incanto 0.30.0 → 0.31.0
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/2d.d.ts +12 -5
- package/dist/2d.js +3 -3
- package/dist/3d.d.ts +47 -6
- package/dist/3d.js +4 -4
- package/dist/{audit-C6rMyict.js → audit-C4kmDK0o.js} +16 -0
- package/dist/{behavior-BAc0erXF.d.ts → behavior-D_jMpFh8.d.ts} +117 -55
- package/dist/{create-game-DuBTv2zI.js → create-game-DqOjMBUS.js} +50 -41
- package/dist/{create-game-5z_QVtLx.js → create-game-z5XaB1p5.js} +16 -8
- package/dist/debug.d.ts +1 -1
- package/dist/debug.js +7 -2
- package/dist/{duplicate-BgtFrFo4.js → duplicate-KRPtUtzl.js} +1 -1
- package/dist/{editor-switch-B0wB_DSr.d.ts → editor-switch-BJb-CWfA.d.ts} +12 -1
- package/dist/{register-DJ0SByQg.js → environment-presets--DigHNg4.js} +42 -11
- package/dist/{gameplay-Cfr6aFZ1.js → gameplay-BftxM_It.js} +2 -2
- package/dist/gameplay.d.ts +1 -1
- package/dist/gameplay.js +1 -1
- package/dist/index.d.ts +3 -3
- package/dist/index.js +6 -6
- package/dist/{loader-B242FF6N.d.ts → loader-BYBrqTxP.d.ts} +1 -1
- package/dist/{loader-BZqOKfI2.js → loader-BlaRQGaA.js} +482 -6
- package/dist/net.d.ts +1 -1
- package/dist/net.js +3 -3
- package/dist/{pathfinding-BwD974Ss.d.ts → pathfinding-BwhqPD3i.d.ts} +1 -1
- package/dist/{physics-2d-3kOQCtgd.js → physics-2d-D9wquBvK.js} +4 -3
- package/dist/{physics-3d-CeRH-Ff_.js → physics-3d-CnPygVGo.js} +5 -4
- package/dist/react.d.ts +1 -1
- package/dist/react.js +1 -1
- package/dist/{register-MelqEdza.js → register-CUY284Is.js} +3 -3
- package/dist/{register-BTg0EM7s.js → register-Dzkd6-os.js} +56 -380
- package/dist/{register-DWcWq4QG.js → register-tkR_8tWg.js} +4 -4
- package/dist/{registry-BVJ2HbCn.js → registry-CJdGpT2V.js} +6 -2
- package/dist/test.d.ts +2 -7
- package/dist/test.js +43 -14
- package/editor/assets/{agent8-CAp0i5qn.js → agent8-o27_Y1xN.js} +1 -1
- package/editor/assets/{debug-BoEYfbqK.js → debug-DfcWX3uW.js} +3 -2
- package/editor/assets/{index-BO6WU8by.js → index-C9fb5QcT.js} +90 -90
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/skills/incanto-verifying-your-game.md +62 -0
- package/templates-app/beacon-isle-3d/package.json +1 -1
- package/templates-app/tps-3d/package.json +1 -1
- package/templates-app/village-quest-3d/package.json +1 -1
package/dist/2d.d.ts
CHANGED
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@@ -1,7 +1,7 @@
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import { C as RendererStats, S as GameStats, X as Node, b as Scheduler, l as PropSchema, n as BehaviorCtor, v as Engine, w as Scene$1 } from "./behavior-D_jMpFh8.js";
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import { n as DiagnosticSink, t as EditorSwitchOptions } from "./editor-switch-BJb-CWfA.js";
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import { i as SceneJson, s as JsonObject } from "./schema-CcoWb32N.js";
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import {
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import { t as EditorSwitchOptions } from "./editor-switch-B0wB_DSr.js";
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import { t as LoadSceneOptions } from "./loader-B242FF6N.js";
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import { t as LoadSceneOptions } from "./loader-BYBrqTxP.js";
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import { t as ParticleSim } from "./particle-sim-CwJ5rI_P.js";
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import { Group, Mesh, Object3D, Scene, Texture } from "three";
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import * as RapierNs from "@dimforge/rapier2d-compat";
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@@ -24,9 +24,15 @@ interface SheetInfo {
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* `"$key"`. The texture loader is injectable so tests run headless.
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*/
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declare class AssetStore2D {
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private readonly engine;
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private readonly entries;
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private readonly loader;
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-
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/**
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* `engine` is optional so a bare store still constructs in tests. Given one,
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* a texture that fails to load lands in `engine.log` — where the overlay and
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* `runScript()` can see it — instead of only in the browser console.
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*/
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constructor(loader?: (url: string, callbacks?: TextureLoadCallbacks) => Texture, engine?: DiagnosticSink | null);
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/** Load (or extend with) a scene's `assets` declarations. Hard-validates each entry. */
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load(assets: Record<string, JsonObject>): void;
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/** Load status of a declared asset KEY (no '$'), or undefined if unknown. */
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@@ -757,7 +763,8 @@ declare class Renderer2D {
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private readonly worldCam;
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private readonly uiCam;
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private readonly engine;
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-
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/** The texture store. Public so `renderer.assets.status(key)` is reachable. */
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readonly assets: AssetStore2D;
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private readonly loadedAssetScenes;
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private readonly disconnect;
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private readonly canvas;
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package/dist/2d.js
CHANGED
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@@ -1,7 +1,7 @@
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-
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import { _ as RigidBody2D, a as parseCells, c as ColorRect2D, d as AnimatedSprite2D, f as Sprite2D, g as PhysicsBody2D, h as CharacterBody2D, i as mergeSolidRects, l as CharacterController2D, m as Area2D, n as UILayer, o as Particles2D, p as Joint2D, r as TileMap2D, s as Label, t as registerNodes2D, u as Camera2D, v as StaticBody2D, y as Node2D } from "./register-
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import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-
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import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-z5XaB1p5.js";
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import { _ as RigidBody2D, a as parseCells, c as ColorRect2D, d as AnimatedSprite2D, f as Sprite2D, g as PhysicsBody2D, h as CharacterBody2D, i as mergeSolidRects, l as CharacterController2D, m as Area2D, n as UILayer, o as Particles2D, p as Joint2D, r as TileMap2D, s as Label, t as registerNodes2D, u as Camera2D, v as StaticBody2D, y as Node2D } from "./register-tkR_8tWg.js";
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import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-D9wquBvK.js";
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//#region src/2d/library-sprite.ts
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/**
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* Turn a library sprite-animation JSON into a scene-ready spritesheet asset
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package/dist/3d.d.ts
CHANGED
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@@ -1,9 +1,9 @@
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1
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import { C as RendererStats, S as GameStats, X as Node, b as Scheduler, l as PropSchema, n as BehaviorCtor, v as Engine, w as Scene$1 } from "./behavior-D_jMpFh8.js";
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import { n as DiagnosticSink, t as EditorSwitchOptions } from "./editor-switch-BJb-CWfA.js";
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import { i as SceneJson, s as JsonObject } from "./schema-CcoWb32N.js";
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import {
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import { t as EditorSwitchOptions } from "./editor-switch-B0wB_DSr.js";
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import { t as LoadSceneOptions } from "./loader-B242FF6N.js";
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import { t as LoadSceneOptions } from "./loader-BYBrqTxP.js";
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import { t as ParticleSim } from "./particle-sim-CwJ5rI_P.js";
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import { n as PathGrid, s as SpatialPose } from "./pathfinding-
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import { n as PathGrid, s as SpatialPose } from "./pathfinding-BwhqPD3i.js";
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import { AnimationClip, AnimationMixer, BufferGeometry, Color, DirectionalLight, Group, InstancedMesh, Mesh, MeshPhysicalMaterial, Object3D, PerspectiveCamera, Scene, ShaderMaterial, Vector3, WebGLRenderer } from "three";
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import { VRM } from "@pixiv/three-vrm";
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import { Sky } from "three/examples/jsm/objects/Sky.js";
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@@ -44,12 +44,28 @@ interface AnimationEntry {
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* @pixiv/three-vrm (VRM 0.x facing fixed via rotateVRM0).
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*/
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declare class AssetStore3D {
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private readonly engine;
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private readonly models;
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private readonly animations;
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private readonly modelKeys;
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private readonly animationKeys;
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private readonly loader;
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-
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/**
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* `engine` is optional only so a bare store still constructs in tests. Give it
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* one and every load failure lands in `engine.log` — where the debug overlay,
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* `runScript()` and any agent tool can see it. Without it a 404'd GLB was a
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* console line and an invisible model.
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*/
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constructor(engine?: DiagnosticSink | null);
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/**
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* Every asset that failed, with the reason — the answer to "why is my model
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* not there". Empty is the healthy case.
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*/
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errors(): Array<{
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ref: string;
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url: string;
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error: string;
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}>;
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/** Map a scene's `assets` header. */
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load(assets: JsonObject): void;
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/** Animation `$key`s declared by the scene (editor dropdowns). */
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@@ -495,6 +511,14 @@ interface CreateGame3DOptions {
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interface GameRenderer {
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dispose(): void;
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stats?(): RendererStats;
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/** Loaded models/animations — `assets.errors()` answers "why is my model missing". */
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assets?: {
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errors(): Array<{
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ref: string;
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url: string;
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error: string;
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}>;
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};
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}
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interface Game3D {
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engine: Engine;
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/** Engine + renderer perf counters in one read (fps/nodes/triangles/…). */
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stats(): GameStats;
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/**
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* Assets that failed to load, with the reason.
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*
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* "The model just never appeared" used to be unanswerable from outside: the
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* store was private on the renderer and the 404 went to the console only.
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* Check this — and `stats().errors` — before assuming a scene is fine.
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*/
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assetErrors(): Array<{
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ref: string;
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url: string;
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error: string;
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}>;
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/**
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* Turn this page into the scene editor, right where the player is standing —
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* what the ☰ debug menu's "edit this scene" calls. Bind it to your own key or
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* button if you want the switch without the overlay.
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/**
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* The model/animation store. Public so a game (and an agent's tool) can ask
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* `renderer.assets.errors()` why a model is not there — it used to be private,
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* so a 404'd GLB was unanswerable from outside.
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*/
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readonly assets: AssetStore3D;
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private readonly ownsAssets;
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private readonly loadedAssetScenes;
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/** The scene whose GPU programs have been pre-compiled (warm-up, see render). */
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package/dist/3d.js
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { A as Water3D, F as PhysicsBody3D, I as RigidBody3D, L as StaticBody3D, M as WaterCutout3D, N as Area3D, P as CharacterBody3D, R as Node3D, V as WATER_MAX_RIPPLES, j as WATER_CUTOUT_MAX } from "./gameplay-
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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-
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import { A as
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import { A as Water3D, F as PhysicsBody3D, I as RigidBody3D, L as StaticBody3D, M as WaterCutout3D, N as Area3D, P as CharacterBody3D, R as Node3D, V as WATER_MAX_RIPPLES, j as WATER_CUTOUT_MAX } from "./gameplay-BftxM_It.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-DqOjMBUS.js";
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import { A as Terrain3D, B as keyboardIntensity, C as resolveFlowerDensity, D as BoneLookAt3D, E as Camera3D, F as InstancedMesh3D, H as rigPose, I as MeshInstance3D, M as TERRAIN_THEMES, N as terrainThemeLayers, O as BoneAttachment3D, P as Joint3D, R as QUARTER_PITCH, S as Flowers3D, T as CharacterController3D, V as movementState, _ as LoftMesh3D, a as Tree3D, b as Foliage3D, c as buildRiverRings, d as riverCarveChannels, f as riverStepFor, g as ModelInstance3D, h as Particles3D, i as VoxelGrid3D, j as DEFAULT_TERRAIN_TEXTURE_BASE, k as Billboard3D, l as findRiverCoverageGaps, m as traceDownhillPath, n as registerNodes3D, o as Trail3D, p as smoothCourse, r as VOXEL_PALETTE, s as River3D, u as projectToRiver, v as DirectionalLight3D, w as FLOWER_VARIETIES, x as DENSITY_PRESETS, y as OmniLight3D, z as cameraRelative } from "./environment-presets--DigHNg4.js";
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import { n as splatWeights, t as buildHeightmap } from "./heightmap-CRK0M4jT.js";
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import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-
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import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-CnPygVGo.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`
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"UiButton",
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"UiDialogue"
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]);
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const LIGHT_TYPES = new Set([
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"DirectionalLight3D",
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"OmniLight3D",
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"SpotLight3D"
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]);
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/** Does the scene header light anything by itself (sky, hdri, ambient, preset)? */
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function isLit(environment) {
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if (!environment) return false;
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if (environment.preset !== void 0 || environment.sky !== void 0) return true;
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if (environment.hdri !== void 0) return true;
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const ambient = environment.ambient;
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return typeof ambient?.intensity === "number" && ambient.intensity > 0;
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}
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/** Human-readable warnings (empty = clean). Pure JSON walk, no registry. */
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function auditScene(scene) {
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const warnings = [];
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if (!root) return warnings;
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let currentCameras = 0;
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let cameras = 0;
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let lights = 0;
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const walk = (node, path, insideHud, staticRoot) => {
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const type = node.type ?? "";
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cameras += 1;
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if (props.current === true) currentCameras += 1;
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}
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if (LIGHT_TYPES.has(type)) lights += 1;
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if (BODY_TYPES.has(type)) {
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const collider = props.collider;
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if (!collider || collider.shape === void 0) warnings.push(`${path}: ${type} has no collider — physics will skip it (add "collider": { "shape": ... }).`);
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walk(root, root.name ?? "root", false, root.props?.static === true ? root.name ?? "root" : null);
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if (cameras > 0 && currentCameras === 0) warnings.push("no camera has \"current\": true — the screen renders from a default view, probably not what you framed.");
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if (currentCameras > 1) warnings.push(`${currentCameras} cameras claim "current": true — only the first found wins.`);
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if (scene.dimension === "3d" && lights === 0 && !isLit(scene.environment)) warnings.push("nothing lights this 3D scene — no light node, no environment sky/hdri, and no ambient intensity. It will render black. Add a DirectionalLight3D, or an \"environment\": { \"sky\": { \"type\": \"atmosphere\" } } / { \"preset\": \"...\" }.");
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return warnings;
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}
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//#endregion
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import { a as Rng, c as JsonValue, i as SceneJson, s as JsonObject } from "./schema-CcoWb32N.js";
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//#region src/core/signal.d.ts
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/**
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* Minimal typed observer used for every engine event (Godot signal semantics).
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*
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* Emission is snapshot-based: listeners added during an emit do not fire in that
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* emit, and listeners removed during an emit are skipped.
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*/
|
|
10
|
+
type SignalListener<Args extends unknown[]> = (...args: Args) => void;
|
|
11
|
+
declare class Signal<Args extends unknown[] = unknown[]> {
|
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|
+
private connections;
|
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|
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/** Connect a listener. Returns a disposer. Connecting the same fn twice is a no-op. */
|
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|
+
connect(fn: SignalListener<Args>, opts?: {
|
|
15
|
+
once?: boolean;
|
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+
}): () => void;
|
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disconnect(fn: SignalListener<Args>): void;
|
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disconnectAll(): void;
|
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emit(...args: Args): void;
|
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get connectionCount(): number;
|
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}
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|
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//#endregion
|
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//#region src/core/log.d.ts
|
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|
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type LogLevel = "debug" | "info" | "warn" | "error";
|
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|
+
interface LogEntry {
|
|
26
|
+
/** Monotonic per-manager sequence number (1-based). */
|
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|
+
readonly seq: number;
|
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/** Wall-clock-ish timestamp (performance.now when available) — diagnostics only. */
|
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|
+
readonly timeMs: number;
|
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readonly level: LogLevel;
|
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/** The raw logged values, untouched — consumers format. */
|
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readonly parts: readonly unknown[];
|
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}
|
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/**
|
|
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* The engine's log channel (`engine.log`, `this.log` in a Behavior): a ring
|
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+
* buffer plus a live `added` signal, so debug overlays and headless test
|
|
37
|
+
* harnesses can tail game logs without scraping the browser console.
|
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+
*/
|
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|
+
declare class LogManager {
|
|
40
|
+
/** Fires once per entry, after it is buffered. */
|
|
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|
+
readonly added: Signal<[LogEntry]>;
|
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|
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private readonly buffer;
|
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private readonly capacity;
|
|
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private seq;
|
|
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|
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constructor(capacity?: number);
|
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debug(...parts: unknown[]): void;
|
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info(...parts: unknown[]): void;
|
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warn(...parts: unknown[]): void;
|
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error(...parts: unknown[]): void;
|
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|
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/** Buffered entries, oldest first (capped at capacity). */
|
|
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|
+
entries(): readonly LogEntry[];
|
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/** Empty the buffer. The sequence keeps counting (entries stay unique). */
|
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+
clear(): void;
|
|
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|
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private push;
|
|
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|
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}
|
|
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|
+
//#endregion
|
|
3
57
|
//#region src/core/scene-tree.d.ts
|
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|
/**
|
|
5
59
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* Owns a node tree and drives its lifecycle:
|
|
@@ -63,26 +117,6 @@ declare class SceneTree {
|
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|
private flushFreeQueue;
|
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|
}
|
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|
//#endregion
|
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|
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//#region src/core/signal.d.ts
|
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|
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/**
|
|
68
|
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* Minimal typed observer used for every engine event (Godot signal semantics).
|
|
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|
-
*
|
|
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|
-
* Emission is snapshot-based: listeners added during an emit do not fire in that
|
|
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|
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* emit, and listeners removed during an emit are skipped.
|
|
72
|
-
*/
|
|
73
|
-
type SignalListener<Args extends unknown[]> = (...args: Args) => void;
|
|
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|
-
declare class Signal<Args extends unknown[] = unknown[]> {
|
|
75
|
-
private connections;
|
|
76
|
-
/** Connect a listener. Returns a disposer. Connecting the same fn twice is a no-op. */
|
|
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|
-
connect(fn: SignalListener<Args>, opts?: {
|
|
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|
-
once?: boolean;
|
|
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|
-
}): () => void;
|
|
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|
-
disconnect(fn: SignalListener<Args>): void;
|
|
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|
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disconnectAll(): void;
|
|
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|
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emit(...args: Args): void;
|
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|
-
get connectionCount(): number;
|
|
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|
-
}
|
|
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|
-
//#endregion
|
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|
//#region src/core/node.d.ts
|
|
87
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|
/** Lifecycle hooks a SceneTree drives. Wired in scene-tree.ts. */
|
|
88
122
|
interface NodeLifecycle {
|
|
@@ -186,6 +220,42 @@ declare class Node implements NodeLifecycle {
|
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|
_propagateUpdate(dt: number): void;
|
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|
/** @internal */
|
|
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222
|
_propagateFixedUpdate(dt: number): void;
|
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|
+
/**
|
|
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|
+
* Report an engine-level problem about THIS node.
|
|
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|
+
*
|
|
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|
+
* Goes to `engine.log` (what the debug overlay, `runScript()` and any agent
|
|
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|
+
* tool read) as well as the console. A `console.warn` alone is invisible to
|
|
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|
+
* every channel except a human with devtools open.
|
|
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|
+
*/
|
|
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|
+
protected diagnose(level: "warn" | "error", ...parts: unknown[]): void;
|
|
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|
+
/**
|
|
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|
+
* This node threw and is being skipped. Its CHILDREN still run.
|
|
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|
+
*
|
|
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|
+
* The alternative is what used to happen: the exception escaped into the rAF
|
|
235
|
+
* callback, the loop was never rescheduled, and the game froze — permanently,
|
|
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|
+
* silently, with `stats().running` still reporting true. In a vibe-coded
|
|
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|
+
* project the least-tested code in the repo is a behavior's `update`, so this
|
|
238
|
+
* is not an edge case; it is Tuesday.
|
|
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|
+
*
|
|
240
|
+
* Set it back to false to try the node again (the debug overlay's "resume").
|
|
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|
+
*/
|
|
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|
+
errored: boolean;
|
|
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|
+
/**
|
|
244
|
+
* This node's SCRIPT threw and is being skipped — the node itself still runs.
|
|
245
|
+
*
|
|
246
|
+
* A behavior is your code; the node is the engine's. A typo in the first must
|
|
247
|
+
* not switch off the second, or breaking a sword script stops the character
|
|
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|
+
* from walking.
|
|
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|
+
*/
|
|
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|
+
behaviorErrored: boolean;
|
|
251
|
+
/**
|
|
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|
+
* Report ONCE and stop running this node's own update.
|
|
253
|
+
*
|
|
254
|
+
* Once, because a behavior that throws throws every frame: sixty identical
|
|
255
|
+
* stack traces a second buries the one line that matters and costs more than
|
|
256
|
+
* the game did.
|
|
257
|
+
*/
|
|
258
|
+
private _quarantine;
|
|
189
259
|
onEnterTree(): void;
|
|
190
260
|
onReady(): void;
|
|
191
261
|
onExitTree(): void;
|
|
@@ -646,40 +716,6 @@ declare class InputMap {
|
|
|
646
716
|
private button;
|
|
647
717
|
}
|
|
648
718
|
//#endregion
|
|
649
|
-
//#region src/core/log.d.ts
|
|
650
|
-
type LogLevel = "debug" | "info" | "warn" | "error";
|
|
651
|
-
interface LogEntry {
|
|
652
|
-
/** Monotonic per-manager sequence number (1-based). */
|
|
653
|
-
readonly seq: number;
|
|
654
|
-
/** Wall-clock-ish timestamp (performance.now when available) — diagnostics only. */
|
|
655
|
-
readonly timeMs: number;
|
|
656
|
-
readonly level: LogLevel;
|
|
657
|
-
/** The raw logged values, untouched — consumers format. */
|
|
658
|
-
readonly parts: readonly unknown[];
|
|
659
|
-
}
|
|
660
|
-
/**
|
|
661
|
-
* The engine's log channel (`engine.log`, `this.log` in a Behavior): a ring
|
|
662
|
-
* buffer plus a live `added` signal, so debug overlays and headless test
|
|
663
|
-
* harnesses can tail game logs without scraping the browser console.
|
|
664
|
-
*/
|
|
665
|
-
declare class LogManager {
|
|
666
|
-
/** Fires once per entry, after it is buffered. */
|
|
667
|
-
readonly added: Signal<[LogEntry]>;
|
|
668
|
-
private readonly buffer;
|
|
669
|
-
private readonly capacity;
|
|
670
|
-
private seq;
|
|
671
|
-
constructor(capacity?: number);
|
|
672
|
-
debug(...parts: unknown[]): void;
|
|
673
|
-
info(...parts: unknown[]): void;
|
|
674
|
-
warn(...parts: unknown[]): void;
|
|
675
|
-
error(...parts: unknown[]): void;
|
|
676
|
-
/** Buffered entries, oldest first (capped at capacity). */
|
|
677
|
-
entries(): readonly LogEntry[];
|
|
678
|
-
/** Empty the buffer. The sequence keeps counting (entries stay unique). */
|
|
679
|
-
clear(): void;
|
|
680
|
-
private push;
|
|
681
|
-
}
|
|
682
|
-
//#endregion
|
|
683
719
|
//#region src/core/scene/scene.d.ts
|
|
684
720
|
/**
|
|
685
721
|
* A loaded, live scene: the node tree plus everything needed to round-trip
|
|
@@ -733,6 +769,13 @@ interface EngineStats {
|
|
|
733
769
|
nodes: number;
|
|
734
770
|
/** Whether the loop is scheduled (start() without stop()/dispose()). */
|
|
735
771
|
running: boolean;
|
|
772
|
+
/**
|
|
773
|
+
* Errors swallowed to keep the game alive since start: nodes that quarantined
|
|
774
|
+
* themselves plus frames that threw. Non-zero means something IS broken and
|
|
775
|
+
* `engine.log` says what — a green-looking game with `errors: 7` is the case
|
|
776
|
+
* this counter exists for.
|
|
777
|
+
*/
|
|
778
|
+
errors: number;
|
|
736
779
|
}
|
|
737
780
|
/** GPU-side counters from `renderer.stats()` — the LAST rendered frame. */
|
|
738
781
|
interface RendererStats {
|
|
@@ -838,6 +881,25 @@ declare class Engine {
|
|
|
838
881
|
/** Replace the active scene. The previous scene's root is freed. */
|
|
839
882
|
setScene(scene: Scene): void;
|
|
840
883
|
start(): void;
|
|
884
|
+
/**
|
|
885
|
+
* A frame threw somewhere outside a single node (a renderer, physics, a
|
|
886
|
+
* signal handler). Report the first one and count the rest: a broken frame
|
|
887
|
+
* repeats sixty times a second, and sixty identical traces a second is how
|
|
888
|
+
* you lose the first one.
|
|
889
|
+
*/
|
|
890
|
+
private reportFrameError;
|
|
891
|
+
/** @internal A node quarantined itself; count it for `stats().errors`. */
|
|
892
|
+
_nodeErrored(_node: unknown): void;
|
|
893
|
+
private errorCount;
|
|
894
|
+
private lastFrameError;
|
|
895
|
+
/**
|
|
896
|
+
* Every node with something quarantined — its own update, its script, or
|
|
897
|
+
* both — so a tool can list them and put them back. Walks on demand; there is
|
|
898
|
+
* no per-frame bookkeeping for this.
|
|
899
|
+
*/
|
|
900
|
+
erroredNodes(): Node[];
|
|
901
|
+
/** Un-skip every quarantined node — the "try again" after you fix the code. */
|
|
902
|
+
resumeErroredNodes(): number;
|
|
841
903
|
stop(): void;
|
|
842
904
|
/**
|
|
843
905
|
* Live performance counters, queryable at ANY time. fps/frameMs come from a
|
|
@@ -973,4 +1035,4 @@ declare function registeredBehaviors(): string[];
|
|
|
973
1035
|
/** Test isolation helper. */
|
|
974
1036
|
declare function clearBehaviors(): void;
|
|
975
1037
|
//#endregion
|
|
976
|
-
export {
|
|
1038
|
+
export { LogEntry as $, VoicePreset as A, SfxParams as B, RendererStats as C, SfxPlayOptions as D, SfxEngine as E, Vec3 as F, MusicManager as G, SynthOptions as H, spatialGain as I, AudioBuses as J, MusicTrack as K, spatialPan as L, ROLLOFF_MODELS as M, RolloffModel as N, isAudioContextAvailable as O, SpatialParams as P, SceneTree as Q, SFX_PRESETS as R, GameStats as S, InputMap as T, synthSfx as U, SfxWave as V, MusicBackend as W, Node as X, BusName as Y, NodeLifecycle as Z, registeredTypes as _, registerBehavior as a, Scheduler as b, PropDef as c, createNode as d, LogLevel as et, getNodeSchema as f, registerNode as g, mergeStaticSignals as h, getBehavior as i, Listener as j, Voice as k, PropSchema as l, getNodeType as m, BehaviorCtor as n, Signal as nt, registeredBehaviors as o, getNodeSignals as p, PlayMusicOptions as q, clearBehaviors as r, SignalListener as rt, NodeCtor as s, Behavior as t, LogManager as tt, clearRegistry as u, Engine as v, Scene as w, EngineStats as x, EngineOptions as y, SFX_PRESET_NAMES as z };
|
|
@@ -1,13 +1,13 @@
|
|
|
1
1
|
import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
|
|
2
|
-
import {
|
|
3
|
-
import { l as AudioPlayer, u as Engine } from "./register-
|
|
2
|
+
import { m as diagnose, n as loadScene, y as registerBehavior } from "./loader-BlaRQGaA.js";
|
|
3
|
+
import { l as AudioPlayer, u as Engine } from "./register-Dzkd6-os.js";
|
|
4
4
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
5
5
|
import { i as resolveRendering, n as attachTouchControls } from "./touch-031PxtCR.js";
|
|
6
6
|
import { a as poseFromRenderer, i as openBundledEditor, n as crossFade, r as devServerLibrary, t as teardown } from "./teardown-ByzfDPyu.js";
|
|
7
|
-
import { B as createCausticsQuad, F as PhysicsBody3D, R as Node3D, n as registerGameplayBehaviors } from "./gameplay-
|
|
7
|
+
import { B as createCausticsQuad, F as PhysicsBody3D, R as Node3D, n as registerGameplayBehaviors } from "./gameplay-BftxM_It.js";
|
|
8
8
|
import { t as debugSources } from "./debug-draw-BM3DsvtT.js";
|
|
9
|
-
import {
|
|
10
|
-
import { n as enablePhysics3D } from "./physics-3d-
|
|
9
|
+
import { E as Camera3D, g as ModelInstance3D, n as registerNodes3D, t as resolveEnvironmentHdri, v as DirectionalLight3D } from "./environment-presets--DigHNg4.js";
|
|
10
|
+
import { n as enablePhysics3D } from "./physics-3d-CnPygVGo.js";
|
|
11
11
|
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";
|
|
12
12
|
import { VRMLoaderPlugin, VRMUtils } from "@pixiv/three-vrm";
|
|
13
13
|
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
|
|
@@ -25,15 +25,47 @@ import { Sky } from "three/examples/jsm/objects/Sky.js";
|
|
|
25
25
|
* @pixiv/three-vrm (VRM 0.x facing fixed via rotateVRM0).
|
|
26
26
|
*/
|
|
27
27
|
var AssetStore3D = class {
|
|
28
|
+
engine;
|
|
28
29
|
models = /* @__PURE__ */ new Map();
|
|
29
30
|
animations = /* @__PURE__ */ new Map();
|
|
30
31
|
modelKeys = /* @__PURE__ */ new Map();
|
|
31
32
|
animationKeys = /* @__PURE__ */ new Map();
|
|
32
33
|
loader;
|
|
33
|
-
|
|
34
|
+
/**
|
|
35
|
+
* `engine` is optional only so a bare store still constructs in tests. Give it
|
|
36
|
+
* one and every load failure lands in `engine.log` — where the debug overlay,
|
|
37
|
+
* `runScript()` and any agent tool can see it. Without it a 404'd GLB was a
|
|
38
|
+
* console line and an invisible model.
|
|
39
|
+
*/
|
|
40
|
+
constructor(engine = null) {
|
|
41
|
+
this.engine = engine;
|
|
34
42
|
this.loader = new GLTFLoader();
|
|
35
43
|
this.loader.register((parser) => new VRMLoaderPlugin(parser));
|
|
36
44
|
}
|
|
45
|
+
/**
|
|
46
|
+
* Every asset that failed, with the reason — the answer to "why is my model
|
|
47
|
+
* not there". Empty is the healthy case.
|
|
48
|
+
*/
|
|
49
|
+
errors() {
|
|
50
|
+
const out = [];
|
|
51
|
+
for (const [ref, url] of this.modelKeys) {
|
|
52
|
+
const entry = this.models.get(url);
|
|
53
|
+
if (entry?.error) out.push({
|
|
54
|
+
ref,
|
|
55
|
+
url,
|
|
56
|
+
error: String(entry.error)
|
|
57
|
+
});
|
|
58
|
+
}
|
|
59
|
+
for (const [ref, decl] of this.animationKeys) {
|
|
60
|
+
const entry = this.animations.get(decl.url);
|
|
61
|
+
if (entry?.error) out.push({
|
|
62
|
+
ref,
|
|
63
|
+
url: decl.url,
|
|
64
|
+
error: String(entry.error)
|
|
65
|
+
});
|
|
66
|
+
}
|
|
67
|
+
return out;
|
|
68
|
+
}
|
|
37
69
|
/** Map a scene's `assets` header. */
|
|
38
70
|
load(assets) {
|
|
39
71
|
for (const [key, def] of Object.entries(assets)) {
|
|
@@ -83,7 +115,7 @@ var AssetStore3D = class {
|
|
|
83
115
|
}, void 0, (error) => {
|
|
84
116
|
entry.status = "error";
|
|
85
117
|
entry.error = error instanceof Error ? error.message : String(error);
|
|
86
|
-
|
|
118
|
+
diagnose(this.engine, "error", `incanto: failed to load model '${url}':`, error);
|
|
87
119
|
});
|
|
88
120
|
return entry;
|
|
89
121
|
}
|
|
@@ -103,11 +135,11 @@ var AssetStore3D = class {
|
|
|
103
135
|
entry.clips = gltf.animations ?? [];
|
|
104
136
|
entry.scene = gltf.scene;
|
|
105
137
|
entry.status = "ready";
|
|
106
|
-
if (entry.clips.length === 0)
|
|
138
|
+
if (entry.clips.length === 0) diagnose(this.engine, "warn", `incanto: animation asset '${def.url}' contains no clips`);
|
|
107
139
|
}, void 0, (error) => {
|
|
108
140
|
entry.status = "error";
|
|
109
141
|
entry.error = error instanceof Error ? error.message : String(error);
|
|
110
|
-
|
|
142
|
+
diagnose(this.engine, "error", `incanto: failed to load animation '${def.url}':`, error);
|
|
111
143
|
});
|
|
112
144
|
return entry;
|
|
113
145
|
}
|
|
@@ -884,37 +916,6 @@ function lerp(a, b, t) {
|
|
|
884
916
|
return a + (b - a) * t;
|
|
885
917
|
}
|
|
886
918
|
//#endregion
|
|
887
|
-
//#region src/3d/environment-presets.ts
|
|
888
|
-
/**
|
|
889
|
-
* drei-compatible environment presets: each name maps to a 1k HDRI (the exact
|
|
890
|
-
* Poly Haven CC0 files @react-three/drei ships), so `preset="sunset"` lights the
|
|
891
|
-
* same here. Served from the agent8 CDN (the only sanctioned external host, same
|
|
892
|
-
* as the terrain splat) — set `environment.hdri` to override with your own URL.
|
|
893
|
-
*/
|
|
894
|
-
const CDN = "https://agent8-games.verse8.io/assets/3D/default/textures/hdri";
|
|
895
|
-
const ENVIRONMENT_PRESETS = {
|
|
896
|
-
apartment: "lebombo_1k.hdr",
|
|
897
|
-
city: "potsdamer_platz_1k.hdr",
|
|
898
|
-
dawn: "kiara_1_dawn_1k.hdr",
|
|
899
|
-
forest: "forest_slope_1k.hdr",
|
|
900
|
-
lobby: "st_fagans_interior_1k.hdr",
|
|
901
|
-
night: "dikhololo_night_1k.hdr",
|
|
902
|
-
park: "rooitou_park_1k.hdr",
|
|
903
|
-
studio: "studio_small_03_1k.hdr",
|
|
904
|
-
sunset: "venice_sunset_1k.hdr",
|
|
905
|
-
warehouse: "empty_warehouse_01_1k.hdr"
|
|
906
|
-
};
|
|
907
|
-
/** Resolve `environment.preset` / `environment.hdri` to the HDR url (or null). */
|
|
908
|
-
function resolveEnvironmentHdri(env) {
|
|
909
|
-
if (typeof env.hdri === "string" && env.hdri !== "") return env.hdri;
|
|
910
|
-
if (typeof env.preset === "string") {
|
|
911
|
-
const file = ENVIRONMENT_PRESETS[env.preset];
|
|
912
|
-
if (!file) throw new Error(`Unknown environment preset '${env.preset}'. Available: ${Object.keys(ENVIRONMENT_PRESETS).join(", ")}.`);
|
|
913
|
-
return `${CDN}/${file}`;
|
|
914
|
-
}
|
|
915
|
-
return null;
|
|
916
|
-
}
|
|
917
|
-
//#endregion
|
|
918
919
|
//#region src/3d/environment-3d.ts
|
|
919
920
|
/** Shadow ortho half-extent when the env header forces a light to cast and the
|
|
920
921
|
* light node configured nothing itself. One static box around the origin — no
|
|
@@ -1499,6 +1500,11 @@ var Renderer3D = class {
|
|
|
1499
1500
|
engine;
|
|
1500
1501
|
disconnect;
|
|
1501
1502
|
canvas;
|
|
1503
|
+
/**
|
|
1504
|
+
* The model/animation store. Public so a game (and an agent's tool) can ask
|
|
1505
|
+
* `renderer.assets.errors()` why a model is not there — it used to be private,
|
|
1506
|
+
* so a 404'd GLB was unanswerable from outside.
|
|
1507
|
+
*/
|
|
1502
1508
|
assets;
|
|
1503
1509
|
ownsAssets;
|
|
1504
1510
|
loadedAssetScenes = /* @__PURE__ */ new WeakSet();
|
|
@@ -1545,7 +1551,7 @@ var Renderer3D = class {
|
|
|
1545
1551
|
this.canvas = opts.canvas;
|
|
1546
1552
|
this.engine = opts.engine;
|
|
1547
1553
|
this.ownsAssets = !opts.assets;
|
|
1548
|
-
this.assets = opts.assets ?? new AssetStore3D();
|
|
1554
|
+
this.assets = opts.assets ?? new AssetStore3D(this.engine);
|
|
1549
1555
|
const rendering = resolveRendering(opts.engine.scene?.environment, {
|
|
1550
1556
|
antialias: true,
|
|
1551
1557
|
pixelRatio: Math.min(globalThis.devicePixelRatio ?? 1, 2)
|
|
@@ -2265,6 +2271,9 @@ async function createGame3D(opts) {
|
|
|
2265
2271
|
sourceJson,
|
|
2266
2272
|
renderer,
|
|
2267
2273
|
physics,
|
|
2274
|
+
assetErrors() {
|
|
2275
|
+
return renderer.assets?.errors() ?? [];
|
|
2276
|
+
},
|
|
2268
2277
|
stats() {
|
|
2269
2278
|
return {
|
|
2270
2279
|
triangles: 0,
|
|
@@ -1,13 +1,13 @@
|
|
|
1
1
|
import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
|
|
2
|
-
import {
|
|
3
|
-
import { l as AudioPlayer, u as Engine } from "./register-
|
|
2
|
+
import { m as diagnose, n as loadScene, o as computeViewport, s as resolveViewport, y as registerBehavior } from "./loader-BlaRQGaA.js";
|
|
3
|
+
import { l as AudioPlayer, u as Engine } from "./register-Dzkd6-os.js";
|
|
4
4
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
5
5
|
import { i as resolveRendering, n as attachTouchControls } from "./touch-031PxtCR.js";
|
|
6
6
|
import { i as openBundledEditor, n as crossFade, r as devServerLibrary, t as teardown } from "./teardown-ByzfDPyu.js";
|
|
7
|
-
import { n as registerGameplayBehaviors } from "./gameplay-
|
|
8
|
-
import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-
|
|
7
|
+
import { n as registerGameplayBehaviors } from "./gameplay-BftxM_It.js";
|
|
8
|
+
import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-tkR_8tWg.js";
|
|
9
9
|
import { t as debugSources } from "./debug-draw-BM3DsvtT.js";
|
|
10
|
-
import { n as enablePhysics2D } from "./physics-2d-
|
|
10
|
+
import { n as enablePhysics2D } from "./physics-2d-D9wquBvK.js";
|
|
11
11
|
import { Box3, BufferAttribute, BufferGeometry, Color, LineBasicMaterial, LineSegments, LinearFilter, NearestFilter, OrthographicCamera, Raycaster, SRGBColorSpace, Scene, TextureLoader, Vector2, Vector3, WebGLRenderer } from "three";
|
|
12
12
|
//#region src/2d/assets.ts
|
|
13
13
|
/**
|
|
@@ -17,9 +17,16 @@ import { Box3, BufferAttribute, BufferGeometry, Color, LineBasicMaterial, LineSe
|
|
|
17
17
|
* `"$key"`. The texture loader is injectable so tests run headless.
|
|
18
18
|
*/
|
|
19
19
|
var AssetStore2D = class {
|
|
20
|
+
engine;
|
|
20
21
|
entries = /* @__PURE__ */ new Map();
|
|
21
22
|
loader;
|
|
22
|
-
|
|
23
|
+
/**
|
|
24
|
+
* `engine` is optional so a bare store still constructs in tests. Given one,
|
|
25
|
+
* a texture that fails to load lands in `engine.log` — where the overlay and
|
|
26
|
+
* `runScript()` can see it — instead of only in the browser console.
|
|
27
|
+
*/
|
|
28
|
+
constructor(loader, engine = null) {
|
|
29
|
+
this.engine = engine;
|
|
23
30
|
this.loader = loader ?? ((url, callbacks) => new TextureLoader().load(url, () => callbacks?.onLoad?.(), void 0, (err) => callbacks?.onError?.(err)));
|
|
24
31
|
}
|
|
25
32
|
/** Load (or extend with) a scene's `assets` declarations. Hard-validates each entry. */
|
|
@@ -43,7 +50,7 @@ var AssetStore2D = class {
|
|
|
43
50
|
},
|
|
44
51
|
onError: (err) => {
|
|
45
52
|
state.status = "error";
|
|
46
|
-
|
|
53
|
+
diagnose(this.engine, "error", `[incanto] failed to load texture '${key}' (${decl.url}):`, err);
|
|
47
54
|
}
|
|
48
55
|
});
|
|
49
56
|
if (previous && previous.texture !== texture) previous.texture.dispose();
|
|
@@ -251,6 +258,7 @@ var Renderer2D = class {
|
|
|
251
258
|
worldCam = new OrthographicCamera(-1, 1, 1, -1, -1e3, 1e3);
|
|
252
259
|
uiCam = new OrthographicCamera(-1, 1, 1, -1, -1e3, 1e3);
|
|
253
260
|
engine;
|
|
261
|
+
/** The texture store. Public so `renderer.assets.status(key)` is reachable. */
|
|
254
262
|
assets;
|
|
255
263
|
loadedAssetScenes = /* @__PURE__ */ new WeakSet();
|
|
256
264
|
disconnect;
|
|
@@ -258,7 +266,7 @@ var Renderer2D = class {
|
|
|
258
266
|
constructor(opts) {
|
|
259
267
|
this.canvas = opts.canvas;
|
|
260
268
|
this.engine = opts.engine;
|
|
261
|
-
this.assets = opts.assets ?? new AssetStore2D();
|
|
269
|
+
this.assets = opts.assets ?? new AssetStore2D(void 0, this.engine);
|
|
262
270
|
const rendering = resolveRendering(opts.engine.scene?.environment, {
|
|
263
271
|
antialias: true,
|
|
264
272
|
pixelRatio: 1
|
package/dist/debug.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { C as RendererStats,
|
|
1
|
+
import { C as RendererStats, et as LogLevel, v as Engine } from "./behavior-D_jMpFh8.js";
|
|
2
2
|
|
|
3
3
|
//#region src/debug/panel.d.ts
|
|
4
4
|
/** Minimal document surface the overlay needs (injectable for tests). */
|