incanto 0.50.0 → 0.52.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (57) hide show
  1. package/dist/2d.d.ts +38 -2
  2. package/dist/2d.js +3 -3
  3. package/dist/3d.d.ts +4 -3
  4. package/dist/3d.js +4 -4
  5. package/dist/{behavior-62q0HWBO.d.ts → behavior-uPEuZrUB.d.ts} +47 -3
  6. package/dist/{create-game-BLDjy_PW.js → create-game-B_e9hJf7.js} +92 -10
  7. package/dist/{create-game-DqqxEax1.js → create-game-CGnoypjL.js} +6 -6
  8. package/dist/debug.d.ts +1 -1
  9. package/dist/debug.js +1 -1
  10. package/dist/{duplicate-CI9WF_bg.js → duplicate-B-OtSRFL.js} +1 -1
  11. package/dist/editor.js +1917 -1579
  12. package/dist/{environment-presets-XFuqu5jv.js → environment-presets-DSZwsKPs.js} +3 -3
  13. package/dist/{gameplay-DbaI313d.js → gameplay-B6jqvYeM.js} +163 -6
  14. package/dist/gameplay.d.ts +79 -2
  15. package/dist/gameplay.js +2 -2
  16. package/dist/index.d.ts +74 -5
  17. package/dist/index.js +7 -7
  18. package/dist/{loader-DwazzlQb.js → loader-B-Gft32x.js} +372 -23
  19. package/dist/{loader-CeyU_bm1.d.ts → loader-B9iTqs27.d.ts} +1 -1
  20. package/dist/net.d.ts +15 -410
  21. package/dist/net.js +1 -822
  22. package/dist/{pathfinding-C49JSNNq.d.ts → pathfinding-CAR9DjQQ.d.ts} +1 -1
  23. package/dist/{physics-2d-_9VBOHn6.js → physics-2d-Dns-oZlE.js} +7 -2
  24. package/dist/{physics-3d-DrpF5hcG.js → physics-3d-BhI0ehpe.js} +8 -3
  25. package/dist/react.d.ts +1 -1
  26. package/dist/react.js +1 -1
  27. package/dist/{register-uvaZj1KX.js → register-DVwlnZAZ.js} +20 -266
  28. package/dist/{register-BNPZYJmd.js → register-Trx7WHnD.js} +3 -3
  29. package/dist/{registry-IyWCGe4q.js → registry-C7u42TID.js} +23 -1
  30. package/dist/{replay-DYdy1wb0.d.ts → replay-BU1CCM15.d.ts} +1 -1
  31. package/dist/{replay-j-m6lJ4W.js → replay-BicPOMX0.js} +214 -2
  32. package/dist/split-screen-CZ9ccBBQ.js +1267 -0
  33. package/dist/split-screen-paxkQs_q.d.ts +441 -0
  34. package/dist/{src-B3HrKuAi.js → src-5gbZO47I.js} +1 -1
  35. package/dist/{teardown-BKTCzLek.js → teardown-ks3d5W9n.js} +2 -1
  36. package/dist/{test-D16igj4C.js → test-DAojuFdb.js} +119 -22
  37. package/dist/test.d.ts +60 -5
  38. package/dist/test.js +3 -3
  39. package/dist/vite.js +2 -2
  40. package/editor/assets/{agent8-t3kl5q9K.js → agent8-CCvckvbw.js} +1 -1
  41. package/editor/assets/{debug-Bu3eeAlO.js → debug-CLNCOnbc.js} +1 -1
  42. package/editor/assets/{index-Df5g8ofT.js → index-Cb5Brupb.js} +99 -92
  43. package/editor/index.html +1 -1
  44. package/package.json +1 -1
  45. package/skills/incanto-assets.md +4 -1
  46. package/skills/incanto-building-2d-games.md +6 -1
  47. package/skills/incanto-editor.md +48 -11
  48. package/skills/incanto-gameplay-behaviors.md +14 -5
  49. package/skills/incanto-multiplayer.md +39 -3
  50. package/skills/incanto-node-reference.md +13 -0
  51. package/skills/incanto-save-slots.md +134 -12
  52. package/skills/incanto-verifying-your-game.md +56 -0
  53. package/templates/agent8-server.ts +79 -2
  54. package/templates-app/beacon-isle-3d/package.json +1 -1
  55. package/templates-app/tps-3d/package.json +1 -1
  56. package/templates-app/village-quest-3d/package.json +1 -1
  57. package/dist/register-CB11yp21.js +0 -374
@@ -1,4 +1,4 @@
1
- import { Et as Node, d as PropSchema, st as Listener } from "./behavior-62q0HWBO.js";
1
+ import { Dt as Node, ct as Listener, d as PropSchema } from "./behavior-uPEuZrUB.js";
2
2
 
3
3
  //#region src/core/nodes/audio-player.d.ts
4
4
  /**
@@ -1,7 +1,7 @@
1
1
  import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
2
- import { v as diagnose } from "./loader-DwazzlQb.js";
2
+ import { C as diagnose } from "./loader-B-Gft32x.js";
3
3
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
4
- import { _ as RigidBody2D, b as validateCollider2D, g as PhysicsBody2D, h as CharacterBody2D, m as Area2D, p as Joint2D, y as Node2D } from "./register-BNPZYJmd.js";
4
+ import { _ as RigidBody2D, b as validateCollider2D, g as PhysicsBody2D, h as CharacterBody2D, m as Area2D, p as Joint2D, y as Node2D } from "./register-Trx7WHnD.js";
5
5
  import { n as registerDebugSource } from "./debug-draw-BM3DsvtT.js";
6
6
  //#region src/2d/physics/physics-2d.ts
7
7
  var physics_2d_exports = /* @__PURE__ */ __exportAll({
@@ -39,6 +39,7 @@ var Physics2D = class {
39
39
  world;
40
40
  events;
41
41
  kcc;
42
+ disconnectScene;
42
43
  disconnect;
43
44
  lastDt = 1 / 60;
44
45
  optsGravity;
@@ -63,6 +64,9 @@ var Physics2D = class {
63
64
  this.events = new R.EventQueue(true);
64
65
  this.unregisterDebug = registerDebugSource(this);
65
66
  this.disconnect = engine.fixedUpdated.connect((dt) => this.step(dt));
67
+ this.disconnectScene = engine.sceneChanged.connect(() => {
68
+ if (engine.scene) this.syncBodies();
69
+ });
66
70
  this.syncBodies();
67
71
  }
68
72
  /** @internal Driven by engine.fixedUpdated. */
@@ -305,6 +309,7 @@ var Physics2D = class {
305
309
  }
306
310
  dispose() {
307
311
  this.disconnect();
312
+ this.disconnectScene();
308
313
  this.unregisterDebug();
309
314
  this.world.free();
310
315
  }
@@ -1,9 +1,9 @@
1
1
  import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
2
- import { v as diagnose } from "./loader-DwazzlQb.js";
2
+ import { C as diagnose } from "./loader-B-Gft32x.js";
3
3
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
4
- import { F as PhysicsBody3D, I as RigidBody3D, N as Area3D, P as CharacterBody3D, R as Node3D, z as validateCollider3D } from "./gameplay-DbaI313d.js";
4
+ import { B as validateCollider3D, F as CharacterBody3D, I as PhysicsBody3D, L as RigidBody3D, P as Area3D, z as Node3D } from "./gameplay-B6jqvYeM.js";
5
5
  import { n as registerDebugSource } from "./debug-draw-BM3DsvtT.js";
6
- import { A as Terrain3D, F as InstancedMesh3D, L as buildMeshGeometry, P as Joint3D } from "./environment-presets-XFuqu5jv.js";
6
+ import { A as Terrain3D, F as InstancedMesh3D, L as buildMeshGeometry, P as Joint3D } from "./environment-presets-DSZwsKPs.js";
7
7
  import { Euler, Matrix4, Quaternion, Vector3 } from "three";
8
8
  //#region src/3d/physics/collider-lines.ts
9
9
  /**
@@ -234,6 +234,7 @@ var Physics3D = class {
234
234
  world;
235
235
  events;
236
236
  kcc;
237
+ disconnectScene;
237
238
  disconnect;
238
239
  lastDt = 1 / 60;
239
240
  optsGravity;
@@ -259,6 +260,9 @@ var Physics3D = class {
259
260
  this.events = new R.EventQueue(true);
260
261
  this.unregisterDebug = registerDebugSource(this);
261
262
  this.disconnect = engine.fixedUpdated.connect((dt) => this.step(dt));
263
+ this.disconnectScene = engine.sceneChanged.connect(() => {
264
+ if (engine.scene) this.syncBodies();
265
+ });
262
266
  this.syncBodies();
263
267
  }
264
268
  /** Whether the solver runs at all. False = collider outlines only. */
@@ -460,6 +464,7 @@ var Physics3D = class {
460
464
  }
461
465
  dispose() {
462
466
  this.disconnect();
467
+ this.disconnectScene();
463
468
  this.unregisterDebug();
464
469
  this.world.free();
465
470
  }
package/dist/react.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- import { P as Scene, b as Engine, n as BehaviorCtor } from "./behavior-62q0HWBO.js";
1
+ import { P as Scene, b as Engine, n as BehaviorCtor } from "./behavior-uPEuZrUB.js";
2
2
  import { c as JsonValue } from "./schema-CFeioQRE.js";
3
3
  import { CSSProperties, ReactNode } from "react";
4
4
 
package/dist/react.js CHANGED
@@ -156,7 +156,7 @@ function IncantoCanvas(props) {
156
156
  pointer: latest.pointer,
157
157
  ...keyboard !== void 0 ? { keyboard } : {}
158
158
  };
159
- const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-DqqxEax1.js").then((n) => n.n)).createGame3D(o) : async (o) => (await import("./create-game-BLDjy_PW.js").then((n) => n.n)).createGame2D(o)))(opts);
159
+ const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-CGnoypjL.js").then((n) => n.n)).createGame3D(o) : async (o) => (await import("./create-game-B_e9hJf7.js").then((n) => n.n)).createGame2D(o)))(opts);
160
160
  if (disposed) {
161
161
  next.dispose();
162
162
  return;
@@ -1,7 +1,7 @@
1
- import { E as Signal, _ as InputMap, b as behaviorSchema, f as Node, g as resolveOrderGroups, m as ORDER_GROUP_BASE, v as diagnose } from "./loader-DwazzlQb.js";
1
+ import { C as diagnose, M as Signal, S as InputMap, f as Node, g as restoreBehaviors, h as captureBehaviors, v as createSaveStore, x as resolveOrderGroups, y as ORDER_GROUP_BASE } from "./loader-B-Gft32x.js";
2
2
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
3
3
  import { t as Rng } from "./rng-DP-SR7eg.js";
4
- import { l as registerNode } from "./registry-IyWCGe4q.js";
4
+ import { l as registerNode } from "./registry-C7u42TID.js";
5
5
  //#region src/core/audio/buses.ts
6
6
  /**
7
7
  * Global volume state — `master` × `sfx`/`music` gain (0..1) plus a `muted`
@@ -1134,267 +1134,6 @@ var LogManager = class {
1134
1134
  }
1135
1135
  };
1136
1136
  //#endregion
1137
- //#region src/core/save.ts
1138
- const memoryStores = /* @__PURE__ */ new Map();
1139
- function createSaveStore(namespace) {
1140
- const prefix = `incanto:${namespace}:`;
1141
- const local = storageOrNull();
1142
- if (!local) {
1143
- let mem = memoryStores.get(namespace);
1144
- if (!mem) {
1145
- mem = /* @__PURE__ */ new Map();
1146
- memoryStores.set(namespace, mem);
1147
- }
1148
- const backing = mem;
1149
- return {
1150
- get: (key, fallback) => parse(backing.get(key), fallback),
1151
- set: (key, value) => void backing.set(key, JSON.stringify(value)),
1152
- remove: (key) => void backing.delete(key),
1153
- clear: () => backing.clear()
1154
- };
1155
- }
1156
- return {
1157
- get: (key, fallback) => parse(local.getItem(prefix + key) ?? void 0, fallback),
1158
- set: (key, value) => local.setItem(prefix + key, JSON.stringify(value)),
1159
- remove: (key) => local.removeItem(prefix + key),
1160
- clear: () => {
1161
- const doomed = [];
1162
- for (let i = 0; i < local.length; i++) {
1163
- const k = local.key(i);
1164
- if (k?.startsWith(prefix)) doomed.push(k);
1165
- }
1166
- for (const k of doomed) local.removeItem(k);
1167
- }
1168
- };
1169
- }
1170
- function parse(raw, fallback) {
1171
- if (raw === void 0 || raw === null) return fallback;
1172
- try {
1173
- return JSON.parse(raw);
1174
- } catch {
1175
- return fallback;
1176
- }
1177
- }
1178
- function storageOrNull() {
1179
- try {
1180
- if (typeof localStorage === "undefined") return null;
1181
- const probe = "__incanto_probe__";
1182
- localStorage.setItem(probe, "1");
1183
- localStorage.removeItem(probe);
1184
- return localStorage;
1185
- } catch {
1186
- return null;
1187
- }
1188
- }
1189
- //#endregion
1190
- //#region src/core/save-slots.ts
1191
- /**
1192
- * Save slots — "continue where you left off", which no game on this engine could
1193
- * do.
1194
- *
1195
- * `createSaveStore` has been here a long time and `Scene.toJSON()` round-trips a
1196
- * live tree, so two thirds of the work existed. The missing third was that
1197
- * BEHAVIOR state had nowhere to go: `Behavior` declared `onEnterTree`, `onReady`,
1198
- * `onExitTree`, `update` and `fixedUpdate` and nothing for "write yourself down",
1199
- * so `Health.current`, `ScoreKeeper.score` and every quest flag were
1200
- * unrecoverable. Both quest templates this repo ships were RPGs you could not
1201
- * resume.
1202
- *
1203
- * ## What a save is, and what it deliberately is NOT
1204
- *
1205
- * A save is **which scene, plus every behavior's state, keyed by node uid**. It
1206
- * is not a snapshot of the live tree.
1207
- *
1208
- * That is a design decision, not a shortcut. Restoring a live tree by walking
1209
- * paths breaks on this engine specifically:
1210
- *
1211
- * - `Spawner.onReady` DETACHES its prefab template from the tree (see
1212
- * `SpawnSource.resolveTemplate`), so a captured tree and a freshly booted one
1213
- * legitimately disagree about which nodes exist, every time.
1214
- * Every scene with a spawner would report phantom removals.
1215
- * - A spawned enemy carrying its own spawner has already lost ITS template, so
1216
- * re-adding that subtree runs `onReady` against a node that is not there and
1217
- * throws — and `onReady` is not quarantined, so it kills the whole load.
1218
- * - Prop deltas cannot be applied with `applySchemaProps`, which resets every
1219
- * prop to its default before writing.
1220
- *
1221
- * Reloading the scene from source sidesteps all three: the structure comes from
1222
- * the file (which is authoritative and already validated), and the save carries
1223
- * only what the file cannot know. A fresh boot detaches the same templates the
1224
- * captured one did, so there is nothing to reconcile.
1225
- *
1226
- * The cost, stated plainly so nobody discovers it: **spawned enemies and
1227
- * mid-level positions are not restored.** You resume at the scene's start with
1228
- * your stats, inventory, unlocks and quest flags intact. That is what a
1229
- * checkpoint save is, and it is what both quest templates need. A game that
1230
- * wants a position saves it — `serialize()` can return anything.
1231
- *
1232
- * Node uids are the join key because they are the one identifier the engine
1233
- * already promises survives a rename or a reparent.
1234
- */
1235
- /**
1236
- * Every behavior in the tree that has something to say, by uid.
1237
- *
1238
- * A behavior with no `serialize` contributes nothing — the hook is optional in
1239
- * exactly the way the other five are, so adding save support to a game is
1240
- * additive and a game that never saves pays nothing.
1241
- *
1242
- * A node with no `uid` is skipped and reported, because state keyed by nothing
1243
- * cannot be given back. The editor assigns a uid to every node it touches; a
1244
- * hand-written scene may not have.
1245
- */
1246
- function captureBehaviors(root) {
1247
- const state = {};
1248
- const unaddressable = [];
1249
- const walk = (node) => {
1250
- const behavior = node.behavior;
1251
- if (behavior && typeof behavior.serialize === "function") {
1252
- const value = behavior.serialize();
1253
- if (value !== void 0) if (node.uid) state[node.uid] = value;
1254
- else unaddressable.push(node.getPath());
1255
- }
1256
- for (const child of node.children) walk(child);
1257
- };
1258
- walk(root);
1259
- return {
1260
- state,
1261
- unaddressable
1262
- };
1263
- }
1264
- /**
1265
- * Hand each behavior its state back.
1266
- *
1267
- * Call this AFTER the scene has loaded and `onReady` has run: `onReady` is where
1268
- * a behavior sets its starting values, so restoring first would be overwritten
1269
- * by the fresh start.
1270
- *
1271
- * Never throws on a mismatch. A save from an older build of the game will name
1272
- * uids that no longer exist, and refusing to load it would mean a patch that
1273
- * moves one node deletes everyone's progress. It reports instead.
1274
- */
1275
- function restoreBehaviors(root, state) {
1276
- const report = {
1277
- missing: [],
1278
- skipped: [],
1279
- restored: 0
1280
- };
1281
- for (const [uid, value] of Object.entries(state)) {
1282
- const node = root.getNodeByUid(uid);
1283
- if (!node) {
1284
- report.missing.push(uid);
1285
- continue;
1286
- }
1287
- const behavior = node.behavior;
1288
- if (!behavior || typeof behavior.deserialize !== "function") {
1289
- report.skipped.push(uid);
1290
- continue;
1291
- }
1292
- try {
1293
- behavior.deserialize(value);
1294
- report.restored += 1;
1295
- } catch {
1296
- report.skipped.push(uid);
1297
- }
1298
- }
1299
- return report;
1300
- }
1301
- /** Slot ids, so a "3 save slots" menu is a list and not a naming convention. */
1302
- const INDEX_KEY = "slots";
1303
- /**
1304
- * The slot layer: a named list of saves over the existing store.
1305
- *
1306
- * Slot ids are yours (`'auto'`, `'1'`, `'2'`, `'3'`) — the engine does not
1307
- * decide how many you have or whether one of them autosaves.
1308
- */
1309
- var SaveSlots = class {
1310
- store;
1311
- constructor(namespace = "saves", store) {
1312
- this.store = store ?? createSaveStore(namespace);
1313
- }
1314
- /** Slot ids that have a save, newest first. */
1315
- list() {
1316
- const rows = this.store.get(INDEX_KEY, []).map((id) => ({
1317
- id,
1318
- slot: this.read(id)
1319
- })).filter((row) => row.slot !== null);
1320
- rows.sort((a, b) => b.slot.savedAt - a.slot.savedAt);
1321
- return rows.map((row) => row.id);
1322
- }
1323
- /** Every slot with its contents — what a load menu actually renders. */
1324
- all() {
1325
- return this.list().map((id) => ({
1326
- id,
1327
- ...this.read(id)
1328
- }));
1329
- }
1330
- read(id) {
1331
- const raw = this.store.get(key(id), null);
1332
- if (raw === null || typeof raw !== "object" || Array.isArray(raw)) return null;
1333
- const slot = raw;
1334
- if (typeof slot.scene !== "string" || typeof slot.state !== "object" || slot.state === null) return null;
1335
- return {
1336
- scene: slot.scene,
1337
- state: slot.state,
1338
- label: typeof slot.label === "string" ? slot.label : "",
1339
- savedAt: typeof slot.savedAt === "number" ? slot.savedAt : 0,
1340
- playtime: typeof slot.playtime === "number" ? slot.playtime : 0,
1341
- data: slot.data ?? {}
1342
- };
1343
- }
1344
- /**
1345
- * Write a slot.
1346
- *
1347
- * `savedAt` is a parameter rather than `Date.now()` so a test can assert an
1348
- * ordering without sleeping, and so a game that wants server time can use it.
1349
- */
1350
- write(id, slot) {
1351
- const full = {
1352
- scene: slot.scene,
1353
- state: slot.state,
1354
- label: slot.label ?? "",
1355
- savedAt: slot.savedAt ?? 0,
1356
- playtime: slot.playtime ?? 0,
1357
- data: slot.data ?? {}
1358
- };
1359
- this.store.set(key(id), full);
1360
- const ids = this.store.get(INDEX_KEY, []);
1361
- if (!ids.includes(id)) this.store.set(INDEX_KEY, [...ids, id]);
1362
- }
1363
- remove(id) {
1364
- this.store.remove(key(id));
1365
- this.store.set(INDEX_KEY, this.store.get(INDEX_KEY, []).filter((other) => other !== id));
1366
- }
1367
- /** Wipe every slot — a "delete all data" button, and test isolation. */
1368
- clear() {
1369
- for (const id of this.store.get(INDEX_KEY, [])) this.store.remove(key(id));
1370
- this.store.set(INDEX_KEY, []);
1371
- }
1372
- };
1373
- function key(id) {
1374
- return `slot:${id}`;
1375
- }
1376
- /**
1377
- * Behaviors in this tree that hold state and cannot save it — the audit's
1378
- * question, answerable before a player loses an hour.
1379
- *
1380
- * A behavior with props but no `serialize` is not necessarily wrong (an
1381
- * `Oscillate` derives everything from time), so this reports rather than warns,
1382
- * and the caller decides.
1383
- */
1384
- function behaviorsWithoutSave(root) {
1385
- const out = [];
1386
- const walk = (node) => {
1387
- const behavior = node.behavior;
1388
- const name = node.script?.name;
1389
- if (behavior && typeof name === "string" && typeof behavior.serialize !== "function") {
1390
- if (Object.keys(behaviorSchema(name)).length > 0) out.push(`${node.getPath()} (${name})`);
1391
- }
1392
- for (const child of node.children) walk(child);
1393
- };
1394
- walk(root);
1395
- return out;
1396
- }
1397
- //#endregion
1398
1137
  //#region src/core/settings.ts
1399
1138
  const DEFAULTS = {
1400
1139
  master: 1,
@@ -1890,7 +1629,7 @@ var Engine = class {
1890
1629
  captureState() {
1891
1630
  const root = this.scene?.root;
1892
1631
  if (!root) return {};
1893
- const { state, unaddressable } = captureBehaviors(root);
1632
+ const { state, unaddressable } = captureBehaviors(root, this.scene?.source);
1894
1633
  for (const path of unaddressable) diagnose(this, "warn", `save: ${path} has state to save and no uid to key it under.`);
1895
1634
  return state;
1896
1635
  }
@@ -1900,7 +1639,9 @@ var Engine = class {
1900
1639
  if (!root) return {
1901
1640
  missing: Object.keys(state),
1902
1641
  skipped: [],
1903
- restored: 0
1642
+ restored: 0,
1643
+ expected: 0,
1644
+ freed: 0
1904
1645
  };
1905
1646
  return restoreBehaviors(root, state);
1906
1647
  }
@@ -2399,6 +2140,19 @@ function widgetFromElement(el) {
2399
2140
  let dragging = null;
2400
2141
  /** Shared plumbing: mount into the parent HudLayer's anchor slot. */
2401
2142
  var HudWidgetBase = class extends Node {
2143
+ /**
2144
+ * Wireable visibility: `noSave → Continue.hide`.
2145
+ *
2146
+ * `visible` is a prop, and a `connections[]` handler has to be a METHOD — the
2147
+ * same wall that kept a score off the screen until widgets grew `setText`. A
2148
+ * title screen greying out its own Continue button is the case that asked.
2149
+ */
2150
+ show(..._args) {
2151
+ this.visible = true;
2152
+ }
2153
+ hide() {
2154
+ this.visible = false;
2155
+ }
2402
2156
  static props = {
2403
2157
  anchor: {
2404
2158
  default: "topLeft",
@@ -3630,4 +3384,4 @@ function registerCoreNodes() {
3630
3384
  registerNode(UiRenderScaleSelect);
3631
3385
  }
3632
3386
  //#endregion
3633
- export { T_PREFIX as A, synthSfx as B, behaviorsWithoutSave as C, LogManager as D, createSaveStore as E, ROLLOFF_MODELS as F, AudioBuses as G, WebAudioMusicBackend as H, spatialGain as I, spatialPan as L, translationKey as M, SfxEngine as N, BASE_LOCALE as O, isAudioContextAvailable as P, SFX_PRESETS as R, SaveSlots as S, restoreBehaviors as T, crossfadeGains as U, MusicManager as V, fadeGain as W, qualityCaps as _, UiSlider as a, readDeviceHints as b, UiButton as c, UiBanner as d, UiBar as f, Settings as g, Engine as h, UiSelect as i, suggestLocale as j, Localization as k, UiDialogue as l, AudioPlayer as m, UiImage as n, UiToggle as o, UiText as p, UiPanel as r, Timer as s, registerCoreNodes as t, HudLayer as u, qualityEnvironment as v, captureBehaviors as w, suggestQuality as x, qualityRendering as y, SFX_PRESET_NAMES as z };
3387
+ export { ROLLOFF_MODELS as A, AudioBuses as B, BASE_LOCALE as C, translationKey as D, suggestLocale as E, synthSfx as F, MusicManager as I, WebAudioMusicBackend as L, spatialPan as M, SFX_PRESETS as N, SfxEngine as O, SFX_PRESET_NAMES as P, crossfadeGains as R, LogManager as S, T_PREFIX as T, qualityCaps as _, UiSlider as a, readDeviceHints as b, UiButton as c, UiBanner as d, UiBar as f, Settings as g, Engine as h, UiSelect as i, spatialGain as j, isAudioContextAvailable as k, UiDialogue as l, AudioPlayer as m, UiImage as n, UiToggle as o, UiText as p, UiPanel as r, Timer as s, registerCoreNodes as t, HudLayer as u, qualityEnvironment as v, Localization as w, suggestQuality as x, qualityRendering as y, fadeGain as z };
@@ -1,8 +1,8 @@
1
- import { f as Node, h as effectiveOrder } from "./loader-DwazzlQb.js";
2
- import { t as registerCoreNodes } from "./register-uvaZj1KX.js";
1
+ import { b as effectiveOrder, f as Node } from "./loader-B-Gft32x.js";
2
+ import { t as registerCoreNodes } from "./register-DVwlnZAZ.js";
3
3
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
4
4
  import { t as Rng } from "./rng-DP-SR7eg.js";
5
- import { i as getNodeSchema, l as registerNode } from "./registry-IyWCGe4q.js";
5
+ import { i as getNodeSchema, l as registerNode } from "./registry-C7u42TID.js";
6
6
  import { i as ParticleSim, n as resolveFrames, o as PARTICLE_PRESET_NAMES, r as validateAnimationAliases, s as applyParticlePreset, t as resolveAnimation } from "./sprite-animation-D_p28jwU.js";
7
7
  import { AdditiveBlending, BufferAttribute, BufferGeometry, CanvasTexture, Color, DynamicDrawUsage, Group, InstancedMesh, MathUtils, Matrix4, Mesh, MeshBasicMaterial, NearestFilter, NormalBlending, Object3D, PlaneGeometry } from "three";
8
8
  //#region src/2d/physics/collider-validate.ts
@@ -39,13 +39,27 @@ function getNodeType(typeName) {
39
39
  const ctor = types.get(typeName);
40
40
  if (!ctor) {
41
41
  const registered = [...types.keys()];
42
- throw new IncantoError("UNKNOWN_NODE_TYPE", `Unknown node type '${typeName}'. Registered types: [${registered.join(", ")}].`, {
42
+ throw new IncantoError("UNKNOWN_NODE_TYPE", `Unknown node type '${typeName}'. Registered types: [${registered.join(", ")}].` + missingRegistrarHint(typeName), {
43
43
  nodeType: typeName,
44
44
  validOptions: registered
45
45
  });
46
46
  }
47
47
  return ctor;
48
48
  }
49
+ /**
50
+ * "Unknown node type 'Node2D'" next to a list with no 2D types in it is the
51
+ * most confusing error this engine can produce: the type is not misspelled and
52
+ * not missing — a REGISTRAR was never called. Say which one.
53
+ *
54
+ * The case that produced this: the multiplayer boot registers `registerNodesNet()`
55
+ * and loads a 2D scene, which dies on its own root node.
56
+ */
57
+ function missingRegistrarHint(typeName) {
58
+ const suffix = typeName.endsWith("2D") ? "2D" : typeName.endsWith("3D") ? "3D" : "";
59
+ if (!suffix || types.has(`Node${suffix}`)) return "";
60
+ const dim = suffix.toLowerCase();
61
+ return ` '${typeName}' is a ${dim} node and no ${dim} type is registered: call registerNodes${suffix}() (from 'incanto/${dim}') before loading the scene — createGame${suffix}() does it for you. Registrars compose: a multiplayer game calls registerNodes${suffix}() AND registerNodesNet().`;
62
+ }
49
63
  function registeredTypes() {
50
64
  return [...types.keys()];
51
65
  }
@@ -123,6 +137,14 @@ function applySchemaProps(target, schema, props, label, aliases = {}, extraOptio
123
137
  validatePropValue(value, def.default, `${label}.${key}`, options);
124
138
  target[key] = jsonClone(value);
125
139
  }
140
+ for (const [key, def] of Object.entries(schema)) {
141
+ if (!def.required) continue;
142
+ const value = target[key];
143
+ if (value === "" || value === void 0 || value === null) throw new IncantoError("PROP_TYPE_MISMATCH", `'${label}' needs a "${key}" — it is empty.`, {
144
+ prop: key,
145
+ nodeType: label
146
+ });
147
+ }
126
148
  }
127
149
  /**
128
150
  * Instantiate a registered type, assign schema defaults (cloned), then the
@@ -1,4 +1,4 @@
1
- import { b as Engine } from "./behavior-62q0HWBO.js";
1
+ import { b as Engine } from "./behavior-uPEuZrUB.js";
2
2
  import { s as JsonObject } from "./schema-CFeioQRE.js";
3
3
 
4
4
  //#region src/core/audit.d.ts