4, 1.2, vertDepth) * smoothstep(0.12, 0.38, vertDepth);
11323
11385
  foamAmount = max(foamAmount, clamp(uShoreWaves * front * zone * 1.5, 0.0, 1.0));
11324
- // waterline LACE — the fizzing white edge where the runup meets sand,
11325
- // dissolving fast like real swash bubbles
11326
- float lace2 = smoothstep(0.32, 0.02, vertDepth) *
11386
+ // waterline LACE — fizzing bubbles where the runup meets sand. On a
11387
+ // near-FLAT bar the 0–30 cm depth band is tens of meters wide, so an
11388
+ // ungated lace carpeted whole flats in white — a slow patch gate keeps
11389
+ // it as drifting foam streaks instead (real tidal-flat scum lines).
11390
+ float lacePatch = smoothstep(0.4, 0.8, noise(vWorldPosition.xz * 0.5 + uTime * vec2(0.06, 0.045)));
11391
+ float lace2 = smoothstep(0.24, 0.02, vertDepth) *
11327
11392
  (0.35 + 0.65 * noise(vWorldPosition.xz * 3.1 + uTime * vec2(0.5, 0.35)));
11328
- foamAmount = max(foamAmount, clamp(uShoreWaves * lace2 * 0.85, 0.0, 1.0));
11393
+ foamAmount = max(foamAmount, clamp(uShoreWaves * lace2 * lacePatch * 0.4, 0.0, 1.0));
11329
11394
  }
11330
11395
  }
11331
11396
  // incanto swell: whitecaps — foam eats the TOPS of the tallest crests in
@@ -11648,7 +11713,7 @@ const WATER_PRESETS = {
11648
11713
  _look: {
11649
11714
  fresnelScale: 1.15,
11650
11715
  reflectivityMax: .93,
11651
- foamRangeScale: 1.15,
11716
+ foamRangeScale: .35,
11652
11717
  foamIntensity: .55
11653
11718
  }
11654
11719
  },
package/dist/test.js CHANGED
@@ -6,7 +6,7 @@ import { n as jsonEquals, t as jsonClone } from "./json-BLk7H2Qa.js";
6
6
  import { i as getNodeSchema, s as mergeStaticProps } from "./registry-BVJ2HbCn.js";
7
7
  import { n as registerGameplayBehaviors } from "./gameplay-sSqrUcnz.js";
8
8
  import { t as registerNodes2D } from "./register-Djwckzgx.js";
9
- import { t as registerNodes3D } from "./register-DCbeSC2t.js";
9
+ import { t as registerNodes3D } from "./register-BWGwa7H7.js";
10
10
  import { t as registerNodesNet } from "./register-BFFE1Mh1.js";
11
11
  //#region src/test/index.ts
12
12
  /**
@@ -127,7 +127,7 @@ async function runScript(json, opts) {
127
127
  const { enablePhysics2D } = await import("./physics-2d-BiIdl51r.js").then((n) => n.r);
128
128
  await enablePhysics2D(engine);
129
129
  } else if (physics === "3d" || physics === "auto" && scene.dimension === "3d") {
130
- const { enablePhysics3D } = await import("./physics-3d-CO4HLs-q.js").then((n) => n.r);
130
+ const { enablePhysics3D } = await import("./physics-3d-CfeZOpyK.js").then((n) => n.r);
131
131
  await enablePhysics3D(engine);
132
132
  }
133
133
  const failures = [];
@@ -232,7 +232,7 @@ async function createPlaySession(json, opts = {}) {
232
232
  const { enablePhysics2D } = await import("./physics-2d-BiIdl51r.js").then((n) => n.r);
233
233
  await enablePhysics2D(engine);
234
234
  } else if (physics === "3d" || physics === "auto" && scene.dimension === "3d") {
235
- const { enablePhysics3D } = await import("./physics-3d-CO4HLs-q.js").then((n) => n.r);
235
+ const { enablePhysics3D } = await import("./physics-3d-CfeZOpyK.js").then((n) => n.r);
236
236
  await enablePhysics3D(engine);
237
237
  }
238
238
  const stepMs = 1e3 / (opts.fixedHz ?? 60);
@@ -1 +1 @@
1
- import{t as e}from"./index-CLqRCrOl.js";async function t(t){return new n((await e(()=>import(`./GameServer-C56iOUgF.js`),[],import.meta.url)).GameServer,t)}var n=class{raw;active=new Map;reconnecting=!1;disposed=!1;constructor(e,t){this.raw=new e({...t})}get account(){return this.raw.account}get connected(){return this.raw.connected}connect(){return this.raw.connected?Promise.resolve(!0):(this.disposed=!1,this.rawConnect())}rawConnect(){return this.raw.connect({onDisconnect:()=>void this.reconnect()})}disconnect(){this.disposed=!0;for(let e of this.active.values())e.off();return this.active.clear(),this.raw.disconnect()}remoteFunction(e,t,n){return this.raw.remoteFunction(e,t,n)}track(e){let t=Symbol(`sub`),n={make:e,off:e()};return this.active.set(t,n),()=>{n.off(),this.active.delete(t)}}async reconnect(){if(!this.disposed&&!this.reconnecting){this.reconnecting=!0;try{await this.rawConnect();for(let e of this.active.values())e.off(),e.off=e.make()}finally{this.reconnecting=!1}}}subscribeRoomState(e,t){return this.track(()=>this.raw.subscribeRoomState(e,t))}subscribeRoomMyState(e,t){return this.track(()=>this.raw.subscribeRoomMyState(e,t))}subscribeRoomAllUserStates(e,t){return this.track(()=>this.raw.subscribeRoomAllUserStates(e,e=>{let n={};for(let t of e??[]){if(!t||typeof t.account!=`string`||t.__leaved)continue;let{account:e,__updated:r,__leaved:i,...a}=t;n[e]=a}t(n)}))}subscribeRoomCollection(e,t,n){return this.track(()=>this.raw.subscribeRoomCollection(e,t,({items:e})=>{let t={};for(let n of e??[])n&&typeof n.__id==`string`&&(t[n.__id]=n);n(t)}))}onRoomMessage(e,t,n){return this.track(()=>this.raw.onRoomMessage(e,t,n))}onRoomUserJoin(e,t){return this.track(()=>this.raw.onRoomUserJoin(e,t))}onRoomUserLeave(e,t){return this.track(()=>this.raw.onRoomUserLeave(e,t))}subscribeGlobalState(e){return this.track(()=>this.raw.subscribeGlobalState(e))}subscribeGlobalMyState(e){return this.track(()=>this.raw.subscribeGlobalMyState(e))}subscribeGlobalUserState(e,t){return this.track(()=>this.raw.subscribeGlobalUserState(e,t))}subscribeGlobalCollection(e,t){return this.track(()=>this.raw.subscribeGlobalCollection(e,({items:e})=>{let n={};for(let t of e??[])t&&typeof t.__id==`string`&&(n[t.__id]=t);t(n)}))}subscribeAsset(e,t){return this.track(()=>this.raw.subscribeAsset(e,t))}onGlobalMessage(e,t){return this.track(()=>this.raw.onGlobalMessage(e,t))}};export{t as createAgent8Server};
1
+ import{t as e}from"./index-L774mpvF.js";async function t(t){return new n((await e(()=>import(`./GameServer-C56iOUgF.js`),[],import.meta.url)).GameServer,t)}var n=class{raw;active=new Map;reconnecting=!1;disposed=!1;constructor(e,t){this.raw=new e({...t})}get account(){return this.raw.account}get connected(){return this.raw.connected}connect(){return this.raw.connected?Promise.resolve(!0):(this.disposed=!1,this.rawConnect())}rawConnect(){return this.raw.connect({onDisconnect:()=>void this.reconnect()})}disconnect(){this.disposed=!0;for(let e of this.active.values())e.off();return this.active.clear(),this.raw.disconnect()}remoteFunction(e,t,n){return this.raw.remoteFunction(e,t,n)}track(e){let t=Symbol(`sub`),n={make:e,off:e()};return this.active.set(t,n),()=>{n.off(),this.active.delete(t)}}async reconnect(){if(!this.disposed&&!this.reconnecting){this.reconnecting=!0;try{await this.rawConnect();for(let e of this.active.values())e.off(),e.off=e.make()}finally{this.reconnecting=!1}}}subscribeRoomState(e,t){return this.track(()=>this.raw.subscribeRoomState(e,t))}subscribeRoomMyState(e,t){return this.track(()=>this.raw.subscribeRoomMyState(e,t))}subscribeRoomAllUserStates(e,t){return this.track(()=>this.raw.subscribeRoomAllUserStates(e,e=>{let n={};for(let t of e??[]){if(!t||typeof t.account!=`string`||t.__leaved)continue;let{account:e,__updated:r,__leaved:i,...a}=t;n[e]=a}t(n)}))}subscribeRoomCollection(e,t,n){return this.track(()=>this.raw.subscribeRoomCollection(e,t,({items:e})=>{let t={};for(let n of e??[])n&&typeof n.__id==`string`&&(t[n.__id]=n);n(t)}))}onRoomMessage(e,t,n){return this.track(()=>this.raw.onRoomMessage(e,t,n))}onRoomUserJoin(e,t){return this.track(()=>this.raw.onRoomUserJoin(e,t))}onRoomUserLeave(e,t){return this.track(()=>this.raw.onRoomUserLeave(e,t))}subscribeGlobalState(e){return this.track(()=>this.raw.subscribeGlobalState(e))}subscribeGlobalMyState(e){return this.track(()=>this.raw.subscribeGlobalMyState(e))}subscribeGlobalUserState(e,t){return this.track(()=>this.raw.subscribeGlobalUserState(e,t))}subscribeGlobalCollection(e,t){return this.track(()=>this.raw.subscribeGlobalCollection(e,({items:e})=>{let n={};for(let t of e??[])t&&typeof t.__id==`string`&&(n[t.__id]=t);t(n)}))}subscribeAsset(e,t){return this.track(()=>this.raw.subscribeAsset(e,t))}onGlobalMessage(e,t){return this.track(()=>this.raw.onGlobalMessage(e,t))}};export{t as createAgent8Server};