incanto 0.65.0 → 0.67.0

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Files changed (88) hide show
  1. package/bin/_behaviors-loader.mjs +87 -0
  2. package/bin/incanto-editor.mjs +39 -2
  3. package/bin/incanto-feel.mjs +4 -1
  4. package/bin/incanto-frame.mjs +52 -3
  5. package/bin/incanto-logs.mjs +33 -3
  6. package/bin/incanto-multiplay.mjs +50 -1
  7. package/bin/incanto-play.mjs +3 -1
  8. package/bin/incanto-playtest.mjs +3 -25
  9. package/bin/incanto-verify.mjs +15 -2
  10. package/dist/2d.d.ts +76 -4
  11. package/dist/2d.js +3 -3
  12. package/dist/3d.d.ts +213 -14
  13. package/dist/3d.js +6 -6
  14. package/dist/{audio-player-BrEHwbK1.d.ts → audio-player-BNUHo0JF.d.ts} +1 -1
  15. package/dist/{behavior-CmMuQ6CL.d.ts → behavior-ZnfzKDo3.d.ts} +58 -1
  16. package/dist/{create-game-DIyh5Zy9.js → create-game-DMetd3vR.js} +14 -8
  17. package/dist/{create-game-W2xzTJhs.js → create-game-FAXdHta3.js} +138 -11
  18. package/dist/debug.d.ts +1 -1
  19. package/dist/debug.js +3 -2
  20. package/dist/{duplicate-CqSAtdrh.js → duplicate-B8QnX2-r.js} +1 -1
  21. package/dist/editor.js +7 -2
  22. package/dist/{environment-presets-BvHs6HEk.js → environment-presets-C-5g2pMh.js} +113 -9
  23. package/dist/{gameplay-D-H986A4.js → gameplay-CGSv-9XR.js} +295 -12
  24. package/dist/gameplay.d.ts +102 -6
  25. package/dist/gameplay.js +2 -2
  26. package/dist/index.d.ts +50 -6
  27. package/dist/index.js +7 -6
  28. package/dist/{loader-CTB441z4.d.ts → loader-DyT30ArB.d.ts} +1 -1
  29. package/dist/{loader-lQDCwNag.js → loader-KZESOZmE.js} +148 -1
  30. package/dist/net.d.ts +2 -2
  31. package/dist/net.js +1 -1
  32. package/dist/{physics-2d-CmnunaR2.js → physics-2d-_B6zj3zU.js} +57 -4
  33. package/dist/{physics-3d-DULB1lD1.js → physics-3d-i1IeAY0F.js} +74 -5
  34. package/dist/{quiet-rapier-BAJ4K94N.js → quiet-rapier-C6fW4zcW.js} +14 -1
  35. package/dist/react.d.ts +1 -1
  36. package/dist/react.js +1 -1
  37. package/dist/{register-CgeR4ckF.js → register-Cs53CY7s.js} +110 -16
  38. package/dist/{register-DO5_Qp0Q.js → register-vIxU3Xbv.js} +38 -4
  39. package/dist/rendering-options-ByAdi8PF.js +184 -0
  40. package/dist/{replay-CEw2xAhG.js → replay-BkpDV51O.js} +4 -3
  41. package/dist/{replay-CThvwkcQ.d.ts → replay-D0GcEHYU.d.ts} +1 -1
  42. package/dist/{split-screen-DxZzC1nm.d.ts → split-screen-DD5eYIgW.d.ts} +2 -2
  43. package/dist/{split-screen-gb0c3xdb.js → split-screen-DS8RaUV_.js} +2 -2
  44. package/dist/{src-DYffzHbd.js → src-BLlsGJW9.js} +1 -1
  45. package/dist/{teardown-BordHL9o.js → teardown-LB9cTnXJ.js} +2 -2
  46. package/dist/{test-CXZuXs8k.js → test-81uZ967a.js} +127 -24
  47. package/dist/test.d.ts +7 -5
  48. package/dist/test.js +2 -2
  49. package/dist/{touch-DESwnpOc.js → touch-DEAmqGdf.js} +30 -186
  50. package/dist/vite.d.ts +0 -7
  51. package/dist/vite.js +13 -3
  52. package/editor/assets/{agent8-DO5qzIOD.js → agent8-C2jtNKbx.js} +1 -1
  53. package/editor/assets/debug-DoU3KeqS.js +3 -0
  54. package/editor/assets/{index-CqEUVaPN.js → index-CNqHojcC.js} +92 -92
  55. package/editor/index.html +1 -1
  56. package/package.json +1 -1
  57. package/schemas/scene.schema.json +20 -1
  58. package/skills/incanto-building-3d-games.md +19 -0
  59. package/skills/incanto-editor.md +5 -1
  60. package/skills/incanto-environment.md +2 -2
  61. package/skills/incanto-gameplay-behaviors.md +86 -7
  62. package/skills/incanto-hud.md +14 -1
  63. package/skills/incanto-multiplayer.md +14 -0
  64. package/skills/incanto-node-reference.md +60 -2
  65. package/skills/incanto-performance.md +35 -0
  66. package/skills/incanto-physics-and-input.md +69 -0
  67. package/skills/incanto-playtesting.md +15 -1
  68. package/skills/incanto-save-slots.md +21 -1
  69. package/skills/incanto-verifying-your-game.md +19 -0
  70. package/skills/incanto-web-integration.md +24 -3
  71. package/skills/incanto-your-first-game.md +4 -4
  72. package/templates-app/beacon-isle-3d/package.json +1 -1
  73. package/templates-app/beacon-isle-3d/src/game.scene.json +38 -19
  74. package/templates-app/platformer-2d/package.json +1 -1
  75. package/templates-app/platformer-2d/src/game.scene.json +99 -53
  76. package/templates-app/star-survivor/package.json +1 -1
  77. package/templates-app/star-survivor/src/game.scene.json +31 -17
  78. package/templates-app/tps-3d/package.json +1 -1
  79. package/templates-app/tps-3d/src/game.scene.json +14 -8
  80. package/templates-app/village-quest-3d/package.json +1 -1
  81. package/templates-app/village-quest-3d/src/grove.scene.json +20 -11
  82. package/templates-app/village-quest-3d/src/village.scene.json +10 -7
  83. package/editor/assets/debug-DntG9CVD.js +0 -3
  84. package/templates-app/beacon-isle-3d/coverage.json +0 -9
  85. package/templates-app/platformer-2d/coverage.json +0 -5
  86. package/templates-app/star-survivor/coverage.json +0 -5
  87. package/templates-app/tps-3d/coverage.json +0 -5
  88. package/templates-app/village-quest-3d/coverage.json +0 -9
package/editor/index.html CHANGED
@@ -5,7 +5,7 @@
5
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  <meta name="viewport" content="width=device-width, initial-scale=1.0" />
6
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  <title>Incanto Scene Editor</title>
7
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  <link rel="icon" href="data:image/svg+xml,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 16 16'><rect width='16' height='16' rx='3' fill='%236ee7dc'/><text x='8' y='12' text-anchor='middle' font-size='11' font-family='monospace' fill='%230e1018'>i</text></svg>" />
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- <script type="module" crossorigin src="./assets/index-CqEUVaPN.js"></script>
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+ <script type="module" crossorigin src="./assets/index-CNqHojcC.js"></script>
9
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  <link rel="modulepreload" crossorigin href="./assets/GameServer-C56iOUgF.js">
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  </head>
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  <body>
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "incanto",
3
- "version": "0.65.0",
3
+ "version": "0.67.0",
4
4
  "description": "Vibe-coding-first web game engine SDK — JSON-driven scenes on three.js",
5
5
  "keywords": [
6
6
  "game-engine",
@@ -2350,6 +2350,10 @@
2350
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  "type": "number",
2351
2351
  "default": 0.01
2352
2352
  },
2353
+ "stepHeight": {
2354
+ "type": "number",
2355
+ "default": 0.35
2356
+ },
2353
2357
  "mouseLook": {
2354
2358
  "type": "boolean",
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2359
  "default": true
@@ -3423,6 +3427,9 @@
3423
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  "damping": {
3424
3428
  "type": "number",
3425
3429
  "default": 5
3430
+ },
3431
+ "collide": {
3432
+ "default": null
3426
3433
  }
3427
3434
  },
3428
3435
  "additionalProperties": false
@@ -3577,6 +3584,9 @@
3577
3584
  "damping": {
3578
3585
  "type": "number",
3579
3586
  "default": 5
3587
+ },
3588
+ "collide": {
3589
+ "default": null
3580
3590
  }
3581
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  },
3582
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  "additionalProperties": false
@@ -5670,6 +5680,15 @@
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  "minItems": 3,
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  "maxItems": 3,
5672
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  "default": [0, 0, 0]
5683
+ },
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+ "angularVelocity": {
5685
+ "type": "array",
5686
+ "items": {
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+ "type": "number"
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+ },
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+ "minItems": 3,
5690
+ "maxItems": 3,
5691
+ "default": [0, 0, 0]
5673
5692
  }
5674
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  },
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  "additionalProperties": false
@@ -7661,7 +7680,7 @@
7661
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  },
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  "focusable": {
7663
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  "type": "boolean",
7664
- "default": false
7683
+ "default": true
7665
7684
  },
7666
7685
  "draggable": {
7667
7686
  "type": "boolean",
@@ -41,8 +41,14 @@ const game = await createGame3D({
41
41
  scene: sceneJson, // cloned internally — no cast, no structuredClone
42
42
  pointer: true, // pointer-look + lock-on-click (FPS pattern); default off
43
43
  // behaviors: { ... }, // registered for you (hot-replace tolerant)
44
+ // settings: { namespace: 'my-game' }, // ← if anything else Incanto is
45
+ // served from this domain. Volume, language and the quality tier persist
46
+ // under `incanto:<namespace>:`, and the default is shared by everyone: a
47
+ // neighbouring game's player can boot yours at quarter resolution, muted.
44
48
  });
45
49
  // game.engine / game.scene / game.renderer / game.physics
50
+ // `game.scene` is the LIVE scene, not the one you booted with — it follows every
51
+ // swap, including `flow.restart()`. `game.sourceJson` is the authored JSON.
46
52
  // game.dispose() — ONE call tears everything down (SPA unmount)
47
53
  ```
48
54
 
@@ -629,3 +635,16 @@ or empty, and nothing throws.
629
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  headless bot sessions and reports what could not be reached, which wires never
630
636
  fired, and whether anything in the level can hurt the player. See
631
637
  `incanto-playtesting.md`.
638
+
639
+
640
+ ### `findFloatingProps` throws rather than reporting a clean scene it never read
641
+
642
+ It answers "which props hover above the terrain", and it needs the scene to LOAD
643
+ and a `Terrain3D` to measure against. It used to return `[]` for both failures —
644
+ so a scene that would not load, a scene with no terrain and a genuinely clean
645
+ scene all printed the same green.
646
+
647
+ It stubs unregistered behaviors (it measures geometry, not logic; a scene with
648
+ any custom behavior used to read as clean — measured 0 floating before
649
+ `registerBehavior`, 26 after) and throws when it cannot measure. A level built
650
+ from mesh floors has no terrain height to read: use a physics raycast instead.
@@ -44,7 +44,11 @@ The `scenes` button opens the project as a tree, not a list of paths:
44
44
  panel — so `⏎` loads something without arrowing first.
45
45
  - Each row carries **when it was last written and how big it is**, which is usually
46
46
  how you recognise the file you were just in.
47
- - **create** makes a new scene at the path in the box — left empty it uses the
47
+ - **create** makes a new scene at the path in the box — **matching the project**:
48
+ a 3D game gets `dimension: "3d"` with a `Node3D` root, a 2D game gets 2D, read
49
+ from the scenes already on disk. It used to hardcode 2D for everyone, and node
50
+ types are immutable by design, so a 3D author's new scene could only be deleted
51
+ and re-made by hand — left empty it uses the
48
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  placeholder, which tracks the folder you are standing in, so a scene lands beside
49
53
  its siblings rather than at the project root. Parent dirs are created.
50
54
  - Loading another scene while you have unsaved EDITS asks first, and the answer
@@ -799,7 +799,7 @@ hue reads grey.
799
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  | `sunDirection` | `[0.5, 0.8, 0.3]` | TOWARD the sun, for the specular glint — match the scene's key light (non-zero, load-time check) |
800
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  | `sunColor` | `"#fff5d6"` | glint/sheen tint |
801
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  | `sunIntensity` | `1` | glint/sheen strength (≥ 0; 0 = off) |
802
- | `detailStrength` | `0.3` | animated detail-normal strength (≥ 0; 0 = vertex normals only) |
802
+ | `detailStrength` | `0.26` | animated detail-normal strength (≥ 0; 0 = vertex normals only) |
803
803
  | `absorption` | `0.15` | Beer's-law constant per meter of water depth (≥ 0; lower = clearer/wider turquoise band; red absorbs ~3× faster than blue under the hood) |
804
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  | `refraction` | `true` | screen-space refraction of the submerged scene |
805
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  | `preset` | `"custom"` | **THE one-choice water type** (0.16.0): `ocean` \| `pool` \| `lake` \| `pond` bundles every wave/color/clarity/caustics knob into a hand-tuned sea state. A preset value applies ONLY where a prop still sits at its schema default — pick the type, then override any detail prop and your value wins. ocean = traveling swell + whitecaps + wide turquoise→deep absorption · pool = near-flat crystal water + strong above-water caustics · lake = calm high-reflectivity mirror, green-teal murk · pond = still, mossy, opaque quickly. `custom` (default) changes nothing |
@@ -1074,7 +1074,7 @@ underneath decides everything else.
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  | `opacity` | `0.85` | upper bound on the body's opacity |
1075
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  | `foam` | `1` | whitewater dial — 0 = a glassy canal, 2 = raging |
1076
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  | `ripples` | `1` | surface-detail dial (ripple relief + glitter) |
1077
- | `terrain` | `''` | drape target path; empty = auto-find the first Terrain3D (a wrong path fails at load) |
1077
+ | `terrain` | `""` | drape target path; empty = auto-find the first Terrain3D (a wrong path fails at load) |
1078
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  | `carve` | `true` | cut the bed. The river trenches its own channel into the terrain it drapes on — see below |
1079
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  | `flowForce` | `1` | how hard the current sweeps bodies downstream (0 = visual only) |
1080
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  | `spray` | `1` | mist at the foot of every drop the course turns out to contain — the node finds them and hangs a Particles3D plume on each (0 = off) |
@@ -111,7 +111,7 @@ what breaks one that forgets the other half:
111
111
 
112
112
  ```json
113
113
  { "signal": "died", "from": "Player", "to": "Score", "handler": "loseLife" },
114
- { "signal": "lifeLost", "from": "Score", "to": "Player", "handler": "revive" }
114
+ { "signal": "lifeLost", "from": "Score", "to": "Player", "handler": "reviveFull" }
115
115
  ```
116
116
 
117
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  Without the second wire the player is a walking corpse after the first death —
@@ -516,6 +516,59 @@ is a far worse failure than one running when it was meant to sleep.
516
516
 
517
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  From TypeScript it is the same switch: `this.getNode('../Hunt').behavior.enable()`.
518
518
 
519
+ ## FaceTarget
520
+
521
+ Turn toward the nearest thing in a group and say when you are pointed at it —
522
+ turrets, sentry guns, security cameras, an NPC that watches you walk past.
523
+
524
+ `Chase` finds the nearest target and turns toward it, and then MOVES, which is
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+ the one thing a turret must not do; `Patrol`/`Chase`'s `facePath` only turns as
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+ a side effect of locomotion, so a stationary node could not use it. A tower
527
+ defense built before this hand-wrote acquisition and the aim gate.
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+
529
+ | Prop | Default | Meaning |
530
+ |---|---|---|
531
+ | `targetGroup` | `""` | group to acquire from — nearest live member wins (required) |
532
+ | `range` | `0` | only acquire within this distance (0 = anywhere) |
533
+ | `facePath` | `""` | node to TURN (usually a skin); empty turns its own node |
534
+ | `turnSpeed` | `6` | turn rate rad/s; 100 is an instant snap |
535
+ | `aimTolerance` | `6` | degrees of slop that still counts as pointed at it |
536
+
537
+ Signals: `acquired(node)` · `lostTarget` · **`aimed`** · `lostAim`
538
+
539
+ ```jsonc
540
+ { "name": "Turret", "type": "Node3D",
541
+ "script": { "name": "FaceTarget",
542
+ "props": { "targetGroup": "enemy", "range": 12, "facePath": "../Barrel" } } }
543
+ ```
544
+
545
+ **`aimed` is the useful one.** "Only fire while actually pointed at it" becomes a
546
+ wire instead of an angle comparison every caller repeats and one caller forgets.
547
+ `onTarget` and `target` are readable from TypeScript for the rest.
548
+
549
+ ## Currency
550
+
551
+ Money you can spend. `ScoreKeeper` is a SCORE — it counts up, it has no spend,
552
+ no affordability question, and its counter already drives the win condition, so
553
+ every shop, build mode, upgrade tree and economy game wrote its own wallet.
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+
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+ | Prop | Default | Meaning |
556
+ |---|---|---|
557
+ | `amount` | `0` | what you start with |
558
+ | `max` | `0` | ceiling (0 = none) |
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+
560
+ Signals: `changed(amount)` · `earned(gain)` · `spent(cost)` · **`refused(cost)`**
561
+ Methods: `spend(cost) -> boolean` · `earn(gain)` · `canAfford(cost)` · `setAmount(n)`
562
+
563
+ ```ts
564
+ if (!wallet.spend(TOWER_COST)) return; // `refused` already fired for the HUD
565
+ placeTower(pad);
566
+ ```
567
+
568
+ `spend` returns whether it went through and emits `refused` when it did not, so
569
+ "you cannot afford that" is one wire to a banner. It saves through `serialize()`
570
+ like `Health` and `ScoreKeeper`.
571
+
519
572
  ## Wander
520
573
 
521
574
  Seeded random roaming inside a circle around the spawn point — idle critters,
@@ -768,8 +821,35 @@ Signals: `waveStarted(index)` · `waveCleared(index)` · `allCleared`
768
821
  ## Projectile
769
822
 
770
823
  Straight-line, constant-velocity motion — bullets, arrows, thrown rocks. Pure
771
- MOVEMENT by design: **compose** it with `DamageOnContact` (deal damage), `Lifetime`
772
- (auto-despawn) and an Area collider on the SAME node — don't conflate them.
824
+ MOVEMENT by design: **compose** it with `DamageOnContact` (deal damage) and
825
+ `Lifetime` (auto-despawn) — don't conflate them. A node carries ONE script, so
826
+ those go on CHILD nodes and each one sets **`freeParent: true`** so it frees the
827
+ BULLET rather than itself. Copy this:
828
+
829
+ ```jsonc
830
+ { "name": "Bullet", "type": "Node3D",
831
+ "script": { "name": "Projectile", "props": { "speed": 30 } },
832
+ "children": [
833
+ { "name": "Hit", "type": "Area3D",
834
+ "props": { "collider": { "shape": "sphere", "radius": 0.2 } },
835
+ "script": { "name": "DamageOnContact",
836
+ "props": { "amount": 10, "targetGroup": "enemy",
837
+ "destroySelf": true, "freeParent": true } } },
838
+ { "name": "Life", "type": "Node3D",
839
+ "script": { "name": "Lifetime", "props": { "seconds": 2, "freeParent": true } } }
840
+ ] }
841
+ ```
842
+
843
+ **Without `freeParent` the bullet never dies.** Both behaviors used to free only
844
+ their own node, so the hitbox and the timer removed THEMSELVES and the bullet
845
+ flew on forever — one leaked node per shot, damaging exactly once, with no error.
846
+ Measured on a tower defense built from the published package:
847
+
848
+ ```
849
+ t=0.58 bullet z=2.92 | Dmg child: alive | Life child: gone | foe hp: 100
850
+ t=1.18 bullet z=5.92 | Dmg child: gone | Life child: gone | foe hp: 90
851
+ t=2.88 bullet z=14.42 | (both gone) | foe hp: 90 <- still flying
852
+ ```
773
853
  `direction` is a vector OR `'forward'` (from the node `rotation`); it's a
774
854
  union-typed prop so its default is `null` (= `'forward'`).
775
855
 
@@ -792,10 +872,9 @@ as a gun that simply never hits anything.) In 2D `rotation` is a scalar and
792
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  { "name": "Bullet", "type": "Area2D", "props": { "rotation": 0 },
793
873
  "script": { "name": "Projectile", "props": { "speed": 600, "direction": "forward" } } }
794
874
  ```
795
- > Compose: add `DamageOnContact` and `Lifetime` to make it actually hurt and
796
- > despawn. One node carries one script, so attach `Projectile` here and wire the
797
- > others onto sibling/child Area nodes (or use a Spawner that clones a fully-built
798
- > bullet template).
875
+ > Compose: add `DamageOnContact` and `Lifetime` on CHILD nodes, both with
876
+ > `freeParent: true`, as shown above — or use a Spawner that clones a
877
+ > fully-built bullet template.
799
878
 
800
879
  ---
801
880
 
@@ -183,7 +183,20 @@ support" was not something a JSON scene could express at all.
183
183
  ```
184
184
 
185
185
  Arrow keys / d-pad move the focus between the **focusable** widgets under that
186
- layer, `Enter` / `A` activates, and the focused one wears a ring.
186
+ layer — and only the ones the player can actually SEE: a hidden widget hides
187
+ everything under it, and a hidden layer has no ring at all. (Until 0.67 the walk
188
+ recursed into closed panels, so Enter on a title screen could press a button in
189
+ the shop and spend the gold.) `hud.focusables()` returns the ring, so a game can
190
+ ask what it is stuck with.
191
+
192
+ A **`UiDialogue` takes focus while it is up**: Enter/A picks the highlighted
193
+ choice, left/right move between them, and a line with no choices advances. Its
194
+ choices are DOM buttons inside the widget rather than nodes, so this is the
195
+ widget's own key handling — before 0.67 a choice could only be answered with a
196
+ mouse, and `charsPerSecond: 0` rendered no buttons at all, which was an
197
+ unanswerable soft-lock.
198
+
199
+ `Enter` / `A` activates, and the focused one wears a ring.
187
200
  `UiButton`/`UiSlider`/`UiToggle`/`UiSelect` are focusable by default;
188
201
  `UiText`/`UiBar`/`UiImage`/`UiPanel` are not, so arrowing never lands on a label.
189
202
 
@@ -378,3 +378,17 @@ Kernel constraints (agent8 platform facts — don't fight them):
378
378
  client transport swap (for a normal single-client game, just omit `{transport}`;
379
379
  a split-screen demo like arena-preview also drops its local-only scaffolding) PLUS
380
380
  deploying `server/` (the "Going live on agent8" section above) — not literally one line.
381
+
382
+
383
+ ## The `agrees` rung runs YOUR server
384
+
385
+ `incanto-multiplay` loads `server/src/server.ts` (or `--server FILE`) and runs
386
+ the match against it. It did not until 0.67: every match ran on a bare loopback
387
+ kernel with no remote functions, so `roomState` came back `{}` instead of
388
+ `{"matchMs": 5983.3}`, a `manager.call('claimRelic')` threw
389
+ `Loopback kernel has no remote function 'claimRelic'`, and the report still said
390
+ `ok=true errors=0 problems=[]`. Moving `server/src/server.ts` out of the tree
391
+ changed nothing — a ✓ that could not have been a ✗.
392
+
393
+ If your server cannot be loaded the run REFUSES rather than quietly measuring a
394
+ game without its own rules.
@@ -290,6 +290,7 @@ Signals: `movementStateChanged(state)`
290
290
  | `airControl` | `0.2` | number |
291
291
  | `fallGravity` | `2.5` | number |
292
292
  | `floatHeight` | `0.01` | number |
293
+ | `stepHeight` | `0.35` | number |
293
294
  | `mouseLook` | `true` | boolean |
294
295
  | `zoomMin` | `0` | number |
295
296
  | `zoomMax` | `0` | number |
@@ -446,6 +447,7 @@ Signals: `movementStateChanged(state)`
446
447
  | `length` | `0` | number |
447
448
  | `stiffness` | `50` | number |
448
449
  | `damping` | `5` | number |
450
+ | `collide` | `null` | null |
449
451
 
450
452
  ## `Joint3D` — `incanto/3d`
451
453
 
@@ -466,6 +468,7 @@ Signals: `movementStateChanged(state)`
466
468
  | `length` | `0` | number |
467
469
  | `stiffness` | `50` | number |
468
470
  | `damping` | `5` | number |
471
+ | `collide` | `null` | null |
469
472
 
470
473
  ## `Label` — `incanto/2d`
471
474
 
@@ -760,6 +763,7 @@ Signals: `triggerEnter(other)` · `triggerExit(other)`
760
763
  | `friction` | `0.5` | number |
761
764
  | `restitution` | `0` | number |
762
765
  | `linearVelocity` | `[0,0,0]` | array |
766
+ | `angularVelocity` | `[0,0,0]` | array |
763
767
 
764
768
  Signals: `triggerEnter(other)` · `triggerExit(other)`
765
769
 
@@ -1035,7 +1039,7 @@ Signals: `dragStarted` · `dragCancelled` · `droppedOn` · `dropped` · `presse
1035
1039
  |---|---|---|
1036
1040
  | `anchor` | `"bottom"` | one of: `topLeft` `top` `topRight` `left` `center` `right` `bottomLeft` `bottom` `bottomRight` |
1037
1041
  | `visible` | `true` | boolean |
1038
- | `focusable` | `false` | boolean |
1042
+ | `focusable` | `true` | boolean |
1039
1043
  | `draggable` | `false` | boolean |
1040
1044
  | `dropTarget` | `false` | boolean |
1041
1045
  | `charsPerSecond` | `40` | number |
@@ -1327,6 +1331,7 @@ wire their signals through scene `connections`. Full guide: `incanto-gameplay-be
1327
1331
 
1328
1332
  | Prop | Default | Kind |
1329
1333
  |---|---|---|
1334
+ | `enabled` | `true` | boolean |
1330
1335
  | `water` | `""` | node path |
1331
1336
  | `draft` | `0.35` | number |
1332
1337
  | `stiffness` | `3` | number |
@@ -1342,17 +1347,21 @@ Signals: `submerged` · `surfaced`
1342
1347
 
1343
1348
  | Prop | Default | Kind |
1344
1349
  |---|---|---|
1350
+ | `enabled` | `true` | boolean |
1345
1351
  | `falloff` | `0.28` | number |
1346
1352
 
1347
1353
  ### `Chase`
1348
1354
 
1349
1355
  | Prop | Default | Kind |
1350
1356
  |---|---|---|
1357
+ | `enabled` | `true` | boolean |
1351
1358
  | `target` | `""` | node path |
1352
1359
  | `speed` | `60` | number |
1353
1360
  | `stopRange` | `0` | number |
1354
1361
  | `loseRange` | `0` | number |
1355
1362
  | `moveParent` | `false` | boolean |
1363
+ | `facePath` | `""` | node path |
1364
+ | `turnSpeed` | `100` | number |
1356
1365
 
1357
1366
  Signals: `reachedTarget` · `lostTarget`
1358
1367
 
@@ -1360,9 +1369,9 @@ Signals: `reachedTarget` · `lostTarget`
1360
1369
 
1361
1370
  | Prop | Default | Kind |
1362
1371
  |---|---|---|
1372
+ | `enabled` | `true` | boolean |
1363
1373
  | `button` | `0` | number |
1364
1374
  | `maxDistance` | `0` | number |
1365
- | `enabled` | `true` | boolean |
1366
1375
 
1367
1376
  Signals: `clicked` · `hovered` · `unhovered`
1368
1377
 
@@ -1370,19 +1379,32 @@ Signals: `clicked` · `hovered` · `unhovered`
1370
1379
 
1371
1380
  | Prop | Default | Kind |
1372
1381
  |---|---|---|
1382
+ | `enabled` | `true` | boolean |
1373
1383
  | `group` | `"player"` | string |
1374
1384
 
1375
1385
  Signals: `totalChanged(total)`
1376
1386
 
1387
+ ### `Currency`
1388
+
1389
+ | Prop | Default | Kind |
1390
+ |---|---|---|
1391
+ | `enabled` | `true` | boolean |
1392
+ | `amount` | `0` | number |
1393
+ | `max` | `0` | number |
1394
+
1395
+ Signals: `changed` · `earned` · `spent` · `refused`
1396
+
1377
1397
  ### `DamageOnContact`
1378
1398
 
1379
1399
  | Prop | Default | Kind |
1380
1400
  |---|---|---|
1401
+ | `enabled` | `true` | boolean |
1381
1402
  | `amount` | `10` | number |
1382
1403
  | `targetGroup` | `""` | string |
1383
1404
  | `oncePerTarget` | `true` | boolean |
1384
1405
  | `repeatEvery` | `0` | number |
1385
1406
  | `destroySelf` | `false` | boolean |
1407
+ | `freeParent` | `false` | boolean |
1386
1408
 
1387
1409
  Signals: `dealtDamage(amount, target)`
1388
1410
 
@@ -1390,6 +1412,7 @@ Signals: `dealtDamage(amount, target)`
1390
1412
 
1391
1413
  | Prop | Default | Kind |
1392
1414
  |---|---|---|
1415
+ | `enabled` | `true` | boolean |
1393
1416
  | `daySeconds` | `240` | number |
1394
1417
  | `startHour` | `10` | number |
1395
1418
  | `maxSunElevationDeg` | `55` | number |
@@ -1398,10 +1421,24 @@ Signals: `dealtDamage(amount, target)`
1398
1421
 
1399
1422
  Signals: `dayPhaseChanged`
1400
1423
 
1424
+ ### `FaceTarget`
1425
+
1426
+ | Prop | Default | Kind |
1427
+ |---|---|---|
1428
+ | `enabled` | `true` | boolean |
1429
+ | `targetGroup` | `""` | string |
1430
+ | `range` | `0` | number |
1431
+ | `facePath` | `""` | node path |
1432
+ | `turnSpeed` | `6` | number |
1433
+ | `aimTolerance` | `6` | number |
1434
+
1435
+ Signals: `acquired` · `lostTarget` · `aimed` · `lostAim`
1436
+
1401
1437
  ### `FloatAway`
1402
1438
 
1403
1439
  | Prop | Default | Kind |
1404
1440
  |---|---|---|
1441
+ | `enabled` | `true` | boolean |
1405
1442
  | `rise` | `1` | number |
1406
1443
  | `seconds` | `0.7` | number |
1407
1444
  | `hold` | `0.3` | number |
@@ -1412,6 +1449,7 @@ Signals: `dayPhaseChanged`
1412
1449
 
1413
1450
  | Prop | Default | Kind |
1414
1451
  |---|---|---|
1452
+ | `enabled` | `true` | boolean |
1415
1453
  | `target` | `""` | node path |
1416
1454
  | `offset` | `[]` | array |
1417
1455
  | `smoothing` | `0` | number |
@@ -1421,6 +1459,7 @@ Signals: `dayPhaseChanged`
1421
1459
 
1422
1460
  | Prop | Default | Kind |
1423
1461
  |---|---|---|
1462
+ | `enabled` | `true` | boolean |
1424
1463
  | `restartAction` | `"restart"` | string |
1425
1464
  | `pauseAction` | `"pause"` | string |
1426
1465
  | `freezeOnEnd` | `true` | boolean |
@@ -1433,6 +1472,7 @@ Signals: `flowChanged`
1433
1472
 
1434
1473
  | Prop | Default | Kind |
1435
1474
  |---|---|---|
1475
+ | `enabled` | `true` | boolean |
1436
1476
  | `max` | `100` | number |
1437
1477
  | `regenPerSec` | `0` | number |
1438
1478
  | `invulnerableFor` | `0` | number |
@@ -1444,6 +1484,7 @@ Signals: `damaged(amount, current)` · `healed(amount, current)` · `died` · `r
1444
1484
 
1445
1485
  | Prop | Default | Kind |
1446
1486
  |---|---|---|
1487
+ | `enabled` | `true` | boolean |
1447
1488
  | `action` | `"interact"` | string |
1448
1489
  | `range` | `2` | number |
1449
1490
  | `actorGroup` | `"player"` | string |
@@ -1454,8 +1495,10 @@ Signals: `interacted(actor)`
1454
1495
 
1455
1496
  | Prop | Default | Kind |
1456
1497
  |---|---|---|
1498
+ | `enabled` | `true` | boolean |
1457
1499
  | `seconds` | `1` | number |
1458
1500
  | `startOnSignal` | `false` | boolean |
1501
+ | `freeParent` | `false` | boolean |
1459
1502
 
1460
1503
  Signals: `expired`
1461
1504
 
@@ -1463,6 +1506,7 @@ Signals: `expired`
1463
1506
 
1464
1507
  | Prop | Default | Kind |
1465
1508
  |---|---|---|
1509
+ | `enabled` | `true` | boolean |
1466
1510
  | `to` | `[]` | array |
1467
1511
  | `duration` | `1` | number |
1468
1512
  | `ease` | `"easeInOut"` | one of: `linear` `easeIn` `easeOut` `easeInOut` |
@@ -1474,6 +1518,7 @@ Signals: `arrived`
1474
1518
 
1475
1519
  | Prop | Default | Kind |
1476
1520
  |---|---|---|
1521
+ | `enabled` | `true` | boolean |
1477
1522
  | `axis` | `"y"` | one of: `x` `y` `z` |
1478
1523
  | `amplitude` | `1` | number |
1479
1524
  | `frequency` | `1` | number |
@@ -1483,6 +1528,7 @@ Signals: `arrived`
1483
1528
 
1484
1529
  | Prop | Default | Kind |
1485
1530
  |---|---|---|
1531
+ | `enabled` | `true` | boolean |
1486
1532
  | `speed` | `120` | number |
1487
1533
  | `loop` | `false` | boolean |
1488
1534
 
@@ -1492,11 +1538,15 @@ Signals: `waypointReached` · `arrived`
1492
1538
 
1493
1539
  | Prop | Default | Kind |
1494
1540
  |---|---|---|
1541
+ | `enabled` | `true` | boolean |
1495
1542
  | `points` | `[]` | array |
1496
1543
  | `speed` | `60` | number |
1497
1544
  | `loop` | `true` | boolean |
1498
1545
  | `mode` | `"loop"` | one of: `loop` `pingpong` |
1499
1546
  | `pauseAt` | `0` | number |
1547
+ | `moveParent` | `false` | boolean |
1548
+ | `facePath` | `""` | node path |
1549
+ | `turnSpeed` | `100` | number |
1500
1550
 
1501
1551
  Signals: `reachedPoint(index)`
1502
1552
 
@@ -1504,6 +1554,7 @@ Signals: `reachedPoint(index)`
1504
1554
 
1505
1555
  | Prop | Default | Kind |
1506
1556
  |---|---|---|
1557
+ | `enabled` | `true` | boolean |
1507
1558
  | `value` | `1` | number |
1508
1559
  | `kind` | `"coin"` | string |
1509
1560
  | `collectorGroup` | `"player"` | string |
@@ -1514,6 +1565,7 @@ Signals: `collected(value, other)`
1514
1565
 
1515
1566
  | Prop | Default | Kind |
1516
1567
  |---|---|---|
1568
+ | `enabled` | `true` | boolean |
1517
1569
  | `speed` | `300` | number |
1518
1570
  | `direction` | `null` | null |
1519
1571
  | `gravity` | `0` | number |
@@ -1522,6 +1574,7 @@ Signals: `collected(value, other)`
1522
1574
 
1523
1575
  | Prop | Default | Kind |
1524
1576
  |---|---|---|
1577
+ | `enabled` | `true` | boolean |
1525
1578
  | `game` | `"game"` | string |
1526
1579
  | `slot` | `"1"` | string |
1527
1580
  | `label` | `""` | string |
@@ -1535,6 +1588,7 @@ Signals: `saved` · `restored` · `noSave` · `hasSave`
1535
1588
 
1536
1589
  | Prop | Default | Kind |
1537
1590
  |---|---|---|
1591
+ | `enabled` | `true` | boolean |
1538
1592
  | `score` | `0` | number |
1539
1593
  | `lives` | `0` | number |
1540
1594
  | `scoreToWin` | `0` | number |
@@ -1545,6 +1599,7 @@ Signals: `scoreChanged(score)` · `won` · `lost` · `lifeLost(lives)`
1545
1599
 
1546
1600
  | Prop | Default | Kind |
1547
1601
  |---|---|---|
1602
+ | `enabled` | `true` | boolean |
1548
1603
  | `prefab` | `""` | node path |
1549
1604
  | `interval` | `1` | number |
1550
1605
  | `max` | `0` | number |
@@ -1558,6 +1613,7 @@ Signals: `spawned(node)` · `finished`
1558
1613
 
1559
1614
  | Prop | Default | Kind |
1560
1615
  |---|---|---|
1616
+ | `enabled` | `true` | boolean |
1561
1617
  | `speed` | `40` | number |
1562
1618
  | `radius` | `50` | number |
1563
1619
  | `changeEvery` | `2` | number |
@@ -1566,6 +1622,7 @@ Signals: `spawned(node)` · `finished`
1566
1622
 
1567
1623
  | Prop | Default | Kind |
1568
1624
  |---|---|---|
1625
+ | `enabled` | `true` | boolean |
1569
1626
  | `waves` | `[]` | array |
1570
1627
  | `autoStart` | `true` | boolean |
1571
1628
 
@@ -1575,6 +1632,7 @@ Signals: `waveStarted(index)` · `waveCleared(index)` · `allCleared`
1575
1632
 
1576
1633
  | Prop | Default | Kind |
1577
1634
  |---|---|---|
1635
+ | `enabled` | `true` | boolean |
1578
1636
  | `aggroTarget` | `""` | node path |
1579
1637
  | `aggroRange` | `12` | number |
1580
1638
  | `deAggroRange` | `0` | number |
@@ -289,3 +289,38 @@ Set `maxFps` to 30 and confirm `fps` settles near 30 — if it settles near 20,
289
289
  is slower than the cap and the cap is not what is limiting it.
290
290
 
291
291
  See `incanto-verifying-your-game.md` for the full loop.
292
+
293
+
294
+ ## Identical meshes share their GPU objects
295
+
296
+ `MeshInstance3D` used to make a private geometry AND material per node, even
297
+ when byte-identical. Measured at 3,200 units — all runs at the same 3,209 draw
298
+ calls, 1,741,932 triangles and an identical screenshot:
299
+
300
+ ```
301
+ per-node geometry + material 31.0 ms wall (renderMs 27.3)
302
+ share one geometry 27.0 ms
303
+ + share two materials 15.4 ms <- 2x the headroom
304
+ ```
305
+
306
+ 13.1 ms of that cliff was GPU state churn from per-node objects. Nodes now share
307
+ one geometry per (mesh, size) and one material per distinct `material` dict, and
308
+ a node whose look changes gets its own again. **Nothing to do — it is the
309
+ default.** The consequence to know: mutate node PROPS, never the three.js
310
+ material you fished out of a node, because it may not be only yours.
311
+
312
+ This does not replace `InstancedMesh3D`. A field of identical props is still one
313
+ node and one draw call there (12,800 units, 11 draw calls, 2.30 ms); sharing
314
+ helps the one-node-per-thing path, which is what a hand-authored level is.
315
+
316
+ ## The quality tier only ever takes away
317
+
318
+ `high` no longer mentions `bloom` or `post` at all, because mentioning them
319
+ CREATED them: on a scene that declared neither, `high` and `medium` both
320
+ rendered a five-pass frame at 3.3 ms where `low` rendered one pass at 1.24 ms —
321
+ 62% of the frame on a chain the game never asked for, and
322
+ `engine.scene.environment.bloom` read back `{strength: 0.8, threshold: 1}`.
323
+
324
+ A tier is also REVERSIBLE now: it is applied against the scene FILE rather than
325
+ against whatever the last tier left behind, so `low` → `high` restores exactly
326
+ what you authored instead of leaving it stripped.