incanto 0.35.0 → 0.36.0
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 +5 -5
- package/dist/2d.js +3 -3
- package/dist/3d.d.ts +6 -6
- package/dist/3d.js +4 -4
- package/dist/{audit-C5oZGAru.js → audit-D7F3n3Nt.js} +1 -1
- package/dist/{behavior-CGSCWOHB.d.ts → behavior-DibCwrW7.d.ts} +52 -3
- package/dist/{create-game-BUD89Kqh.js → create-game-BBD3iUFZ.js} +5 -5
- package/dist/{create-game-B0Wfhi2-.js → create-game-WmNFluFz.js} +5 -5
- package/dist/debug.d.ts +1 -1
- package/dist/debug.js +1 -1
- package/dist/{duplicate-C716f-97.js → duplicate-Cvb1BSca.js} +2 -16
- package/dist/{editor-switch-DyXEtH36.d.ts → editor-switch-DVwIGZdK.d.ts} +1 -1
- package/dist/editor.js +1211 -1126
- package/dist/env.d.ts +1 -1
- package/dist/{environment-presets-TAGvmM3z.js → environment-presets-fK9oyrrR.js} +3 -3
- package/dist/{errors-BY2kL0hv.d.ts → errors-DGRtWlSx.d.ts} +1 -1
- package/dist/{gameplay-BvhcQbfJ.js → gameplay-C0MUMSak.js} +3 -3
- package/dist/gameplay.d.ts +2 -2
- package/dist/gameplay.js +1 -1
- package/dist/index.d.ts +7 -24
- package/dist/index.js +7 -7
- package/dist/{loader-CUcj00M8.d.ts → loader-BqigZsfF.d.ts} +2 -2
- package/dist/{loader-Mig5fY4n.js → loader-DAZlgqeC.js} +47 -10
- package/dist/net.d.ts +2 -2
- package/dist/net.js +3 -3
- package/dist/{particle-sim-B-vZBF5R.d.ts → particle-sim-BzJ1yxoE.d.ts} +1 -1
- package/dist/{pathfinding-DgOo2KNF.d.ts → pathfinding-B3QtdhvZ.d.ts} +1 -1
- package/dist/{physics-2d-DqAclql-.js → physics-2d-B4v39hca.js} +2 -2
- package/dist/{physics-3d-DxBH4sIF.js → physics-3d-DFJVMYET.js} +3 -3
- package/dist/react.d.ts +2 -2
- package/dist/react.js +1 -1
- package/dist/{register-BFLg0-_i.js → register-BHAwM4bK.js} +8 -2
- package/dist/{register-DSmIRAf7.js → register-COGCNitr.js} +4 -5
- package/dist/{register-BjbPMA5B.js → register-DXwtIVqP.js} +3 -3
- package/dist/{registry-CJdGpT2V.js → registry-IyWCGe4q.js} +6 -4
- package/dist/{schema-3ywbdlrv.d.ts → schema-CFeioQRE.d.ts} +10 -0
- package/dist/{test-9EokzbRd.js → test-X_xE6Yay.js} +11 -11
- package/dist/test.d.ts +4 -4
- package/dist/test.js +2 -2
- package/dist/vite.js +1 -1
- package/editor/assets/{agent8-D3_GWeuh.js → agent8-BfxUNrEe.js} +1 -1
- package/editor/assets/{debug-CX0LDd1r.js → debug-wSa-vYHO.js} +1 -1
- package/editor/assets/{index-CMlKFT0C.js → index-BkIuXIjp.js} +181 -96
- package/editor/index.html +1 -1
- package/package.json +1 -1
- package/schemas/scene.schema.json +21 -0
- package/skills/incanto-scene-json-authoring.md +30 -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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@@ -1,8 +1,8 @@
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import { N as Scene$1, S as Scheduler, T as RendererStats,
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import { n as DiagnosticSink, t as EditorSwitchOptions } from "./editor-switch-
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import { i as SceneJson, s as JsonObject } from "./schema-
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import { t as LoadSceneOptions } from "./loader-
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import { t as ParticleSim } from "./particle-sim-
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import { N as Scene$1, S as Scheduler, T as RendererStats, Tt as Node, b as Engine, d as PropSchema, n as BehaviorCtor, w as GameStats } from "./behavior-DibCwrW7.js";
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import { n as DiagnosticSink, t as EditorSwitchOptions } from "./editor-switch-DVwIGZdK.js";
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import { i as SceneJson, s as JsonObject } from "./schema-CFeioQRE.js";
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import { t as LoadSceneOptions } from "./loader-BqigZsfF.js";
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import { t as ParticleSim } from "./particle-sim-BzJ1yxoE.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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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-WmNFluFz.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-COGCNitr.js";
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import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-B4v39hca.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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import { N as Scene$1, S as Scheduler, T as RendererStats,
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import { n as DiagnosticSink, t as EditorSwitchOptions } from "./editor-switch-
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import { i as SceneJson, s as JsonObject } from "./schema-
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import { t as LoadSceneOptions } from "./loader-
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import { t as ParticleSim } from "./particle-sim-
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import { n as PathGrid, s as SpatialPose } from "./pathfinding-
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import { N as Scene$1, S as Scheduler, T as RendererStats, Tt as Node, b as Engine, d as PropSchema, n as BehaviorCtor, w as GameStats } from "./behavior-DibCwrW7.js";
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import { n as DiagnosticSink, t as EditorSwitchOptions } from "./editor-switch-DVwIGZdK.js";
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import { i as SceneJson, s as JsonObject } from "./schema-CFeioQRE.js";
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import { t as LoadSceneOptions } from "./loader-BqigZsfF.js";
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import { t as ParticleSim } from "./particle-sim-BzJ1yxoE.js";
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import { n as PathGrid, s as SpatialPose } from "./pathfinding-B3QtdhvZ.js";
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import { AnimationClip, AnimationMixer, BufferGeometry, Color, DirectionalLight, Group, InstancedMesh, Mesh, MeshPhysicalMaterial, Object3D, PerspectiveCamera, Scene, ShaderMaterial, Texture, 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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package/dist/3d.js
CHANGED
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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 Terrain3D, B as keyboardIntensity, C as resolveFlowerDensity, D as BoneLookAt3D, E as Camera3D, F as InstancedMesh3D, G as acquireTexture, 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, U as TextureCache3D, V as movementState, W as acquireOwnTexture, _ 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-
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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 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-C0MUMSak.js";
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import { A as Terrain3D, B as keyboardIntensity, C as resolveFlowerDensity, D as BoneLookAt3D, E as Camera3D, F as InstancedMesh3D, G as acquireTexture, 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, U as TextureCache3D, V as movementState, W as acquireOwnTexture, _ 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-fK9oyrrR.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-BBD3iUFZ.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-DFJVMYET.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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import { a as Rng, c as JsonValue, i as SceneJson, s as JsonObject } from "./schema-
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import { a as Rng, c as JsonValue, i as SceneJson, s as JsonObject } from "./schema-CFeioQRE.js";
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//#region src/core/signal.d.ts
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/**
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*/
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declare function suggestLocale(available: readonly string[], languages?: readonly string[]): string;
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//#endregion
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//#region src/core/order-groups.d.ts
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/**
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* Named draw-order bands — Unity's "sorting layers" for both dimensions.
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* A node's effective render order is `base(orderGroup) + renderOrder`, so
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* `renderOrder` stays a FINE offset within its band and whole categories
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* layer correctly without magic numbers:
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*
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* background < terrain < default < characters < effects < overlay
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*
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* Engine type defaults: particles sit in `effects`, Terrain3D in `terrain`;
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* everything else is `default` (base 0 — identical to pre-band behavior).
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*/
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type OrderGroup = "background" | "terrain" | "default" | "characters" | "effects" | "overlay";
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declare const ORDER_GROUP_BASE: Record<OrderGroup, number>;
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/**
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* A scene's own bands, on top of the six built in.
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*
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* A band is a NUMBER, not a name — `base(orderGroup) + renderOrder` is the whole
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* mechanism — so a game that wants "ui-back sits between effects and overlay"
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* declares what it is worth:
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*
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* ```json
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* { "orderGroups": { "ui-back": 2500, "ui-front": 3500 } }
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* ```
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*
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* Declaring a built-in name RE-BASES it for this scene, which is deliberate
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* (a 2D game with no terrain can reclaim that band) and is why the merge is
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*/
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type OrderGroupTable = Readonly<Record<string, number>>;
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/** Built-ins with a scene's declarations layered over them. */
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declare function resolveOrderGroups(declared?: Record<string, number>): OrderGroupTable;
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/**
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* base + fine offset.
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*
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* An unknown name resolves to 0 (`default`) rather than throwing, because this
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* runs per node per frame and a scene that got here has already been validated:
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* `loadScene` hard-fails an `orderGroup` naming a band nothing declares, which
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* is where a typo should be caught.
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*/
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declare function effectiveOrder(group: string, renderOrder: number, table?: OrderGroupTable): number;
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//#endregion
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//#region src/core/save.d.ts
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/**
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* Namespaced game persistence — high scores, unlocks, settings. localStorage
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readonly input: JsonObject | undefined;
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/** Translations by locale (merged into `Engine.locale` on setScene). */
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readonly strings: Record<string, Record<string, string>> | undefined;
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/** Extra draw-order bands (`name → base`), layered over the built-ins. */
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readonly orderGroups: Record<string, number> | undefined;
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/** Physics config (gravity etc. — interpreted by the physics modules). */
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readonly physics: JsonObject | undefined;
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/** Multiplayer config (room etc. — interpreted by incanto/net). */
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* anything a locale does not declare falls back to it silently.
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*/
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readonly locale: Localization;
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/**
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* scene declares. Read by `Node2D`/`Node3D.effectiveRenderOrder`.
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*/
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orderGroups: OrderGroupTable;
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/** Low-latency procedural-SFX player (WebAudio, headless-safe). AudioPlayer
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* presets play through it; games may call `engine.sfx.play(...)` directly. */
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* given props — validating every key and its JSON kind against the default.
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declare function createNode(typeName: string, props?: Record<string, JsonValue>): Node;
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declare function createNode(typeName: string, props?: Record<string, JsonValue>, extraOptions?: Record<string, readonly string[]>): Node;
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//#endregion
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interface BehaviorCtor {
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/** Test isolation helper. */
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//#endregion
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export {
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export { translationKey as $, qualityEnvironment as A, LogManager as At, restoreBehaviors as B, EngineStats as C, AudioBuses as Ct, QualityTier as D, SceneTree as Dt, DeviceHints as E, NodeLifecycle as Et, RestoreReport as F, OrderGroupTable as G, createSaveStore as H, SaveSlot as I, BASE_LOCALE as J, effectiveOrder as K, SaveSlots as L, suggestQuality as M, SignalListener as Mt, Scene as N, Settings as O, LogEntry as Ot, BehaviorState as P, suggestLocale as Q, behaviorsWithoutSave as R, Scheduler as S, PlayMusicOptions as St, RendererStats as T, Node as Tt, ORDER_GROUP_BASE as U, SaveStore as V, OrderGroup as W, Localization as X, LocaleTables as Y, T_PREFIX as Z, mergeStaticSignals as _, SynthOptions as _t, clearBehaviors as a, VoicePreset as at, Engine as b, MusicManager as bt, registeredBehaviors as c, RolloffModel as ct, PropSchema as d, spatialGain as dt, InputMap as et, clearRegistry as f, spatialPan as ft, getNodeType as g, SfxWave as gt, getNodeSignals as h, SfxParams as ht, behaviorSignals as i, Voice as it, readDeviceHints as j, Signal as jt, SettingsValues as k, LogLevel as kt, NodeCtor as l, SpatialParams as lt, getNodeSchema as m, SFX_PRESET_NAMES as mt, BehaviorCtor as n, SfxPlayOptions as nt, getBehavior as o, Listener as ot, createNode as p, SFX_PRESETS as pt, resolveOrderGroups as q, behaviorSchema as r, isAudioContextAvailable as rt, registerBehavior as s, ROLLOFF_MODELS as st, Behavior as t, SfxEngine as tt, PropDef as u, Vec3 as ut, registerNode as v, synthSfx as vt, GameStats as w, BusName as wt, EngineOptions as x, MusicTrack as xt, registeredTypes as y, MusicBackend as yt, captureBehaviors as z };
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import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
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import {
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import { h as Engine, m as AudioPlayer } from "./register-
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import { n as loadScene, v as diagnose, w as registerBehavior } from "./loader-DAZlgqeC.js";
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import { h as Engine, m as AudioPlayer } from "./register-BHAwM4bK.js";
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import { t as IncantoError } from "./errors-BpWbnbb_.js";
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import { i as resolveRendering, n as attachTouchControls } from "./touch-BoNg_MnF.js";
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import { a as poseFromRenderer, i as openBundledEditor, n as crossFade, r as devServerLibrary, t as teardown } from "./teardown-ByzfDPyu.js";
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import { B as createCausticsQuad, F as PhysicsBody3D, R as Node3D, n as registerGameplayBehaviors } from "./gameplay-
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import { B as createCausticsQuad, F as PhysicsBody3D, R as Node3D, n as registerGameplayBehaviors } from "./gameplay-C0MUMSak.js";
|
|
8
8
|
import { t as debugSources } from "./debug-draw-BM3DsvtT.js";
|
|
9
|
-
import { E as Camera3D, U as TextureCache3D, g as ModelInstance3D, n as registerNodes3D, t as resolveEnvironmentHdri, v as DirectionalLight3D } from "./environment-presets-
|
|
10
|
-
import { n as enablePhysics3D } from "./physics-3d-
|
|
9
|
+
import { E as Camera3D, U as TextureCache3D, g as ModelInstance3D, n as registerNodes3D, t as resolveEnvironmentHdri, v as DirectionalLight3D } from "./environment-presets-fK9oyrrR.js";
|
|
10
|
+
import { n as enablePhysics3D } from "./physics-3d-DFJVMYET.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";
|
|
@@ -1,13 +1,13 @@
|
|
|
1
1
|
import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
|
|
2
|
-
import {
|
|
3
|
-
import { h as Engine, m as AudioPlayer } from "./register-
|
|
2
|
+
import { n as loadScene, o as computeViewport, s as resolveViewport, v as diagnose, w as registerBehavior } from "./loader-DAZlgqeC.js";
|
|
3
|
+
import { h as Engine, m as AudioPlayer } from "./register-BHAwM4bK.js";
|
|
4
4
|
import { t as IncantoError } from "./errors-BpWbnbb_.js";
|
|
5
5
|
import { i as resolveRendering, n as attachTouchControls } from "./touch-BoNg_MnF.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-C0MUMSak.js";
|
|
8
|
+
import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-COGCNitr.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-B4v39hca.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
|
/**
|
package/dist/debug.d.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { T as RendererStats, b as Engine,
|
|
1
|
+
import { T as RendererStats, b as Engine, kt as LogLevel } from "./behavior-DibCwrW7.js";
|
|
2
2
|
|
|
3
3
|
//#region src/debug/panel.d.ts
|
|
4
4
|
/** Minimal document surface the overlay needs (injectable for tests). */
|
package/dist/debug.js
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
import { t as jsonClone } from "./json-BLk7H2Qa.js";
|
|
2
|
-
import { s as mergeStaticProps } from "./registry-
|
|
2
|
+
import { s as mergeStaticProps } from "./registry-IyWCGe4q.js";
|
|
3
3
|
import { t as debugSources } from "./debug-draw-BM3DsvtT.js";
|
|
4
4
|
//#region src/debug/panel.ts
|
|
5
5
|
/** Keep a panel rect on screen and above the minimum usable size. */
|
|
@@ -1,18 +1,4 @@
|
|
|
1
|
-
import { i as serializeNode, t as buildNodeJson } from "./loader-
|
|
2
|
-
//#region src/core/order-groups.ts
|
|
3
|
-
const ORDER_GROUP_BASE = {
|
|
4
|
-
background: -2e3,
|
|
5
|
-
terrain: -1e3,
|
|
6
|
-
default: 0,
|
|
7
|
-
characters: 1e3,
|
|
8
|
-
effects: 2e3,
|
|
9
|
-
overlay: 3e3
|
|
10
|
-
};
|
|
11
|
-
/** base + fine offset (unknown group names fall back to `default`). */
|
|
12
|
-
function effectiveOrder(group, renderOrder) {
|
|
13
|
-
return (ORDER_GROUP_BASE[group] ?? 0) + renderOrder;
|
|
14
|
-
}
|
|
15
|
-
//#endregion
|
|
1
|
+
import { i as serializeNode, t as buildNodeJson } from "./loader-DAZlgqeC.js";
|
|
16
2
|
//#region src/core/scene/duplicate.ts
|
|
17
3
|
function stripUids(json) {
|
|
18
4
|
const { uid: _uid, ...rest } = json;
|
|
@@ -33,4 +19,4 @@ function duplicateNode(node) {
|
|
|
33
19
|
return buildNodeJson(stripUids(serializeNode(node)));
|
|
34
20
|
}
|
|
35
21
|
//#endregion
|
|
36
|
-
export {
|
|
22
|
+
export { duplicateNode as t };
|