incanto 0.56.0 → 0.58.0

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 (100) hide show
  1. package/README.md +6 -4
  2. package/bin/incanto-check.mjs +27 -0
  3. package/bin/incanto-new.mjs +29 -7
  4. package/bin/incanto-playtest.mjs +28 -2
  5. package/bin/incanto-verify.mjs +96 -17
  6. package/bin/incanto.mjs +106 -0
  7. package/dist/2d.d.ts +59 -7
  8. package/dist/2d.js +3 -3
  9. package/dist/3d.d.ts +34 -4
  10. package/dist/3d.js +5 -5
  11. package/dist/{behavior-CyQoSu4n.d.ts → behavior-l08AEbq9.d.ts} +5 -0
  12. package/dist/{create-game-YvaNWhe6.js → create-game-BZwWJIns.js} +146 -7
  13. package/dist/{create-game-CqJkfMzm.js → create-game-D10bU5_J.js} +83 -78
  14. package/dist/debug.d.ts +1 -1
  15. package/dist/{duplicate-MNLMAcbz.js → duplicate-BPLZDZpd.js} +1 -1
  16. package/dist/{environment-presets-DLHqgNAF.js → environment-presets-CvvQr_bJ.js} +106 -24
  17. package/dist/{frame-report-njybhZon.js → frame-report-BSMny7oe.js} +1 -1
  18. package/dist/{frame-report-DZ70IY26.d.ts → frame-report-DCnHFmto.d.ts} +1 -1
  19. package/dist/{gameplay-C_SPzmUe.js → gameplay-BVphcxmE.js} +89 -13
  20. package/dist/gameplay.d.ts +26 -1
  21. package/dist/gameplay.js +1 -1
  22. package/dist/index.d.ts +45 -5
  23. package/dist/index.js +8 -9
  24. package/dist/{loader-DhI1jFW_.d.ts → loader-BbEMTuWg.d.ts} +1 -1
  25. package/dist/{loader-BTkHYrQn.js → loader-BcrRSjxB.js} +682 -682
  26. package/dist/net.d.ts +2 -2
  27. package/dist/net.js +1 -1
  28. package/dist/{pathfinding-CXGCpRQe.d.ts → pathfinding-mEN4V1CU.d.ts} +1 -1
  29. package/dist/{physics-2d-CfWAggJ1.js → physics-2d-EqA-jddf.js} +4 -3
  30. package/dist/{physics-3d-NzDwWPrF.js → physics-3d-Dnz4fsXX.js} +5 -4
  31. package/dist/quiet-rapier-BAJ4K94N.js +46 -0
  32. package/dist/react.d.ts +1 -1
  33. package/dist/react.js +1 -1
  34. package/dist/{register-en63AEZO.js → register-C6ZBFRjd.js} +63 -60
  35. package/dist/{register-p48lHE2o.js → register-Ch70uByv.js} +1615 -1502
  36. package/dist/{replay-ePMz26jw.d.ts → replay-Dw6gMlYA.d.ts} +1 -1
  37. package/dist/{replay-t1pP0gQg.js → replay-s7I2GstT.js} +31 -11
  38. package/dist/sheet-grid-BT6N_Bjs.js +59 -0
  39. package/dist/{split-screen-BsdOHbzP.d.ts → split-screen-B0baBwxI.d.ts} +5 -1
  40. package/dist/{split-screen-CSb_uZ6W.js → split-screen-DLsUrleX.js} +14 -3
  41. package/dist/{sprite-animation-7qvUxF6Z.js → sprite-animation-C0wXLBZJ.js} +8 -4
  42. package/dist/{src-51GA-9m-.js → src-C1J09Op6.js} +55 -2
  43. package/dist/{teardown-C7uVSJvx.js → teardown-Cs113S9F.js} +74 -2
  44. package/dist/{test-Bu6SPNsV.js → test-ZBga8kQ9.js} +60 -25
  45. package/dist/test.d.ts +5 -5
  46. package/dist/test.js +2 -2
  47. package/dist/{touch-BnMyy9tr.js → touch-DESwnpOc.js} +173 -1
  48. package/dist/vite.d.ts +1 -1
  49. package/dist/vite.js +3 -3
  50. package/editor/assets/{agent8-X0Nesj-k.js → agent8-BQQjE9UQ.js} +1 -1
  51. package/editor/assets/{debug-TXqu-ftX.js → debug-C9UCsXBS.js} +1 -1
  52. package/editor/assets/{index-DTdwKKIv.js → index-CBgfM3WD.js} +62 -62
  53. package/editor/index.html +1 -1
  54. package/package.json +2 -1
  55. package/skills/incanto-assets.md +5 -1
  56. package/skills/incanto-audio.md +7 -1
  57. package/skills/incanto-building-2d-games.md +13 -0
  58. package/skills/incanto-building-3d-games.md +3 -3
  59. package/skills/incanto-gameplay-behaviors.md +2 -1
  60. package/skills/incanto-hud.md +6 -0
  61. package/skills/incanto-performance.md +5 -0
  62. package/skills/incanto-physics-and-input.md +14 -0
  63. package/skills/incanto-playtesting.md +19 -5
  64. package/skills/incanto-save-slots.md +2 -1
  65. package/skills/incanto-verifying-your-game.md +15 -4
  66. package/templates-app/beacon-isle-3d/package.json +1 -1
  67. package/templates-app/beacon-isle-3d/src/game.scene.json +7 -6
  68. package/templates-app/platformer-2d/PROJECT/Context.md +70 -0
  69. package/templates-app/platformer-2d/PROJECT/Requirements.md +63 -0
  70. package/templates-app/platformer-2d/PROJECT/Status.md +60 -0
  71. package/templates-app/platformer-2d/PROJECT/Structure.md +77 -0
  72. package/templates-app/platformer-2d/docs/project-2d-rules.md +61 -0
  73. package/templates-app/platformer-2d/index.html +99 -0
  74. package/templates-app/platformer-2d/package.json +23 -0
  75. package/templates-app/platformer-2d/src/behaviors.ts +541 -0
  76. package/templates-app/platformer-2d/src/game.scene.json +2061 -0
  77. package/templates-app/platformer-2d/src/main.ts +68 -0
  78. package/templates-app/platformer-2d/tsconfig.json +13 -0
  79. package/templates-app/platformer-2d/verify.ts +275 -0
  80. package/templates-app/platformer-2d/vite.config.ts +12 -0
  81. package/templates-app/star-survivor/PROJECT/Context.md +55 -0
  82. package/templates-app/star-survivor/PROJECT/Requirements.md +47 -0
  83. package/templates-app/star-survivor/PROJECT/Status.md +44 -0
  84. package/templates-app/star-survivor/PROJECT/Structure.md +63 -0
  85. package/templates-app/star-survivor/docs/project-2d-rules.md +53 -0
  86. package/templates-app/star-survivor/index.html +232 -0
  87. package/templates-app/star-survivor/package.json +23 -0
  88. package/templates-app/star-survivor/src/behaviors.ts +624 -0
  89. package/templates-app/star-survivor/src/game.scene.json +464 -0
  90. package/templates-app/star-survivor/src/main.ts +49 -0
  91. package/templates-app/star-survivor/tsconfig.json +13 -0
  92. package/templates-app/star-survivor/verify.ts +193 -0
  93. package/templates-app/star-survivor/vite.config.ts +12 -0
  94. package/templates-app/tps-3d/package.json +1 -1
  95. package/templates-app/tps-3d/src/game.scene.json +6 -3
  96. package/templates-app/tps-3d/verify.ts +17 -1
  97. package/templates-app/village-quest-3d/package.json +1 -1
  98. package/templates-app/village-quest-3d/src/grove.scene.json +14 -13
  99. package/templates-app/village-quest-3d/src/village.scene.json +5 -5
  100. package/dist/log-report-CPFm4OXf.js +0 -173
@@ -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). */
@@ -1,13 +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-EqA-jddf.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
  },
@@ -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-Dnz4fsXX.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";
@@ -174,6 +173,59 @@ var AssetStore3D = class {
174
173
  }
175
174
  };
176
175
  //#endregion
176
+ //#region src/core/yield-frame.ts
177
+ /**
178
+ * Give the browser a chance to paint, and come back either way.
179
+ *
180
+ * Boot work that runs in slices — compiling shaders a few materials at a time,
181
+ * reporting progress — yields between slices so the page stays responsive and
182
+ * the loading bar can move. The obvious way to write that yield is
183
+ * `requestAnimationFrame`, and it is a trap: **a browser does not run rAF for
184
+ * a tab it considers hidden**, and "hidden" includes a background tab, a
185
+ * minimized window, and a window fully covered by another one. Not slowly —
186
+ * not at all. An `await` on rAF alone in that tab never returns.
187
+ *
188
+ * That is what happened to `createGame3D`: the shader warm-up hung mid-boot,
189
+ * so the promise never resolved, the game's own `#loading` overlay was never
190
+ * removed, and the dev channel — wired on the line after the one that hung —
191
+ * never answered `incanto-frame` or `incanto-logs`. `incanto-verify` reported
192
+ * `draws` and `says` as unmeasurable and told the reader to bring the window
193
+ * to the front, which was true but sounded like a browser limitation. It was
194
+ * ours, and it made two of the five verification rungs unreachable to anything
195
+ * that cannot focus a window.
196
+ *
197
+ * So: race the frame against a timer. When frames are coming the frame wins
198
+ * (~16 ms) and the behaviour is what it always was. When none is coming the
199
+ * timer wins and the boot finishes — slower, because a hidden tab also clamps
200
+ * timers to about a second, but finished beats hung.
201
+ */
202
+ /** How long to wait for a paint that may never come. */
203
+ const DEFAULT_MAX_WAIT_MS = 50;
204
+ /**
205
+ * Resolve on the next painted frame, or after `maxWaitMs`, whichever is first.
206
+ *
207
+ * @param maxWaitMs how long to wait for a frame before giving up on one
208
+ * @param raf injected for tests; defaults to the global
209
+ */
210
+ function yieldToFrame(maxWaitMs = DEFAULT_MAX_WAIT_MS, raf = typeof requestAnimationFrame === "function" ? requestAnimationFrame : void 0) {
211
+ return new Promise((resolve) => {
212
+ let done = false;
213
+ const finish = () => {
214
+ if (done) return;
215
+ done = true;
216
+ resolve();
217
+ };
218
+ const timer = setTimeout(finish, Math.max(0, maxWaitMs));
219
+ if (!raf) return;
220
+ raf(() => {
221
+ setTimeout(() => {
222
+ clearTimeout(timer);
223
+ finish();
224
+ }, 0);
225
+ });
226
+ });
227
+ }
228
+ //#endregion
177
229
  //#region src/3d/environment.ts
178
230
  const SKY_KEYS = [
179
231
  "type",
@@ -1014,6 +1066,9 @@ var Environment3D = class {
1014
1066
  /** Underwater fog/tint, created lazily the first time the camera submerges. */
1015
1067
  underwaterFog = null;
1016
1068
  underwaterBg = new Color();
1069
+ /** Told when the scene's HDRI/preset lighting fails to arrive. Set by the
1070
+ * renderer, which is the piece that knows the engine and the asset store. */
1071
+ onHdriError = null;
1017
1072
  constructor(scene) {
1018
1073
  this.scene = scene;
1019
1074
  this.scene.add(this.ambient);
@@ -1161,6 +1216,8 @@ var Environment3D = class {
1161
1216
  }
1162
1217
  texture.mapping = EquirectangularReflectionMapping;
1163
1218
  this.hdriTexture = texture;
1219
+ }, void 0, (error) => {
1220
+ this.onHdriError?.(url, error);
1164
1221
  });
1165
1222
  }
1166
1223
  applySky(sky, gl) {
@@ -1575,7 +1632,14 @@ var Renderer3D = class {
1575
1632
  };
1576
1633
  webgl;
1577
1634
  threeScene = new Scene();
1578
- environment = new Environment3D(this.threeScene);
1635
+ environment = (() => {
1636
+ const env = new Environment3D(this.threeScene);
1637
+ env.onHdriError = (url, error) => {
1638
+ this.assets.textures.noteError(url, error);
1639
+ diagnose(this.engine, "error", `[incanto] the scene's lighting (${url}) could not be loaded — nothing else lights it.`);
1640
+ };
1641
+ return env;
1642
+ })();
1579
1643
  engine;
1580
1644
  disconnect;
1581
1645
  canvas;
@@ -1793,9 +1857,7 @@ var Renderer3D = class {
1793
1857
  for (let k = i * per; k < Math.min((i + 1) * per, hidden.length); k++) hidden[k].visible = true;
1794
1858
  this.webgl.compile(this.threeScene, camera);
1795
1859
  onProgress?.((i + 1) / slices);
1796
- if (typeof requestAnimationFrame === "function") await new Promise((resolve) => {
1797
- requestAnimationFrame(() => setTimeout(resolve, 0));
1798
- });
1860
+ await yieldToFrame();
1799
1861
  }
1800
1862
  } finally {
1801
1863
  for (const obj of hidden) obj.visible = true;
@@ -2322,10 +2384,7 @@ async function createGame3D(opts) {
2322
2384
  const report = async (fraction, label) => {
2323
2385
  if (!opts.onProgress) return;
2324
2386
  opts.onProgress(fraction, label);
2325
- if (typeof requestAnimationFrame !== "function") return;
2326
- await new Promise((resolve) => {
2327
- requestAnimationFrame(() => setTimeout(resolve, 0));
2328
- });
2387
+ await yieldToFrame();
2329
2388
  };
2330
2389
  registerNodes3D();
2331
2390
  if (opts.gameplay ?? true) registerGameplayBehaviors();
@@ -2500,67 +2559,13 @@ async function createGame3D(opts) {
2500
2559
  watching = false;
2501
2560
  return frames;
2502
2561
  };
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
- }
2562
+ cleanups.push(...wireDevChannel({
2563
+ engine,
2564
+ applyDrive,
2565
+ captureFramePixels,
2566
+ rendererStats: () => renderer.stats?.(),
2567
+ assetErrors: () => renderer.assets?.errors() ?? []
2568
+ }));
2564
2569
  cleanups.push(pauseWhenHidden(engine));
2565
2570
  await report(1, "ready");
2566
2571
  function disposeGame() {
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;
@@ -1,10 +1,12 @@
1
- import { t as registerCoreNodes } from "./register-p48lHE2o.js";
1
+ import { C as diagnose } from "./loader-BcrRSjxB.js";
2
+ import { t as registerCoreNodes } from "./register-Ch70uByv.js";
2
3
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
3
4
  import { t as Rng } from "./rng-DP-SR7eg.js";
4
5
  import { i as getNodeSchema, l as registerNode } from "./registry-C7u42TID.js";
5
6
  import { t as createNoise2D } from "./noise-CGUMx44x.js";
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-7qvUxF6Z.js";
7
- import { B as Node3D, F as Area3D, I as CharacterBody3D, L as PhysicsBody3D, M as Water3D, P as WaterCutout3D, R as RigidBody3D, W as colliderFootDrop, z as StaticBody3D } from "./gameplay-C_SPzmUe.js";
7
+ import { i as ParticleSim, n as resolveFrames, o as PARTICLE_PRESET_NAMES, r as validateAnimationAliases, s as applyParticlePreset, t as resolveAnimation } from "./sprite-animation-C0wXLBZJ.js";
8
+ import { B as StaticBody3D, F as WaterCutout3D, G as colliderFootDrop, I as Area3D, L as CharacterBody3D, N as Water3D, R as PhysicsBody3D, V as Node3D, w as tolerateUnknownAction, z as RigidBody3D } from "./gameplay-BVphcxmE.js";
9
+ import { t as checkSheetGrid } from "./sheet-grid-BT6N_Bjs.js";
8
10
  import { n as splatWeights, t as buildHeightmap } from "./heightmap-CRK0M4jT.js";
9
11
  import { AdditiveBlending, AnimationClip, AnimationMixer, Box3, BoxGeometry, BufferAttribute, BufferGeometry, CanvasTexture, CapsuleGeometry, ClampToEdgeWrapping, Color, ConeGeometry, CylinderGeometry, DataTexture, DirectionalLight, DoubleSide, DynamicDrawUsage, Euler, Group, IcosahedronGeometry, ImageBitmapLoader, InstancedBufferAttribute, InstancedMesh, LinearFilter, LinearMipmapLinearFilter, LoopOnce, LoopRepeat, Matrix4, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshPhysicalMaterial, MeshStandardMaterial, NearestFilter, NoBlending, NoColorSpace, NormalBlending, PerspectiveCamera, PlaneGeometry, PointLight, Points, PointsMaterial, Quaternion, QuaternionKeyframeTrack, RGBADepthPacking, RGBAFormat, RepeatWrapping, SRGBColorSpace, ShaderChunk, ShaderMaterial, SphereGeometry, Texture, TextureLoader, UniformsLib, UniformsUtils, Vector3, Vector4, VectorKeyframeTrack } from "three";
10
12
  import { clone } from "three/addons/utils/SkeletonUtils.js";
@@ -2175,8 +2177,41 @@ var AnimatedSprite3D = class extends Sprite3D {
2175
2177
  }
2176
2178
  this.currentFrame = this.frameList[this.frameIndex] ?? 0;
2177
2179
  }
2180
+ /**
2181
+ * Does the grid fit the image, and does any animation run off the end?
2182
+ *
2183
+ * The same floor-division as the 2D twin, and for a long time the same
2184
+ * division with none of its checking — the checker sat one directory away in
2185
+ * 2d/ where this node could not see it.
2186
+ */
2187
+ checkGrid(width, height) {
2188
+ if (this.gridChecked === this.sheet) return;
2189
+ this.gridChecked = this.sheet;
2190
+ let highest = 0;
2191
+ for (const [name, entry] of Object.entries(this.animations)) {
2192
+ if (typeof entry === "string") continue;
2193
+ try {
2194
+ for (const frame of resolveFrames(entry.frames, name)) if (frame > highest) highest = frame;
2195
+ } catch {
2196
+ return;
2197
+ }
2198
+ }
2199
+ const problem = checkSheetGrid(this.sheet, this.frameWidth, this.frameHeight, width, height, highest);
2200
+ if (problem) diagnose(this.tree?.engine ?? null, "error", problem);
2201
+ }
2202
+ /** Reported once per sheet, so a bad grid says so on the first draw only. */
2203
+ gridChecked = "";
2204
+ /** Reported once, so a sheet with no frame size does not shout every frame. */
2205
+ sizeReported = false;
2178
2206
  resolveTexture(assets) {
2179
- if (!this.sheet || this.frameWidth <= 0 || this.frameHeight <= 0) return null;
2207
+ if (!this.sheet) return null;
2208
+ if (this.frameWidth <= 0 || this.frameHeight <= 0) {
2209
+ if (!this.sizeReported) {
2210
+ this.sizeReported = true;
2211
+ diagnose(this.tree?.engine ?? null, "error", `[incanto] AnimatedSprite3D '${this.name}' has a sheet ('${this.sheet}') but frameWidth/frameHeight are 0 — it draws nothing. Set both to one frame's pixel size (bunx incanto-assets info <name> prints it for a built-in).`);
2212
+ }
2213
+ return null;
2214
+ }
2180
2215
  if (this.loadedSheetRef !== this.sheet) {
2181
2216
  this.sheetTexture?.dispose();
2182
2217
  this.loadedSheetRef = this.sheet;
@@ -2186,6 +2221,7 @@ var AnimatedSprite3D = class extends Sprite3D {
2186
2221
  if (!tex) return null;
2187
2222
  const image = tex.image;
2188
2223
  if (!image?.width || !image.height) return tex;
2224
+ this.checkGrid(image.width, image.height);
2189
2225
  const cols = Math.max(1, Math.floor(image.width / this.frameWidth));
2190
2226
  const col = this.currentFrame % cols;
2191
2227
  const row = Math.floor(this.currentFrame / cols);
@@ -2319,10 +2355,14 @@ var BoneAttachment3D = class extends Node3D {
2319
2355
  this.lookedUpFor = key;
2320
2356
  this.boneObj = null;
2321
2357
  const source = this.getNodeOrNull(this.target);
2358
+ this.source = source;
2322
2359
  if (source && typeof source.findBone === "function") this.boneObj = source.findBone(this.bone);
2323
2360
  }
2324
2361
  const boneObj = this.boneObj;
2325
- if (!boneObj) return;
2362
+ if (!boneObj) {
2363
+ this.reportMissingBone();
2364
+ return;
2365
+ }
2326
2366
  const obj = this._ensureObject3D();
2327
2367
  const parent = obj.parent;
2328
2368
  if (!parent) return;
@@ -2339,6 +2379,28 @@ var BoneAttachment3D = class extends Node3D {
2339
2379
  this.boneObj = null;
2340
2380
  super.free();
2341
2381
  }
2382
+ /** The model this attachment last looked in. */
2383
+ source = null;
2384
+ reportedBone = "";
2385
+ /**
2386
+ * Say when the bone NAME is wrong, without accusing a model that is still
2387
+ * loading.
2388
+ *
2389
+ * The lookup retries every frame on purpose — a GLB mounts async — so the
2390
+ * node can never conclude on its own that the name is bad. But once the model
2391
+ * HAS bones and this one is not among them, it is a typo, and the list that
2392
+ * would fix it is sitting in `boneNames()` right next to `findBone`. Until
2393
+ * now a misspelled bone left the sword at the mount node's authored position
2394
+ * while the character animated away from it, forever, in silence.
2395
+ */
2396
+ reportMissingBone() {
2397
+ if (this.reportedBone === this.bone) return;
2398
+ const names = this.source?.boneNames?.() ?? [];
2399
+ if (names.length === 0) return;
2400
+ this.reportedBone = this.bone;
2401
+ const shown = names.slice(0, 8).join(", ");
2402
+ diagnose(this.tree?.engine ?? null, "error", `[incanto] ${this.getPath()}: '${this.target}' has no bone '${this.bone}'. It has ${names.length}: [${shown}${names.length > 8 ? ", …" : ""}].`);
2403
+ }
2342
2404
  };
2343
2405
  const offsetScratch = new Matrix4();
2344
2406
  const boneScratch = new Matrix4();
@@ -2506,6 +2568,11 @@ const DRAG_DAMPING = .15;
2506
2568
  const SPRING_K = 1.2;
2507
2569
  const SPRING_DAMPING = .08;
2508
2570
  const FALLING_MAX_VEL = -20;
2571
+ /** The schema's own default for an action prop — never a second copy of it. */
2572
+ function defaultActionOf(prop) {
2573
+ const schema = CharacterController3D.props[prop];
2574
+ return typeof schema?.default === "string" ? schema.default : "";
2575
+ }
2509
2576
  const LOOK_SPEED = .002;
2510
2577
  const RAD2DEG = 180 / Math.PI;
2511
2578
  /** Spring-arm camera collision: keep the camera this far in front of an obstacle. */
@@ -2706,8 +2773,10 @@ var CharacterController3D = class extends Node3D {
2706
2773
  const len = Math.hypot(dir[0], dir[2]) || 1;
2707
2774
  mx = dir[0] / len;
2708
2775
  mz = dir[2] / len;
2709
- } catch {}
2710
- const sprinting = safePressed(input, this.sprintAction);
2776
+ } catch (error) {
2777
+ this.reportMissingAction("moveAction", error, "The character will not move.");
2778
+ }
2779
+ const sprinting = this.readAction("sprintAction", () => input.isPressed(this.sprintAction), false, "Sprint will never engage.");
2711
2780
  const intensity = keyboardIntensity(moving, sprinting);
2712
2781
  const speedMultiplier = 1 + (this.sprintMultiplier - 1) * intensity;
2713
2782
  const targetSpeed = moving ? this.maxSpeed * speedMultiplier : 0;
@@ -2741,7 +2810,7 @@ var CharacterController3D = class extends Node3D {
2741
2810
  this.coyoteLeft = Math.max(0, this.coyoteLeft - dt);
2742
2811
  if (!this.grounded && this.coyoteLeft <= 0 && this.jumpsUsed === 0) this.jumpsUsed = 1;
2743
2812
  }
2744
- const pressedJump = safeJustPressed(input, this.jumpAction);
2813
+ const pressedJump = this.readAction("jumpAction", () => input.justPressed(this.jumpAction), false, "The character will never jump.");
2745
2814
  if (pressedJump) this.bufferLeft = Math.max(this.jumpBufferSeconds, 0);
2746
2815
  else this.bufferLeft = Math.max(0, this.bufferLeft - dt);
2747
2816
  if ((this.bufferLeft > 0 || pressedJump) && (footed || this.coyoteLeft > 0 || this.jumpsUsed < this.maxJumps)) {
@@ -2761,7 +2830,7 @@ var CharacterController3D = class extends Node3D {
2761
2830
  }
2762
2831
  if (this.rising) {
2763
2832
  if ((vel[1] ?? 0) <= 0) this.rising = false;
2764
- else if (this.jumpCutMultiplier < 1 && !safePressed(input, this.jumpAction)) {
2833
+ else if (this.jumpCutMultiplier < 1 && !this.readAction("jumpAction", () => input.isPressed(this.jumpAction), false, "The character will never jump.")) {
2765
2834
  const cut = (vel[1] ?? 0) * this.jumpCutMultiplier;
2766
2835
  body.linearVelocity = [
2767
2836
  vel[0],
@@ -2806,6 +2875,31 @@ var CharacterController3D = class extends Node3D {
2806
2875
  }
2807
2876
  }
2808
2877
  }
2878
+ /** Actions already reported missing, so a per-frame read says it once. */
2879
+ reportedActions = /* @__PURE__ */ new Set();
2880
+ /**
2881
+ * Read an input action this controller is allowed to be missing.
2882
+ *
2883
+ * Tolerated because a game may declare no sprint key and no jump; reported
2884
+ * because otherwise a TYPO looks exactly like a deliberate omission, and the
2885
+ * engine has already thrown the sentence that fixes it.
2886
+ */
2887
+ readAction(prop, read, fallback, consequence) {
2888
+ const action = this[prop];
2889
+ return tolerateUnknownAction({
2890
+ engine: this.tree?.engine,
2891
+ who: this.getPath(),
2892
+ reported: this.reportedActions,
2893
+ consequence,
2894
+ authored: action !== defaultActionOf(prop)
2895
+ }, action, read, fallback);
2896
+ }
2897
+ /** Report a throw the caller already caught (the move read has its own try). */
2898
+ reportMissingAction(prop, error, consequence) {
2899
+ this.readAction(prop, () => {
2900
+ throw error;
2901
+ }, void 0, consequence);
2902
+ }
2809
2903
  update(dt) {
2810
2904
  const input = this.tree?.engine?.input;
2811
2905
  if (!input) return;
@@ -2921,28 +3015,14 @@ function worldOf(node) {
2921
3015
  z
2922
3016
  ];
2923
3017
  }
2924
- function safePressed(input, action) {
2925
- try {
2926
- return input.isPressed(action);
2927
- } catch {
2928
- return false;
2929
- }
2930
- }
2931
3018
  /**
2932
3019
  * The EDGE, not the level.
2933
3020
  *
2934
3021
  * Jump used to read `isPressed`, so holding the button re-jumped on every frame
2935
3022
  * the raycast found ground — an auto-hop nobody asked for, and one that makes
2936
3023
  * coyote time incoherent (a held button would re-fire through the whole
2937
- * window). Same undeclared-action tolerance as `safePressed`.
3024
+ * window). Undeclared actions are tolerated, and reported once.
2938
3025
  */
2939
- function safeJustPressed(input, action) {
2940
- try {
2941
- return input.justPressed(action);
2942
- } catch {
2943
- return false;
2944
- }
2945
- }
2946
3026
  //#endregion
2947
3027
  //#region src/3d/vegetation/grass-placement.ts
2948
3028
  const NOISE_SCALE = .15;
@@ -3668,6 +3748,7 @@ var Flowers3D = class extends Node3D {
3668
3748
  this.height,
3669
3749
  this.clustering,
3670
3750
  this.drape,
3751
+ this.avoidWater,
3671
3752
  this.terrain
3672
3753
  ]);
3673
3754
  if (key === this.fieldKey) return;
@@ -5222,6 +5303,7 @@ var Foliage3D = class Foliage3D extends Node3D {
5222
5303
  this.colorA,
5223
5304
  this.colorB,
5224
5305
  this.coverage,
5306
+ this.avoidWater,
5225
5307
  this.flowers,
5226
5308
  this.seed,
5227
5309
  this.drape,