pixelkiln 0.82.0 → 0.83.0

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package/docs/AGENTS.md CHANGED
@@ -59,8 +59,10 @@ state transitions, and output placement.
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  ## Providers, PixelLab MCP, and PixelKiln
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  The [official PixelLab MCP server](https://github.com/pixellab-code/pixellab-mcp)
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- gives an agent direct PixelLab creation tools. It is complementary to PixelKiln,
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- not a replacement:
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+ gives an agent direct PixelLab creation tools, plus `pixelart_workbench` for
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+ linting, scoring, shading, and repairing art that already exists (MCP-only;
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+ see [Set up PixelLab](./PIXELLAB.md)). It is complementary to PixelKiln, not a
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+ replacement:
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  | Layer | Responsibility |
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  |---|---|
@@ -181,9 +181,10 @@ biped on `mannequin`, or one of the quadruped templates. A character that
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  is neither (a round robot, a slime) gets a walk from text on the v3
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  engine instead; a template on it either fails upstream (`custom`
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  template) or redraws the character as the biped it expected. PixelLab's
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- "Skeleton V3" model update markedly improved template-loop reliability;
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- where earlier guidance favored a custom v3 loop over trusting a template,
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- a named template is now the reasonable default for a body it fits.
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+ "Skeleton V3" update is the separate `skeleton-v3` mode described below, not
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+ a change to plain `template` loops: the tutorial that announced it says the
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+ original templates were not recommended for quality, and recommends the new
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+ model for the same template names.
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  An animation is one loop of one character (`animation.of`, a base or a
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  state) in one `direction`. With a `template` (PixelLab's `walk`,
package/docs/PIXELLAB.md CHANGED
@@ -146,7 +146,15 @@ comparing notes with someone using a different one:
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  is a deliberately partial surface: "the API provides everything that the
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  MCP doesn't." Good for ad hoc, conversational generation; it has no concept
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  of a project's state, a budget, or what has already been paid for.
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- Complements PixelKiln rather than competing with it.
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+ Complements PixelKiln rather than competing with it. It also carries
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+ `pixelart_workbench`, a free-for-subscribers command line for art you
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+ already have: `lint`, `score`, `inspect`, and `compare` report defects, and
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+ `shade`, `selout`, and `repair` return an improved copy under a new id.
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+ PixelLab's endpoint list has no matching REST call, so PixelKiln cannot
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+ drive it, and its subjects are account ids or image references, never file
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+ paths. Use it for a quick check or touch-up in conversation, then download
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+ the result and declare it as an asset's `source` to bring it under the
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+ manifest.
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  - **PixelLab's editor plugins for Aseprite and Pixelorama**, which bring
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  PixelLab's create/edit/inpaint/animate/interpolate/reduce-colors tools into
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  an existing pixel-art editor's own canvas and layers. Good for a human
package/docs/REVISIONS.md CHANGED
@@ -58,13 +58,18 @@ input to the provider workflow, not a cross-model quality guarantee.
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  **From the gallery** (`pixelkiln gallery --edit`): open a completed or
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  committed asset's drawer and use "+ New revision" under "Revisions from this
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- asset" to create an `image-to-image` child of it — an edit instruction, an
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- optional strength, and a new asset id are all it asks for. The button only
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+ asset" to create a child of it. On a PixelLab sprite the mode picker offers
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+ `image-to-image`, `animate`, `animate-pixminimax`, `reduce-colors`, and
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+ `correct-pixelart`; on a PixelLab frame set (or a character's directions) it
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+ offers `edit-animation`, `reduce-colors`, and `correct-pixelart`, which take
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+ the whole set. Other providers get `image-to-image`. The form asks only for
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+ the new asset id, the instruction or motion, and the mode's own options
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+ (strength, frames, fps, colours, dithering). The button only
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  appears once the parent has usable pixels (committed `source`, a current
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  downloaded generation, or a current approved quality output); the plan still
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  reports `blocked` with the real reason if that turns out wrong once the asset
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- exists. `inpaint` needs a mask upload the gallery does not offer yet, so it
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- still has to be added by hand.
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+ exists. `inpaint` needs a mask upload and `interpolate` an ending keyframe, and
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+ the gallery offers neither, so those still have to be added by hand.
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  "+ Skeleton animation", beside it on a single PixelLab sprite, creates an
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  `animate-skeleton` child instead. The poses come from a keypoints file already
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "pixelkiln",
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- "version": "0.82.0",
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+ "version": "0.83.0",
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  "description": "Manifest-driven pixel-art generation, review, recovery, and packaging with deterministic provenance.",
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  "type": "module",
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  "sideEffects": false,
@@ -332,14 +332,17 @@ held-item character, skip the template and write a custom v3 loop with an
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  explicit prompt naming the held item and the motion (e.g. "knight holding a
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  sword, walking loop") instead of expecting the template to carry it.
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- PixelLab's own tutorials describe a recent quality jump for named templates
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- ("Skeleton V3"): the same idle/walking/running/full-sprint-style templates
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- existed before, but PixelLab did not recommend relying on them because
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- result quality was inconsistent; with the updated model backing them, it now
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- does — "the movement is much more usable... much more stable." Prefer a
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- named template over a custom v3 loop by default for a body it fits, rather
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- than defaulting to a custom loop out of habit; the held-item caveat above is
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- the one case that still argues for skipping the template.
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+ PixelLab's own tutorials announce "Skeleton V3" as the quality jump for named
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+ templates, and that is the `skeleton-v3` mode above, not a change to plain
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+ `template`: the tutorial says the original templates were not recommended
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+ for quality, and the new model is — "the movement is much more usable...
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+ much more stable." For a body the skeleton fits, prefer `skeleton-v3` over
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+ both a plain template and a custom v3 loop when the account is Tier 1+ and
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+ 2 to 4 generations a direction is acceptable; plain `template` stays the
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+ 1-generation option at its earlier quality. The held-item caveat above was
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+ written about plain templates, and whether `skeleton-v3` shares it is
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+ unmeasured. PixelLab has announced a further Skeleton V3 revision, so recheck
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+ `animate_character`'s tool schema before assuming today's behaviour.
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  A pose-only `state` edit (a walk mid-step, a hurt pose) can turn the
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  character sideways or away from the camera by default, even on a prompt that
@@ -81,16 +81,19 @@ Read this reference when an asset declares `revision`.
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  changed input must stop the run before provider work begins.
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  - In candidate review, compare the source beside every output. Reject
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  silhouette or layout drift before post-processing.
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- - `pixelkiln gallery --edit` can create an `image-to-image` revision directly
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- from a parent's drawer ("+ New revision" under "Revisions from this
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- asset"), once the parent has usable pixels. On a single PixelLab sprite,
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- "+ Skeleton animation" creates an `animate-skeleton` revision: poses from a
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- project file, pasted JSON, or "Estimate poses" (one confirmed, un-budgeted
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- PixelLab call), edited in a drag-to-edit pose editor over the sprite,
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- written into the project on save. "Edit poses" on an existing
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- `animate-skeleton` record reopens the editor on its keypoints file. It does not offer `inpaint` (needs a mask upload), `outpaint`,
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- `reduce-colors`, `correct-pixelart`, `animate`, `animate-pixminimax`,
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- `interpolate`, or `edit-animation` yet, so add those by hand.
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+ - `pixelkiln gallery --edit` can create a revision directly from a parent's
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+ drawer ("+ New revision" under "Revisions from this asset"), once the parent
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+ has usable pixels: on a PixelLab sprite `image-to-image`, `animate`,
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+ `animate-pixminimax`, `reduce-colors`, or `correct-pixelart`; on a PixelLab
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+ frame set (or a character's directions) `edit-animation`, `reduce-colors`,
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+ or `correct-pixelart`; on other providers `image-to-image`. On a single
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+ PixelLab sprite, "+ Skeleton animation" creates an `animate-skeleton`
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+ revision: poses from a project file, pasted JSON, or "Estimate poses" (one
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+ confirmed, un-budgeted PixelLab call), edited in a drag-to-edit pose editor
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+ over the sprite, written into the project on save. "Edit poses" on an
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+ existing `animate-skeleton` record reopens the editor on its keypoints file.
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+ It does not offer `inpaint` (needs a mask upload), `outpaint`, or
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+ `interpolate` (needs an ending keyframe), so add those by hand.
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  - Before an outside image becomes a `styleImages` or `reference` path,
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  suggest `pixelkiln unzoom --from <file>`: upscaled pixel art (every art
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  pixel a block of screen pixels) degrades every reference-taking PixelLab