mustflow 2.117.1 → 2.118.0

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Files changed (36) hide show
  1. package/README.md +1 -0
  2. package/dist/cli/commands/run/args.js +5 -0
  3. package/dist/cli/commands/run/execution.js +7 -6
  4. package/dist/cli/commands/run/preview.js +6 -5
  5. package/dist/cli/commands/run/receipt.js +1 -0
  6. package/dist/cli/commands/run.js +2 -1
  7. package/dist/cli/commands/workspace.js +216 -81
  8. package/dist/cli/i18n/en.js +1 -0
  9. package/dist/cli/i18n/es.js +1 -0
  10. package/dist/cli/i18n/fr.js +1 -0
  11. package/dist/cli/i18n/hi.js +1 -0
  12. package/dist/cli/i18n/ko.js +1 -0
  13. package/dist/cli/i18n/zh.js +1 -0
  14. package/dist/cli/lib/manifest-lock.js +10 -1
  15. package/dist/cli/lib/repo-map.js +5 -0
  16. package/dist/cli/lib/run-context.js +136 -0
  17. package/dist/cli/lib/run-root-trust.js +22 -15
  18. package/dist/cli/lib/validation/index.js +8 -0
  19. package/dist/core/config-loading.js +107 -14
  20. package/dist/core/run-receipt.js +1 -0
  21. package/dist/core/workspace-command-authority.js +98 -0
  22. package/package.json +1 -1
  23. package/schemas/run-receipt.schema.json +10 -0
  24. package/schemas/workspace-command-catalog.schema.json +3 -0
  25. package/schemas/workspace-command-fragments.schema.json +2 -0
  26. package/schemas/workspace-status.schema.json +4 -1
  27. package/schemas/workspace-verification-plan.schema.json +3 -0
  28. package/templates/default/common/.mustflow/config/mustflow.toml +2 -0
  29. package/templates/default/i18n.toml +7 -1
  30. package/templates/default/locales/en/.mustflow/skills/INDEX.md +2 -1
  31. package/templates/default/locales/en/.mustflow/skills/ai-game-asset-production/SKILL.md +209 -0
  32. package/templates/default/locales/en/.mustflow/skills/ai-game-asset-production/references/asset-contract-validation.md +106 -0
  33. package/templates/default/locales/en/.mustflow/skills/ai-game-asset-production/references/raster-alpha-atlas-checklist.md +109 -0
  34. package/templates/default/locales/en/.mustflow/skills/ai-game-asset-production/references/tile-animation-checklist.md +98 -0
  35. package/templates/default/locales/en/.mustflow/skills/routes.toml +6 -0
  36. package/templates/default/manifest.toml +6 -1
@@ -0,0 +1,98 @@
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+ # Tile, Background, Object, and Animation Checklist
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+
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+ Use this checklist when assets must join a shared world or form a stable animation instead of merely
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+ looking related in isolation.
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+
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+ ## Tile and background continuity
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+
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+ - Contract tile size, pixels per unit, projection, world-axis screen directions, horizon or ground
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+ line, light vector, outline, palette, detail frequency, edge-lock width, and shadow policy.
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+ - Generate a new object inside a representative scene or from locked geometry and lighting guides,
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+ then extract the deliverable. A transparent isolated generation has no evidence that it belongs to
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+ the world's scale or contact plane.
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+ - For two large images, establish one shared seam band and outpaint away from it. Do not generate both
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+ sides independently and expect prompt wording to repair incompatible geometry.
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+ - For repeatable textures, offset opposite edges into the center, repair the crossed seam, restore the
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+ image, and inspect a repeated grid including all corner meetings.
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+ - Define terrain topology and masks before surface generation. Edge or corner codes, legal neighbor
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+ sets, and transition masks belong to code or data; the generator supplies material appearance.
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+ - Separate base materials, transition masks, and decorative overlays so a palette or material change
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+ does not require regenerating every transition tile.
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+ - Compare low-frequency value masses and high-frequency detail density separately. Matching average
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+ color cannot repair incompatible feature scale.
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+ - Generate parallax layers independently with common horizon and vanishing-point constraints, enough
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+ hidden overlap for the full camera range, and low-information cut boundaries.
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+ - Test same-tile repeats, every valid worst neighbor, randomized maps, multiple zooms, filters,
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+ mipmaps, packing, and compression in the actual renderer.
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+
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+ ## Object contact and world ownership
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+
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+ - Keep long cast shadows out of reusable object color unless the game is fully baked to one lighting
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+ contract. Separate contact shadow, cast-shadow mask, occluder, emissive, normal, and depth layers as
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+ needed.
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+ - Use terrain-specific contact patches such as grass overlap, soil roots, snow compression, or water
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+ ripple instead of regenerating the full object for every surface.
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+ - Align by semantic world anchors such as ground center, feet, wheel contact, hinge, grip, muzzle, or
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+ center of mass. Alpha-bounds center is not a stable pivot for hats, weapons, tails, or asymmetric
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+ effects.
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+ - Keep movement collision, hurtbox, hitbox, interaction region, projectile blocker, navigation
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+ footprint, z-sort point, and occluder as separate gameplay roles. Decorative alpha is a skin, not a
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+ universal collider generator.
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+
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+ ## Character identity and directional sets
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+
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+ - Approve a reference package containing front, side, back, representative action, palette, body
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+ landmarks, equipment handedness, smallest-size render, and neutral root position.
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+ - Generate each frame from the approved package and pose or geometry guide, not from only the previous
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+ generated frame. Assemble the sheet after frame validation.
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+ - For four- or eight-direction sets, keep camera and body measurements common while explicitly
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+ tracking left/right equipment, text, scars, asymmetrical costume, lighting, and weapon attachment.
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+ Mirror only components whose contract permits mirroring.
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+ - Track joints, parent-child relationships, nominal bone lengths, joint ranges, silhouette landmarks,
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+ and allowed deformable regions. Report occluded or low-confidence landmarks instead of fabricating
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+ a precise skeleton measurement.
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+
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+ ## Motion construction
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+
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+ - Build locomotion from meaningful phases such as contact, down, passing, up, and flight where
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+ applicable. More evenly spaced frames do not fix a missing weight transfer.
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+ - During support contact, compare the planted foot in world coordinates after root motion. Measure
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+ support-foot drift separately from intentional body translation.
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+ - Assign durations by action: anticipation, pre-impact hold, impact, follow-through, overshoot, and
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+ recovery often need unequal time. Store duration per frame instead of assuming a uniform sheet FPS.
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+ - Track hands, feet, head, center of mass, weapon tip, and other action points along expected arcs.
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+ Uniform straight interpolation between poses is not motion evidence.
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+ - Attach a weapon through a grip anchor and local weapon coordinate system; track wrist rotation,
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+ weapon length, tip path, and hit event separately from generated hand pixels.
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+ - Define squash, stretch, overshoot, and follow-through limits per body region. Preserve identity by
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+ fixing regions whose proportions or equipment geometry must not change.
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+
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+ ## Loop and gameplay metadata
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+
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+ - Compare the last-to-first boundary for root position, joint rotation, silhouette, color, motion
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+ direction, velocity, and acceleration. Do not duplicate the first frame at the end merely to hide
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+ the boundary.
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+ - Preserve original frame size, trim rectangle, sprite-source position, pivot, sockets, ground
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+ contact, frame duration, loop range, event frames, hitbox, hurtbox, attack shape, and collision
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+ profile in the atlas or adjacent metadata.
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+ - Keep movement collider and root hurtbox stable across frames unless gameplay explicitly changes
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+ them. Drive attacks, invulnerability, sounds, particles, and movement impulses from named events,
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+ not from guessed image differences.
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+
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+ ## Automated animation evidence
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+
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+ Measure at the target display scale and in world space where applicable:
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+
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+ - silhouette area, height, and centroid variation;
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+ - root, pivot, ground-contact, and socket drift;
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+ - joint position, bone length, joint-range, handedness, and equipment-attachment violations;
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+ - support-foot world drift during planted intervals;
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+ - palette or regional color drift and face or costume identity outliers;
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+ - motion-arc residual for hands, feet, center of mass, and weapon tip;
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+ - optical-flow outliers after compensating declared root motion;
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+ - last-to-first pose, velocity, and acceleration discontinuity;
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+ - metadata completeness for timing, loop, events, pivots, and gameplay shapes.
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+
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+ Automatic scores triage candidates; they do not prove anatomy, intent, copyright status, or visual
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+ quality. Review metric outliers in contact sheets and the engine scene, then accept, rework,
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+ quarantine, or reject them under the project contract.
@@ -1714,6 +1714,12 @@ route_type = "adjunct"
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  priority = 82
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  applies_to_reasons = ["ui_change", "performance_change", "behavior_change", "code_change", "web_asset_change", "security_change", "privacy_change"]
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+ [routes."ai-game-asset-production"]
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+ category = "ui_assets"
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+ route_type = "primary"
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+ priority = 86
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+ applies_to_reasons = ["ui_change", "web_asset_change", "behavior_change", "code_change", "test_change", "docs_change", "product_change", "release_risk"]
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+
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  [routes."client-bundle-pruning-review"]
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  category = "ui_assets"
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  route_type = "adjunct"
@@ -1,6 +1,6 @@
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  id = "default"
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  name = "default"
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- version = "2.117.1"
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+ version = "2.118.0"
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  description = "Minimal workflow for LLM agents to read, edit, and verify their work in a repository."
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  common_root = "common"
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  locales_root = "locales"
@@ -316,6 +316,10 @@ creates = [
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  ".mustflow/skills/visual-review-artifact/SKILL.md",
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  ".mustflow/skills/visual-review-artifact/resources.toml",
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  ".mustflow/skills/visual-review-artifact/assets/review-template.html",
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+ ".mustflow/skills/ai-game-asset-production/SKILL.md",
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+ ".mustflow/skills/ai-game-asset-production/references/asset-contract-validation.md",
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+ ".mustflow/skills/ai-game-asset-production/references/raster-alpha-atlas-checklist.md",
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+ ".mustflow/skills/ai-game-asset-production/references/tile-animation-checklist.md",
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  ".mustflow/skills/web-asset-optimization/SKILL.md",
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  ".mustflow/docs/agent-workflow.md",
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  ".mustflow/config/mustflow.toml",
@@ -1465,6 +1469,7 @@ product = [
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  "vertical-slice-tdd",
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  "ui-quality-gate",
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  "visual-review-artifact",
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+ "ai-game-asset-production",
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  "web-asset-optimization",
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  ]
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  library = [