oriverse-engine 0.1.2 → 0.1.3

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@@ -1,7 +1,7 @@
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  >>>>>>>>>>>>
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  Weave World Description Language Documentation
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- Version:29Jul26-18:08-41702
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+ Version:29Jul26-23:56-13158
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  >>>>>>>>>>>>
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  <weave_language>
@@ -264,7 +264,7 @@ event OnTuneChanged {
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  - RandomNumber/RandomPosition* are deterministic (seeded per tick + calling object + call index, so repeated or cross-object same-tick calls draw fresh values); inside player input events (key/mouse/action) all Random* calls are seeded by that input edge instead, so the predicted result matches the final one. RandomChancePercent outside input events returns false during client prediction, so there use it only for delay-tolerant side effects (e.g. drops), not moment-to-moment combat.
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  - Don't rely on cross-object event ordering (OnSpawned order across objects is unspecified).
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  - Lobby/session APIs:
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- - AdvertiseLobbySession/ListLobbySessionsForProject/JoinLobbySession are relay lobby discovery helpers for menus; sessions match only worlds with identical content (both sides run the same saved version).
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+ - AdvertiseLobbySession()/ListLobbySessions()/JoinLobbySession are relay lobby discovery for menus; identity is automatic - sessions match only peers running this project with identical content (same saved version). LobbySessionStage(i) says which stage each session is on.
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  - They do NOT create gameplay replication endpoints or change sim authority; once joined, the same shared deterministic simulation model applies.
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  - Lobby UI lists real joined players via GetAllPlayers(); never simulate joins with a local counter/button.
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  - AI players (bots): var bot = SpawnAIPlayer("Rival") spawns a real PlayerObject: '#class player' code + OnSpawned run for it, it appears in GetAllPlayers(), has physics/animations, but no user/camera/UI. The Name arg becomes the bot's object name and its GetPlayerName().
@@ -1350,14 +1350,10 @@ SetSunColor(Color: Vector) // Default: (1, 1, 1) white
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  SetSunColor(R: Number, G: Number, B: Number)
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  SetFogColor(Color: Vector)
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  SetFogColor(R: Number, G: Number, B: Number)
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- LoadWorldFile(File: Text) // First File arg must be a direct string literal so packaging/oripak dependency scan and project game_id detection can see it.
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- LoadWorldFileWithInputs(File: Text, Input1: Number, Input2: Number) // First File arg must be a direct string literal so packaging/oripak dependency scan and project game_id detection can see it.
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  LoadWorldTransferClear()
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  LoadWorldTransferPush(Value: Number)
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  LoadWorldTransferCount() -> Number
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  LoadWorldTransferGet(Index: Number) -> Number
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- GetWorldInput1() -> Number
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- GetWorldInput2() -> Number
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  GetVignetteStrength() -> Number
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  GetVignetteRadius() -> Number
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  GetVignetteSoftness() -> Number
@@ -1368,15 +1364,17 @@ PersistSetNumber(Player: Object, Key: Text, Value: Number)
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  PersistAddNumber(Player: Object, Key: Text, Delta: Number)
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  RefreshStaticBaseline() // Call once at the end of heavy static-scene init; non-moving objects then skip per-frame display CPU (a later manipulation opts that object out).
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  RestartGame()
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- AdvertiseLobbySession(Project: Text) // Advertise this relay as a joinable lobby session for Project (this project/world's file name); not a gameplay replication/server-authority API.
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+ AdvertiseLobbySession() // Advertise this relay as a joinable lobby session for the running project; not a gameplay replication/server-authority API.
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  StopAdvertisingLobbySession() // Stop advertising this relay lobby session.
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- ListLobbySessionsForProject(Project: Text) // Request discoverable relay lobby sessions for Project (this project/world's file name). Sessions match by a game id hashed from world content, so only content-identical worlds are found. Results update LobbySession* getters and fire OnLobbySessionListUpdated.
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+ ListLobbySessions() // Request discoverable lobby sessions of the running project (identity automatic, exact content version). Results update LobbySession* getters and fire OnLobbySessionListUpdated; state 2 with 0 sessions = nobody hosts this exact version.
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  JoinLobbySession(RelayPubkey: Text) // Join a discovered relay lobby session by LobbySessionRelayPubkey; deterministic shared sim still applies after joining.
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- LobbySessionCount() -> Number // Number of discovered relay lobby sessions from the latest ListLobbySessionsForProject result.
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+ LobbySessionCount() -> Number // Number of discovered relay lobby sessions from the latest ListLobbySessions result.
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  LobbySessionRelayPubkey(Index: Number) -> Text // Relay pubkey for a discovered lobby session; pass to JoinLobbySession.
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  LobbySessionConnectId(Index: Number) -> Text // Debug/connect id for a discovered relay lobby session; usually not needed for gameplay code.
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  LobbySessionDisplayName(Index: Number) -> Text // Human display name for a discovered relay lobby session.
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- LobbySessionRefreshState() -> Number // Latest lobby-session list state: 0 idle, 1 pending, 2 ok, 3 error (reason in the desktop client log, e.g. unresolvable LoadWorldFile deps).
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+ LobbySessionRefreshState() -> Number // Latest list state: 0 idle, 1 pending, 2 ok, 3 error (read LobbySessionErrorText).
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+ LobbySessionStage(Index: Number) -> Text // #stage name a discovered session is currently on (empty for stageless projects); show or filter it in the session browser.
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+ LobbySessionErrorText() -> Text // Reason for state 3 (empty otherwise), e.g. relay unreachable or no loaded world.
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  AnyBasicType.NearestPlayerNonSpectator() -> Object
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  SetSsrRoughnessFade(StartRoughness: Number, EndRoughness: Number) // Default: 0.68, 0.7
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  SetSsrRayFade(NearFadePower: Number, FarFadePower: Number) // Default: 0.08, 0.8
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "oriverse-engine",
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- "version": "0.1.2",
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+ "version": "0.1.3",
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  "description": "Prebuilt Oriverse engine bundle (WebGPU wasm + js glue) for serverless single-player games authored as one game.html with inline Weave source. Compiled engine only - contains no source code.",
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  "license": "SEE LICENSE IN LICENSE.md",
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  "files": [