incanto 0.56.0 → 0.57.0

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 (60) hide show
  1. package/bin/incanto-verify.mjs +9 -2
  2. package/dist/2d.d.ts +59 -7
  3. package/dist/2d.js +3 -3
  4. package/dist/3d.d.ts +34 -4
  5. package/dist/3d.js +5 -5
  6. package/dist/{behavior-CyQoSu4n.d.ts → behavior-l08AEbq9.d.ts} +5 -0
  7. package/dist/{create-game-CqJkfMzm.js → create-game-C5jQYPah.js} +28 -71
  8. package/dist/{create-game-YvaNWhe6.js → create-game-DpbUrMOQ.js} +146 -7
  9. package/dist/debug.d.ts +1 -1
  10. package/dist/{duplicate-MNLMAcbz.js → duplicate-BPLZDZpd.js} +1 -1
  11. package/dist/{environment-presets-DLHqgNAF.js → environment-presets-CvvQr_bJ.js} +106 -24
  12. package/dist/{frame-report-njybhZon.js → frame-report-BSMny7oe.js} +1 -1
  13. package/dist/{frame-report-DZ70IY26.d.ts → frame-report-DCnHFmto.d.ts} +1 -1
  14. package/dist/{gameplay-C_SPzmUe.js → gameplay-BVphcxmE.js} +89 -13
  15. package/dist/gameplay.d.ts +26 -1
  16. package/dist/gameplay.js +1 -1
  17. package/dist/index.d.ts +45 -5
  18. package/dist/index.js +8 -9
  19. package/dist/{loader-DhI1jFW_.d.ts → loader-BbEMTuWg.d.ts} +1 -1
  20. package/dist/{loader-BTkHYrQn.js → loader-BcrRSjxB.js} +682 -682
  21. package/dist/net.d.ts +2 -2
  22. package/dist/net.js +1 -1
  23. package/dist/{pathfinding-CXGCpRQe.d.ts → pathfinding-mEN4V1CU.d.ts} +1 -1
  24. package/dist/{physics-2d-CfWAggJ1.js → physics-2d-BLcvEFDR.js} +2 -2
  25. package/dist/{physics-3d-NzDwWPrF.js → physics-3d-QBrfIT2Y.js} +3 -3
  26. package/dist/react.d.ts +1 -1
  27. package/dist/react.js +1 -1
  28. package/dist/{register-en63AEZO.js → register-C6ZBFRjd.js} +63 -60
  29. package/dist/{register-p48lHE2o.js → register-Ch70uByv.js} +1615 -1502
  30. package/dist/{replay-ePMz26jw.d.ts → replay-Dw6gMlYA.d.ts} +1 -1
  31. package/dist/{replay-t1pP0gQg.js → replay-s7I2GstT.js} +31 -11
  32. package/dist/sheet-grid-BT6N_Bjs.js +59 -0
  33. package/dist/{split-screen-BsdOHbzP.d.ts → split-screen-B0baBwxI.d.ts} +5 -1
  34. package/dist/{split-screen-CSb_uZ6W.js → split-screen-DLsUrleX.js} +14 -3
  35. package/dist/{sprite-animation-7qvUxF6Z.js → sprite-animation-C0wXLBZJ.js} +8 -4
  36. package/dist/{src-51GA-9m-.js → src-CGjmPw65.js} +55 -2
  37. package/dist/{teardown-C7uVSJvx.js → teardown-Cs113S9F.js} +74 -2
  38. package/dist/{test-Bu6SPNsV.js → test-it1VekWs.js} +28 -19
  39. package/dist/test.d.ts +4 -4
  40. package/dist/test.js +2 -2
  41. package/dist/{touch-BnMyy9tr.js → touch-DESwnpOc.js} +173 -1
  42. package/dist/vite.d.ts +1 -1
  43. package/dist/vite.js +3 -3
  44. package/editor/assets/{agent8-X0Nesj-k.js → agent8-CGT7r3Mb.js} +1 -1
  45. package/editor/assets/{debug-TXqu-ftX.js → debug-BxWSIHG3.js} +1 -1
  46. package/editor/assets/{index-DTdwKKIv.js → index-CV1m-aX5.js} +62 -62
  47. package/editor/index.html +1 -1
  48. package/package.json +1 -1
  49. package/skills/incanto-assets.md +5 -1
  50. package/skills/incanto-audio.md +7 -1
  51. package/skills/incanto-gameplay-behaviors.md +2 -1
  52. package/skills/incanto-hud.md +6 -0
  53. package/skills/incanto-performance.md +5 -0
  54. package/skills/incanto-physics-and-input.md +14 -0
  55. package/skills/incanto-save-slots.md +2 -1
  56. package/skills/incanto-verifying-your-game.md +4 -0
  57. package/templates-app/beacon-isle-3d/package.json +1 -1
  58. package/templates-app/tps-3d/package.json +1 -1
  59. package/templates-app/village-quest-3d/package.json +1 -1
  60. package/dist/log-report-CPFm4OXf.js +0 -173
@@ -109,14 +109,21 @@ const rungs = [];
109
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  {
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  const r = run('check', [scene, '--json']);
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  const out = safeJson(r.stdout);
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- const problems = out?.files?.flatMap((f) => f.problems ?? []) ?? [];
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+ // `incanto-check --json` emits { ok, results: [{ file, ok, code, message }] }.
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+ // This read `out.files[].problems[].why` — three keys that have never existed —
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+ // so the summary always fell through to the first line of the pretty-printed
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+ // JSON, which is `{`. Every scene-validation failure, the top rung of the
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+ // ladder, rendered as `✗ loads — {` with the sentence naming the node path and
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+ // the legal values sitting one key away in the same object.
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+ const broke = out?.results?.find((entry) => entry && entry.ok === false);
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+ const detail = broke && (broke.message || broke.code) ? `[${broke.code}] ${broke.message}` : null;
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  rungs.push(
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  r.status === 0
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  ? { name: 'loads', status: 'pass', summary: 'the scene is legal and its assets resolve' }
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  : {
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  name: 'loads',
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  status: 'fail',
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- summary: problems[0]?.why ?? firstLine(r.stdout || r.stderr) ?? 'incanto-check failed',
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+ summary: detail ?? firstLine(r.stderr) ?? 'incanto-check failed',
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  fix: `fix that, then run again — nothing above this rung means anything until it is green (\`incanto-check ${scene}\` for the detail)`,
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  },
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  );
package/dist/2d.d.ts CHANGED
@@ -1,7 +1,8 @@
1
- import { At as Node, P as Scene$1, S as Scheduler, T as RendererStats, b as Engine, d as PropSchema, n as BehaviorCtor, w as GameStats } from "./behavior-CyQoSu4n.js";
1
+ import { At as Node, P as Scene$1, S as Scheduler, T as RendererStats, b as Engine, d as PropSchema, n as BehaviorCtor, w as GameStats } from "./behavior-l08AEbq9.js";
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  import { n as DiagnosticSink, t as EditorSwitchOptions } from "./editor-switch-DAvWQeld.js";
3
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  import { i as SceneJson, s as JsonObject } from "./schema-CFeioQRE.js";
4
- import { t as LoadSceneOptions } from "./loader-DhI1jFW_.js";
4
+ import { r as FrameStats } from "./frame-report-DCnHFmto.js";
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+ import { t as LoadSceneOptions } from "./loader-BbEMTuWg.js";
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  import { n as AnimationEntry } from "./sprite-animation-CMr6f1K2.js";
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  import { r as ParticleView, t as ParticleSim } from "./particle-sim-C5OfBbmU.js";
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  import { Group, Mesh, Object3D, Scene, Texture } from "three";
@@ -388,6 +389,16 @@ interface Game2D {
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  engine: Engine;
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  scene: Scene$1;
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  /**
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+ * What the last drawn frame actually looks like, as numbers.
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+ *
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+ * The 3D game has answered this since 0.47 and a 2D game could not, so
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+ * `incanto-frame` and `incanto-verify`'s `draws` rung were permanently
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+ * unmeasured for half the engine's games.
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+ */
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+ frame(opts?: {
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+ grid?: [number, number];
400
+ }): Promise<FrameStats>;
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+ /**
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  * The AUTHORED scene this game booted from — the JSON, not the live tree.
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  * A running tree has moved; the editor gets what was written down.
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  */
@@ -691,6 +702,14 @@ declare class Label extends Node2D {
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  _quad(): Mesh;
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  override _syncObject2D(assets: AssetStore2D | null): void;
693
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  private rasterize;
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+ /**
706
+ * Hand the canvas and its texture back.
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+ *
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+ * LABEL_PLANE is shared by every Label in the process and stays; the material
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+ * and the CanvasTexture are this node's, and a scene that spawns floating
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+ * text left one of each behind per freed node.
711
+ */
712
+ override free(): void;
694
713
  }
695
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  //#endregion
696
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  //#region src/2d/nodes/particles-2d.d.ts
@@ -768,6 +787,15 @@ declare class Particles2D extends Node2D {
768
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  * (dust under a player) as well as the node's own position.
769
788
  */
770
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  private holdWorldSpace;
790
+ /** What the current mesh was built FOR — capacity and blend, the two things
791
+ * baked into it. Not the draw count, which changes every frame. */
792
+ private meshKey;
793
+ /**
794
+ * Hand the GPU back. UNIT_PLANE is shared by every 2D particle system in the
795
+ * process, so the geometry stays; the per-node material and the instance
796
+ * buffers inside the InstancedMesh do not.
797
+ */
798
+ override free(): void;
771
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  /** Tell the engine an effect fired — the visual half of the audio record. */
772
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  private report;
773
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  /** Restart a one-shot (re-burst + allow finished to fire again). */
@@ -815,6 +843,8 @@ declare class TileMap2D extends Node2D {
815
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  private _solid;
816
844
  /** Rebuild flags — raised when the map-shaping props are REPLACED. */
817
845
  private geometryDirty;
846
+ /** Reported once per atlas, so a bad grid says so on the first build only. */
847
+ private gridChecked;
818
848
  private collidersDirty;
819
849
  /** Replace the whole array to change the map (mutations are not watched). */
820
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  get cells(): (string | number[])[];
@@ -909,11 +939,6 @@ interface Renderer2DOptions {
909
939
  /** MSAA on the canvas. Defaults to TRUE (Phaser parity). */
910
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  antialias?: boolean;
911
941
  }
912
- /**
913
- * 2D presentation layer: world pass through the active Camera2D
914
- * (center/zoom/limits), then a screen-space UI pass for UILayer subtrees.
915
- * 1 unit = 1 px, (0,0) top-left, +y down.
916
- */
917
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  declare class Renderer2D {
918
943
  /**
919
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  * When set, the world pass frames THIS view instead of the scene's active
@@ -926,6 +951,33 @@ declare class Renderer2D {
926
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  zoom: number;
927
952
  } | null;
928
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  private readonly webgl;
954
+ /**
955
+ * The pixels of the next drawn frame — how `incanto-frame` sees a 2D game.
956
+ *
957
+ * Mirrors Renderer3D exactly: read inside the render, so
958
+ * `preserveDrawingBuffer` can stay off, and nudge a frame ourselves after a
959
+ * moment because a browser stops handing rAF to a tab it thinks is hidden —
960
+ * including a window merely covered by another one. Without the nudge the
961
+ * promise never settles and the CLI reports "no page connected" about a page
962
+ * that is right there.
963
+ */
964
+ captureFrame(): Promise<{
965
+ pixels: Uint8Array;
966
+ width: number;
967
+ height: number;
968
+ }>;
969
+ private pendingCaptures;
970
+ /** Hand the waiting captures this frame's pixels. Called at the end of render. */
971
+ private drainFrameCapture;
972
+ /** The pixel ratio the scene asked for, before any render-scale setting. */
973
+ private basePixelRatio;
974
+ /**
975
+ * Fewer pixels for the same world — the cheapest frames on a weak device.
976
+ *
977
+ * `settings.renderScale` persisted and was applied by the 3D boot only, so a
978
+ * 2D game's resolution slider saved a number and changed nothing, forever.
979
+ */
980
+ setRenderScale(scale: number): void;
929
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  private readonly worldScene;
930
982
  private readonly syncScratch;
931
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  /** Editors set this: keep syncing `static: true` subtrees every frame. */
package/dist/2d.js CHANGED
@@ -1,7 +1,7 @@
1
1
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
2
- import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-YvaNWhe6.js";
3
- 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-en63AEZO.js";
4
- import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-CfWAggJ1.js";
2
+ import { a as AssetStore2D, i as syncTree2D, r as Renderer2D, t as createGame2D } from "./create-game-DpbUrMOQ.js";
3
+ 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-C6ZBFRjd.js";
4
+ import { n as enablePhysics2D, t as Physics2D } from "./physics-2d-BLcvEFDR.js";
5
5
  //#region src/2d/library-sprite.ts
6
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  /**
7
7
  * What a `CharacterController2D`/`3D` will ask a skin to play, and the clip in
package/dist/3d.d.ts CHANGED
@@ -1,10 +1,10 @@
1
- import { At as Node, D as QualityCaps, P as Scene$1, S as Scheduler, T as RendererStats, b as Engine, d as PropSchema, n as BehaviorCtor, w as GameStats } from "./behavior-CyQoSu4n.js";
1
+ import { At as Node, D as QualityCaps, P as Scene$1, S as Scheduler, T as RendererStats, b as Engine, d as PropSchema, n as BehaviorCtor, w as GameStats } from "./behavior-l08AEbq9.js";
2
2
  import { n as DiagnosticSink, t as EditorSwitchOptions } from "./editor-switch-DAvWQeld.js";
3
3
  import { i as SceneJson$1, s as JsonObject } from "./schema-CFeioQRE.js";
4
- import { t as LoadSceneOptions } from "./loader-DhI1jFW_.js";
4
+ import { a as GridCell, c as diffText, d as frameText, i as FrameStatsOptions, l as frameSignature, n as FrameSignature, o as SIGNATURE_GRID, r as FrameStats, s as diffSignatures, t as FrameDiff, u as frameStats } from "./frame-report-DCnHFmto.js";
5
+ import { t as LoadSceneOptions } from "./loader-BbEMTuWg.js";
5
6
  import { r as ParticleView, t as ParticleSim } from "./particle-sim-C5OfBbmU.js";
6
- import { a as GridCell, c as diffText, d as frameText, i as FrameStatsOptions, l as frameSignature, n as FrameSignature, o as SIGNATURE_GRID, r as FrameStats, s as diffSignatures, t as FrameDiff, u as frameStats } from "./frame-report-DZ70IY26.js";
7
- import { n as PathGrid, s as SpatialPose } from "./pathfinding-CXGCpRQe.js";
7
+ import { n as PathGrid, s as SpatialPose } from "./pathfinding-mEN4V1CU.js";
8
8
  import { AnimationClip, AnimationMixer, BufferGeometry, Color, DirectionalLight, Group, InstancedMesh, Mesh, MeshPhysicalMaterial, Object3D, PerspectiveCamera, Scene, ShaderMaterial, Texture, Vector3, WebGLRenderer } from "three";
9
9
  import { VRM } from "@pixiv/three-vrm";
10
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  import { Sky } from "three/examples/jsm/objects/Sky.js";
@@ -902,6 +902,9 @@ declare class Environment3D {
902
902
  /** Underwater fog/tint, created lazily the first time the camera submerges. */
903
903
  private underwaterFog;
904
904
  private readonly underwaterBg;
905
+ /** Told when the scene's HDRI/preset lighting fails to arrive. Set by the
906
+ * renderer, which is the piece that knows the engine and the asset store. */
907
+ onHdriError: ((url: string, error: unknown) => void) | null;
905
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  constructor(scene: Scene);
906
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  /** The sky's unit sun direction, or null when no sky is declared. */
907
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  get sunDirection(): [number, number, number] | null;
@@ -1141,6 +1144,21 @@ declare class BoneAttachment3D extends Node3D {
1141
1144
  get attachedBone(): Object3D | null;
1142
1145
  _onRender3D(_ctx: RenderContext3D): void;
1143
1146
  override free(): void;
1147
+ /** The model this attachment last looked in. */
1148
+ private source;
1149
+ private reportedBone;
1150
+ /**
1151
+ * Say when the bone NAME is wrong, without accusing a model that is still
1152
+ * loading.
1153
+ *
1154
+ * The lookup retries every frame on purpose — a GLB mounts async — so the
1155
+ * node can never conclude on its own that the name is bad. But once the model
1156
+ * HAS bones and this one is not among them, it is a typo, and the list that
1157
+ * would fix it is sitting in `boneNames()` right next to `findBone`. Until
1158
+ * now a misspelled bone left the sword at the mount node's authored position
1159
+ * while the character animated away from it, forever, in silence.
1160
+ */
1161
+ private reportMissingBone;
1144
1162
  }
1145
1163
  //#endregion
1146
1164
  //#region src/3d/nodes/bone-look-at-3d.d.ts
@@ -1262,6 +1280,18 @@ declare class CharacterController3D extends Node3D {
1262
1280
  private get body();
1263
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  override onEnterTree(): void;
1264
1282
  override fixedUpdate(dt: number): void;
1283
+ /** Actions already reported missing, so a per-frame read says it once. */
1284
+ private readonly reportedActions;
1285
+ /**
1286
+ * Read an input action this controller is allowed to be missing.
1287
+ *
1288
+ * Tolerated because a game may declare no sprint key and no jump; reported
1289
+ * because otherwise a TYPO looks exactly like a deliberate omission, and the
1290
+ * engine has already thrown the sentence that fixes it.
1291
+ */
1292
+ private readAction;
1293
+ /** Report a throw the caller already caught (the move read has its own try). */
1294
+ private reportMissingAction;
1265
1295
  override update(dt: number): void;
1266
1296
  private pivot;
1267
1297
  private cameraCache;
package/dist/3d.js CHANGED
@@ -1,9 +1,9 @@
1
- import { B as Node3D, F as Area3D, I as CharacterBody3D, L as PhysicsBody3D, M as Water3D, N as WATER_CUTOUT_MAX, P as WaterCutout3D, R as RigidBody3D, U as WATER_MAX_RIPPLES, z as StaticBody3D } from "./gameplay-C_SPzmUe.js";
2
- 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-DLHqgNAF.js";
3
- import { a as Environment3D, c as parseEnvironment3D, d as AssetStore3D, i as syncTree, l as sunDirectionFromElevationAzimuth, o as setEnvironment3D, r as Renderer3D, s as horizonColorFromSky, t as createGame3D, u as sunDirectionFromSky } from "./create-game-CqJkfMzm.js";
4
- import { a as frameSignature, n as diffSignatures, o as frameStats, r as diffText, s as frameText, t as SIGNATURE_GRID } from "./frame-report-njybhZon.js";
1
+ import { a as frameSignature, n as diffSignatures, o as frameStats, r as diffText, s as frameText, t as SIGNATURE_GRID } from "./frame-report-BSMny7oe.js";
2
+ import { B as StaticBody3D, F as WaterCutout3D, I as Area3D, L as CharacterBody3D, N as Water3D, P as WATER_CUTOUT_MAX, R as PhysicsBody3D, V as Node3D, W as WATER_MAX_RIPPLES, z as RigidBody3D } from "./gameplay-BVphcxmE.js";
3
+ 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-CvvQr_bJ.js";
4
+ import { a as Environment3D, c as parseEnvironment3D, d as AssetStore3D, i as syncTree, l as sunDirectionFromElevationAzimuth, o as setEnvironment3D, r as Renderer3D, s as horizonColorFromSky, t as createGame3D, u as sunDirectionFromSky } from "./create-game-C5jQYPah.js";
5
5
  import { n as splatWeights, t as buildHeightmap } from "./heightmap-CRK0M4jT.js";
6
- import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-NzDwWPrF.js";
6
+ import { n as enablePhysics3D, t as Physics3D } from "./physics-3d-QBrfIT2Y.js";
7
7
  //#region src/3d/model-verdict.ts
8
8
  /** Mixamo exports every bone as `mixamorigX`; the retargeter binds by that name. */
9
9
  const MIXAMO = /^mixamorig[:_]?/i;
@@ -465,6 +465,11 @@ declare class MusicManager {
465
465
  * With an inert backend the state machine runs identically and nothing plays.
466
466
  */
467
467
  private ensure;
468
+ /**
469
+ * Where a track that will never play gets reported. The engine sets this; a
470
+ * bare MusicManager (tests) stays quiet.
471
+ */
472
+ onTrackError: ((src: string, reason: string) => void) | null;
468
473
  /** Resume a gesture-suspended context + (re)start any pending track. */
469
474
  unlock(): void;
470
475
  /** Play a single track (replacing any current one immediately, no fade). */
@@ -1,15 +1,14 @@
1
1
  import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
2
- import { A as registerBehavior, C as diagnose, n as loadScene } from "./loader-BTkHYrQn.js";
3
- import { C as qualityCaps, T as qualityRendering, b as AudioPlayer, x as Engine } from "./register-p48lHE2o.js";
2
+ import { A as registerBehavior, C as diagnose, n as loadScene } from "./loader-BcrRSjxB.js";
3
+ import { _ as Engine, g as AudioPlayer, x as qualityRendering, y as qualityCaps } from "./register-Ch70uByv.js";
4
4
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
5
- import { r as parseDrive, t as logReport } from "./log-report-CPFm4OXf.js";
6
- import { i as resolveRendering, n as attachTouchControls } from "./touch-BnMyy9tr.js";
7
- import { a as openBundledEditor, c as audioErrors, i as devServerLibrary, n as pauseWhenHidden, o as poseFromRenderer, r as crossFade, s as claimCanvasGestures, t as teardown } from "./teardown-C7uVSJvx.js";
8
- import { B as Node3D, H as createCausticsQuad, L as PhysicsBody3D, n as registerGameplayBehaviors } from "./gameplay-C_SPzmUe.js";
5
+ import { i as resolveRendering, n as attachTouchControls } from "./touch-DESwnpOc.js";
6
+ import { a as openBundledEditor, c as claimCanvasGestures, i as devServerLibrary, l as audioErrors, n as pauseWhenHidden, o as poseFromRenderer, r as crossFade, s as wireDevChannel, t as teardown } from "./teardown-Cs113S9F.js";
7
+ import { o as frameStats } from "./frame-report-BSMny7oe.js";
8
+ import { R as PhysicsBody3D, U as createCausticsQuad, V as Node3D, n as registerGameplayBehaviors } from "./gameplay-BVphcxmE.js";
9
9
  import { t as debugSources } from "./debug-draw-BM3DsvtT.js";
10
- import { E as Camera3D, U as TextureCache3D, g as ModelInstance3D, n as registerNodes3D, t as resolveEnvironmentHdri, v as DirectionalLight3D } from "./environment-presets-DLHqgNAF.js";
11
- import { a as frameSignature, i as frameImage, o as frameStats } from "./frame-report-njybhZon.js";
12
- import { n as enablePhysics3D } from "./physics-3d-NzDwWPrF.js";
10
+ import { E as Camera3D, U as TextureCache3D, g as ModelInstance3D, n as registerNodes3D, t as resolveEnvironmentHdri, v as DirectionalLight3D } from "./environment-presets-CvvQr_bJ.js";
11
+ import { n as enablePhysics3D } from "./physics-3d-QBrfIT2Y.js";
13
12
  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";
14
13
  import { VRMLoaderPlugin, VRMUtils } from "@pixiv/three-vrm";
15
14
  import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
@@ -1014,6 +1013,9 @@ var Environment3D = class {
1014
1013
  /** Underwater fog/tint, created lazily the first time the camera submerges. */
1015
1014
  underwaterFog = null;
1016
1015
  underwaterBg = new Color();
1016
+ /** Told when the scene's HDRI/preset lighting fails to arrive. Set by the
1017
+ * renderer, which is the piece that knows the engine and the asset store. */
1018
+ onHdriError = null;
1017
1019
  constructor(scene) {
1018
1020
  this.scene = scene;
1019
1021
  this.scene.add(this.ambient);
@@ -1161,6 +1163,8 @@ var Environment3D = class {
1161
1163
  }
1162
1164
  texture.mapping = EquirectangularReflectionMapping;
1163
1165
  this.hdriTexture = texture;
1166
+ }, void 0, (error) => {
1167
+ this.onHdriError?.(url, error);
1164
1168
  });
1165
1169
  }
1166
1170
  applySky(sky, gl) {
@@ -1575,7 +1579,14 @@ var Renderer3D = class {
1575
1579
  };
1576
1580
  webgl;
1577
1581
  threeScene = new Scene();
1578
- environment = new Environment3D(this.threeScene);
1582
+ environment = (() => {
1583
+ const env = new Environment3D(this.threeScene);
1584
+ env.onHdriError = (url, error) => {
1585
+ this.assets.textures.noteError(url, error);
1586
+ diagnose(this.engine, "error", `[incanto] the scene's lighting (${url}) could not be loaded — nothing else lights it.`);
1587
+ };
1588
+ return env;
1589
+ })();
1579
1590
  engine;
1580
1591
  disconnect;
1581
1592
  canvas;
@@ -2500,67 +2511,13 @@ async function createGame3D(opts) {
2500
2511
  watching = false;
2501
2512
  return frames;
2502
2513
  };
2503
- const hot = import.meta.hot;
2504
- if (hot) {
2505
- const onFrameRequest = (data) => {
2506
- const request = data;
2507
- const id = request?.id;
2508
- hot.send("incanto:frame-ack", { id });
2509
- const drive = request?.drive ? parseDrive(request.drive) : null;
2510
- if (drive?.error) {
2511
- hot.send("incanto:frame-report", {
2512
- id,
2513
- report: { error: drive.error }
2514
- });
2515
- return;
2516
- }
2517
- let droveFrames = null;
2518
- (drive ? applyDrive(drive.steps) : Promise.resolve(null)).then((frames) => {
2519
- droveFrames = frames;
2520
- return captureFramePixels();
2521
- }).then((shot) => hot.send("incanto:frame-report", {
2522
- id,
2523
- report: {
2524
- ...frameStats(shot.pixels, shot.width, shot.height, { grid: request?.grid }),
2525
- signature: frameSignature(shot.pixels, shot.width, shot.height),
2526
- ...droveFrames === null ? {} : { droveFrames },
2527
- ...request?.image ? { image: frameImage(shot.pixels, shot.width, shot.height, (w, h) => Object.assign(document.createElement("canvas"), {
2528
- width: w,
2529
- height: h
2530
- }), request.image) } : {}
2531
- }
2532
- })).catch((error) => hot.send("incanto:frame-report", {
2533
- id,
2534
- report: { error: error instanceof Error ? error.message : String(error) }
2535
- }));
2536
- };
2537
- hot.on("incanto:frame-request", onFrameRequest);
2538
- cleanups.push(() => hot.off?.("incanto:frame-request", onFrameRequest));
2539
- const onLogsRequest = (data) => {
2540
- const id = data?.id;
2541
- try {
2542
- hot.send("incanto:logs-report", {
2543
- id,
2544
- report: logReport({
2545
- entries: engine.log.entries(),
2546
- stats: {
2547
- ...engine.stats(),
2548
- ...renderer.stats?.() ?? {}
2549
- },
2550
- assetErrors: renderer.assets?.errors() ?? [],
2551
- hidden: typeof document !== "undefined" && document.hidden
2552
- })
2553
- });
2554
- } catch (error) {
2555
- hot.send("incanto:logs-report", {
2556
- id,
2557
- report: { error: error instanceof Error ? error.message : String(error) }
2558
- });
2559
- }
2560
- };
2561
- hot.on("incanto:logs-request", onLogsRequest);
2562
- cleanups.push(() => hot.off?.("incanto:logs-request", onLogsRequest));
2563
- }
2514
+ cleanups.push(...wireDevChannel({
2515
+ engine,
2516
+ applyDrive,
2517
+ captureFramePixels,
2518
+ rendererStats: () => renderer.stats?.(),
2519
+ assetErrors: () => renderer.assets?.errors() ?? []
2520
+ }));
2564
2521
  cleanups.push(pauseWhenHidden(engine));
2565
2522
  await report(1, "ready");
2566
2523
  function disposeGame() {
@@ -1,13 +1,14 @@
1
1
  import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
2
- import { A as registerBehavior, C as diagnose, n as loadScene, o as computeViewport, s as resolveViewport } from "./loader-BTkHYrQn.js";
3
- import { b as AudioPlayer, x as Engine } from "./register-p48lHE2o.js";
2
+ import { A as registerBehavior, C as diagnose, n as loadScene, o as computeViewport, s as resolveViewport } from "./loader-BcrRSjxB.js";
3
+ import { _ as Engine, g as AudioPlayer } from "./register-Ch70uByv.js";
4
4
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
5
- import { i as resolveRendering, n as attachTouchControls } from "./touch-BnMyy9tr.js";
6
- import { a as openBundledEditor, c as audioErrors, i as devServerLibrary, n as pauseWhenHidden, r as crossFade, s as claimCanvasGestures, t as teardown } from "./teardown-C7uVSJvx.js";
7
- import { n as registerGameplayBehaviors } from "./gameplay-C_SPzmUe.js";
8
- import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-en63AEZO.js";
5
+ import { i as resolveRendering, n as attachTouchControls } from "./touch-DESwnpOc.js";
6
+ import { a as openBundledEditor, c as claimCanvasGestures, i as devServerLibrary, l as audioErrors, n as pauseWhenHidden, r as crossFade, s as wireDevChannel, t as teardown } from "./teardown-Cs113S9F.js";
7
+ import { o as frameStats } from "./frame-report-BSMny7oe.js";
8
+ import { n as registerGameplayBehaviors } from "./gameplay-BVphcxmE.js";
9
+ import { g as PhysicsBody2D, n as UILayer, t as registerNodes2D, u as Camera2D, y as Node2D } from "./register-C6ZBFRjd.js";
9
10
  import { t as debugSources } from "./debug-draw-BM3DsvtT.js";
10
- import { n as enablePhysics2D } from "./physics-2d-CfWAggJ1.js";
11
+ import { n as enablePhysics2D } from "./physics-2d-BLcvEFDR.js";
11
12
  import { Box3, BufferAttribute, BufferGeometry, Color, LineBasicMaterial, LineSegments, LinearFilter, NearestFilter, OrthographicCamera, Raycaster, SRGBColorSpace, Scene, TextureLoader, Vector2, Vector3, WebGLRenderer } from "three";
12
13
  //#region src/2d/assets.ts
13
14
  /**
@@ -276,6 +277,8 @@ function prune(obj, visited) {
276
277
  * (center/zoom/limits), then a screen-space UI pass for UILayer subtrees.
277
278
  * 1 unit = 1 px, (0,0) top-left, +y down.
278
279
  */
280
+ /** How long to wait for the game's own loop before drawing a frame ourselves. */
281
+ const CAPTURE_NUDGE_MS = 120;
279
282
  var Renderer2D = class {
280
283
  /**
281
284
  * When set, the world pass frames THIS view instead of the scene's active
@@ -284,6 +287,76 @@ var Renderer2D = class {
284
287
  */
285
288
  viewOverride = null;
286
289
  webgl;
290
+ /**
291
+ * The pixels of the next drawn frame — how `incanto-frame` sees a 2D game.
292
+ *
293
+ * Mirrors Renderer3D exactly: read inside the render, so
294
+ * `preserveDrawingBuffer` can stay off, and nudge a frame ourselves after a
295
+ * moment because a browser stops handing rAF to a tab it thinks is hidden —
296
+ * including a window merely covered by another one. Without the nudge the
297
+ * promise never settles and the CLI reports "no page connected" about a page
298
+ * that is right there.
299
+ */
300
+ captureFrame() {
301
+ return new Promise((resolve, reject) => {
302
+ this.pendingCaptures.push({
303
+ resolve,
304
+ reject
305
+ });
306
+ setTimeout(() => {
307
+ if (this.pendingCaptures.length > 0) try {
308
+ this.render();
309
+ } catch (error) {
310
+ const e = error instanceof Error ? error : new Error(String(error));
311
+ for (const w of this.pendingCaptures.splice(0)) w.reject(e);
312
+ }
313
+ }, CAPTURE_NUDGE_MS);
314
+ });
315
+ }
316
+ pendingCaptures = [];
317
+ /** Hand the waiting captures this frame's pixels. Called at the end of render. */
318
+ drainFrameCapture() {
319
+ if (this.pendingCaptures.length === 0) return;
320
+ const waiting = this.pendingCaptures;
321
+ this.pendingCaptures = [];
322
+ try {
323
+ const gl = this.webgl.getContext();
324
+ const width = this.webgl.domElement.width;
325
+ const height = this.webgl.domElement.height;
326
+ const pixels = new Uint8Array(width * height * 4);
327
+ this.webgl.setRenderTarget(null);
328
+ gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
329
+ for (let y = 0; y < Math.floor(height / 2); y++) {
330
+ const top = y * width * 4;
331
+ const bottom = (height - 1 - y) * width * 4;
332
+ for (let i = 0; i < width * 4; i++) {
333
+ const t = pixels[top + i];
334
+ pixels[top + i] = pixels[bottom + i];
335
+ pixels[bottom + i] = t;
336
+ }
337
+ }
338
+ for (const w of waiting) w.resolve({
339
+ pixels,
340
+ width,
341
+ height
342
+ });
343
+ } catch (error) {
344
+ const e = error instanceof Error ? error : new Error(String(error));
345
+ for (const w of waiting) w.reject(e);
346
+ }
347
+ }
348
+ /** The pixel ratio the scene asked for, before any render-scale setting. */
349
+ basePixelRatio = 1;
350
+ /**
351
+ * Fewer pixels for the same world — the cheapest frames on a weak device.
352
+ *
353
+ * `settings.renderScale` persisted and was applied by the 3D boot only, so a
354
+ * 2D game's resolution slider saved a number and changed nothing, forever.
355
+ */
356
+ setRenderScale(scale) {
357
+ const clamped = Number.isFinite(scale) && scale > 0 ? Math.min(2, Math.max(.25, scale)) : 1;
358
+ this.webgl.setPixelRatio(this.basePixelRatio * clamped);
359
+ }
287
360
  worldScene = new Scene();
288
361
  syncScratch = createSync2DScratch();
289
362
  /** Editors set this: keep syncing `static: true` subtrees every frame. */
@@ -313,6 +386,7 @@ var Renderer2D = class {
313
386
  });
314
387
  this.webgl.info.autoReset = false;
315
388
  this.engine.picker = (x, y) => this.pick(x, y);
389
+ this.basePixelRatio = rendering.pixelRatio;
316
390
  this.webgl.setPixelRatio(rendering.pixelRatio);
317
391
  this.webgl.info.autoReset = false;
318
392
  this.debugLines = new LineSegments(new BufferGeometry(), new LineBasicMaterial({
@@ -447,6 +521,7 @@ var Renderer2D = class {
447
521
  this.webgl.autoClear = false;
448
522
  this.webgl.render(this.uiScene, this.uiCam);
449
523
  this.webgl.autoClear = true;
524
+ this.drainFrameCapture();
450
525
  }
451
526
  /** UI-pass extent from the last render — the space HUD nodes are posed in. */
452
527
  lastUi = {
@@ -663,6 +738,64 @@ async function createGame2D(opts) {
663
738
  ...opts.pixelRatio !== void 0 ? { pixelRatio: opts.pixelRatio } : {},
664
739
  ...opts.antialias !== void 0 ? { antialias: opts.antialias } : {}
665
740
  });
741
+ cleanups.push(engine.settings.bindFrameCap((fps) => {
742
+ engine.maxFps = fps;
743
+ }));
744
+ cleanups.push(engine.settings.bindRenderScale((scale) => {
745
+ renderer.setRenderScale?.(scale);
746
+ }));
747
+ /**
748
+ * Feed the running game a drive script and count the frames it drew.
749
+ *
750
+ * Same as the 3D boot: the count travels with the report because a browser
751
+ * stops handing rAF to a hidden tab, and inputs landing on a game that never
752
+ * advances produce an UNCHANGED capture that says nothing about why.
753
+ */
754
+ const applyDrive = async (steps) => {
755
+ let frames = 0;
756
+ let watching = true;
757
+ const tick = () => {
758
+ if (!watching) return;
759
+ frames += 1;
760
+ requestAnimationFrame(tick);
761
+ };
762
+ if (typeof requestAnimationFrame === "function") requestAnimationFrame(tick);
763
+ for (const step of steps) switch (step.kind) {
764
+ case "press":
765
+ engine.input.pressAction(step.action);
766
+ break;
767
+ case "release":
768
+ engine.input.releaseAction(step.action);
769
+ break;
770
+ case "vector":
771
+ engine.input.setActionVector(step.action, step.x, step.y);
772
+ break;
773
+ case "key":
774
+ engine.input.handleKey(step.code, step.down);
775
+ break;
776
+ case "pointer":
777
+ engine.input.handlePointerMove(step.dx, step.dy);
778
+ break;
779
+ case "step":
780
+ await new Promise((r) => setTimeout(r, step.ms));
781
+ break;
782
+ }
783
+ watching = false;
784
+ return frames;
785
+ };
786
+ cleanups.push(...wireDevChannel({
787
+ engine,
788
+ applyDrive,
789
+ captureFramePixels: () => {
790
+ const capture = renderer.captureFrame;
791
+ if (!capture) return Promise.reject(new IncantoError("TREE_VIOLATION", "this renderer cannot capture frames"));
792
+ return capture.call(renderer);
793
+ },
794
+ rendererStats: () => renderer.stats?.(),
795
+ assetErrors: () => {
796
+ return [...renderer.assets?.errors() ?? [], ...audioErrors(engine.scene?.tree.root)];
797
+ }
798
+ }));
666
799
  const wantDebug = opts.debug ?? false;
667
800
  const wantEditor = opts.editor ?? wantDebug;
668
801
  const editorSwitch = wantEditor === true ? {} : wantEditor ? wantEditor : null;
@@ -727,6 +860,12 @@ async function createGame2D(opts) {
727
860
  pick(x, y) {
728
861
  return engine.picker?.(x, y) ?? null;
729
862
  },
863
+ async frame(frameOpts) {
864
+ const capture = renderer.captureFrame;
865
+ if (!capture) throw new IncantoError("TREE_VIOLATION", "this renderer cannot capture frames");
866
+ const shot = await capture.call(renderer);
867
+ return frameStats(shot.pixels, shot.width, shot.height, frameOpts);
868
+ },
730
869
  assetErrors() {
731
870
  return [...renderer.assets?.errors() ?? [], ...audioErrors(engine.scene?.tree.root)];
732
871
  },
package/dist/debug.d.ts CHANGED
@@ -1,4 +1,4 @@
1
- import { Pt as LogLevel, T as RendererStats, b as Engine } from "./behavior-CyQoSu4n.js";
1
+ import { Pt as LogLevel, T as RendererStats, b as Engine } from "./behavior-l08AEbq9.js";
2
2
 
3
3
  //#region src/debug/panel.d.ts
4
4
  /** Minimal document surface the overlay needs (injectable for tests). */
@@ -1,4 +1,4 @@
1
- import { i as serializeNode, t as buildNodeJson } from "./loader-BTkHYrQn.js";
1
+ import { i as serializeNode, t as buildNodeJson } from "./loader-BcrRSjxB.js";
2
2
  //#region src/core/scene/duplicate.ts
3
3
  function stripUids(json) {
4
4
  const { uid: _uid, ...rest } = json;