summer-engine 3.8.0 → 4.0.0
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.
- package/.claude-plugin/marketplace.json +2 -13
- package/.claude-plugin/plugin.json +23 -22
- package/.codex-plugin/plugin.json +4 -12
- package/.cursor-plugin/plugin.json +4 -12
- package/.factory-plugin/plugin.json +4 -12
- package/AGENTS.md +19 -12
- package/CHANGELOG.md +96 -0
- package/GEMINI.md +3 -3
- package/README.md +103 -33
- package/assets/icon.png +0 -0
- package/commands/start.md +71 -0
- package/commands/summer.md +3 -2
- package/dist/cli/banner.js +3 -0
- package/dist/cli/commands/login.d.ts +27 -0
- package/dist/cli/commands/login.js +58 -12
- package/dist/cli/commands/ops.d.ts +47 -0
- package/dist/cli/commands/ops.js +301 -0
- package/dist/cli/commands/setup.d.ts +2 -0
- package/dist/cli/commands/setup.js +37 -12
- package/dist/cli/commands/skills.js +11 -7
- package/dist/cli/index.js +7 -0
- package/dist/core/agent-host.d.ts +65 -0
- package/dist/core/agent-host.js +193 -0
- package/dist/core/capabilities/agent-playbook.d.ts +3 -0
- package/dist/core/capabilities/agent-playbook.js +54 -2
- package/dist/core/capabilities/apps.d.ts +25 -2
- package/dist/core/capabilities/apps.js +25 -12
- package/dist/core/capabilities/doctor.d.ts +3 -0
- package/dist/core/capabilities/doctor.js +20 -15
- package/dist/core/capabilities/fabricate-mesh.d.ts +2 -2
- package/dist/core/capabilities/game-task-plan.d.ts +12 -6
- package/dist/core/capabilities/game-task-plan.js +80 -5
- package/dist/core/capabilities/motion-generation.js +2 -2
- package/dist/core/capabilities/navigation/open.d.ts +6 -2
- package/dist/core/capabilities/navigation/open.js +3 -0
- package/dist/core/capabilities/publish-build.js +2 -0
- package/dist/core/capabilities/runtime-control.d.ts +4 -4
- package/dist/core/capabilities/scene-script-target.d.ts +17 -0
- package/dist/core/capabilities/scene-script-target.js +70 -0
- package/dist/core/capabilities/sfx-choices.d.ts +4 -0
- package/dist/core/capabilities/sfx-choices.js +13 -6
- package/dist/core/capabilities/tool-dispatch.d.ts +12 -3
- package/dist/core/capabilities/tool-dispatch.js +81 -46
- package/dist/core/embeddings.d.ts +2 -0
- package/dist/core/embeddings.js +1 -1
- package/dist/core/error-codes.d.ts +62 -0
- package/dist/core/error-codes.js +97 -0
- package/dist/core/format.d.ts +2 -0
- package/dist/core/format.js +2 -1
- package/dist/core/hosted-mcp.d.ts +22 -0
- package/dist/core/hosted-mcp.js +56 -1
- package/dist/core/library-read.js +5 -0
- package/dist/core/library-search.js +2 -1
- package/dist/core/oauth.js +4 -0
- package/dist/core/ops/catalog.d.ts +41 -0
- package/dist/core/ops/catalog.js +145 -0
- package/dist/core/ops/cloud.d.ts +56 -0
- package/dist/core/ops/cloud.js +175 -0
- package/dist/core/ops/contract.d.ts +119 -0
- package/dist/core/ops/contract.js +142 -0
- package/dist/core/ops/engine-answer.d.ts +25 -0
- package/dist/core/ops/engine-answer.js +117 -0
- package/dist/core/ops/engine.d.ts +55 -0
- package/dist/core/ops/engine.js +649 -0
- package/dist/core/ops/save-files.d.ts +78 -0
- package/dist/core/ops/save-files.js +419 -0
- package/dist/core/ops/search.d.ts +9 -0
- package/dist/core/ops/search.js +55 -0
- package/dist/core/skills-registry.d.ts +16 -1
- package/dist/core/skills-registry.js +35 -2
- package/dist/core/telemetry.d.ts +32 -0
- package/dist/core/telemetry.js +38 -10
- package/dist/core/tool-profiles.d.ts +25 -0
- package/dist/core/tool-profiles.js +41 -0
- package/dist/installer/agent-config.d.ts +17 -4
- package/dist/installer/agent-config.js +22 -6
- package/dist/installer/agent-table.d.ts +3 -0
- package/dist/installer/agent-table.js +10 -7
- package/dist/installer/setup.d.ts +2 -0
- package/dist/installer/setup.js +9 -4
- package/dist/installer/version-check.d.ts +29 -9
- package/dist/installer/version-check.js +81 -28
- package/dist/mcp/command.js +7 -0
- package/dist/mcp/hosted-mount.d.ts +27 -2
- package/dist/mcp/hosted-mount.js +53 -23
- package/dist/mcp/legacy-toolset.d.ts +27 -0
- package/dist/mcp/legacy-toolset.js +43 -0
- package/dist/mcp/ops-surface.d.ts +59 -0
- package/dist/mcp/ops-surface.js +443 -0
- package/dist/mcp/server.d.ts +35 -11
- package/dist/mcp/server.js +234 -89
- package/dist/mcp/tool-results.d.ts +26 -0
- package/dist/mcp/tool-results.js +81 -0
- package/dist/mcp/tool-surface.d.ts +65 -0
- package/dist/mcp/tool-surface.js +317 -0
- package/dist/mcp/tools/app-tools.js +9 -2
- package/dist/mcp/tools/asset-tools.js +55 -53
- package/dist/mcp/tools/audit-tools.js +21 -21
- package/dist/mcp/tools/debug-tools.js +6 -6
- package/dist/mcp/tools/fabricate-tools.js +6 -6
- package/dist/mcp/tools/generate-tools.js +76 -70
- package/dist/mcp/tools/project-tools.d.ts +9 -4
- package/dist/mcp/tools/project-tools.js +16 -10
- package/dist/mcp/tools/scene-tools.js +12 -23
- package/dist/mcp/tools/script-tools.js +9 -5
- package/dist/mcp/tools/with-engine.d.ts +6 -0
- package/dist/mcp/tools/with-engine.js +19 -0
- package/gemini-extension.json +4 -12
- package/hooks/pre-commit-doctor.sh +5 -4
- package/hooks/session-start.sh +24 -28
- package/integrations/claude-desktop/README.md +1 -1
- package/integrations/copilot-jetbrains/README.md +1 -1
- package/integrations/junie/README.md +1 -1
- package/integrations/lm-studio/README.md +1 -1
- package/integrations/trae/README.md +1 -1
- package/integrations/visual-studio/README.md +1 -1
- package/library/references/mcp-tools-reference/mcp-tools-reference.md +79 -51
- package/library/references/mcp-tools-reference/resource.yaml +1 -1
- package/library/references/product-map/resource.yaml +2 -2
- package/library/skills/3d-lighting/SKILL.md +53 -28
- package/library/skills/3d-lighting/resource.yaml +1 -1
- package/library/skills/README.md +119 -117
- package/library/skills/adaptive-music/SKILL.md +19 -23
- package/library/skills/adaptive-music/resource.yaml +1 -1
- package/library/skills/agent-playtesting/SKILL.md +1 -1
- package/library/skills/agent-playtesting/resource.yaml +1 -1
- package/library/skills/ai-characters-in-games/SKILL.md +1 -1
- package/library/skills/ai-characters-in-games/resource.yaml +1 -1
- package/library/skills/ambient-bed/SKILL.md +22 -13
- package/library/skills/ambient-bed/resource.yaml +1 -1
- package/library/skills/animated-loop/SKILL.md +41 -32
- package/library/skills/animated-loop/resource.yaml +1 -1
- package/library/skills/animation-tree/SKILL.md +1 -1
- package/library/skills/animation-tree/resource.yaml +1 -1
- package/library/skills/art-direction/SKILL.md +3 -3
- package/library/skills/art-direction/resource.yaml +1 -1
- package/library/skills/asset-strategy/SKILL.md +21 -4
- package/library/skills/asset-strategy/resource.yaml +2 -1
- package/library/skills/audio-direction/SKILL.md +10 -10
- package/library/skills/audio-direction/resource.yaml +1 -1
- package/library/skills/auto-fire-targeting/SKILL.md +1 -1
- package/library/skills/auto-fire-targeting/resource.yaml +1 -1
- package/library/skills/bounded-engine-runs/SKILL.md +1 -1
- package/library/skills/bounded-engine-runs/resource.yaml +1 -1
- package/library/skills/brainstorm-game/SKILL.md +1 -1
- package/library/skills/brainstorm-game/resource.yaml +1 -1
- package/library/skills/brainstorming/SKILL.md +1 -1
- package/library/skills/brainstorming/resource.yaml +1 -1
- package/library/skills/browse-templates/SKILL.md +1 -1
- package/library/skills/browse-templates/resource.yaml +1 -1
- package/library/skills/camera-rigs/SKILL.md +2 -2
- package/library/skills/camera-rigs/resource.yaml +1 -1
- package/library/skills/celeste-momentum-platforming/resource.yaml +1 -0
- package/library/skills/character-animation-wiring/SKILL.md +4 -4
- package/library/skills/character-animation-wiring/resource.yaml +1 -1
- package/library/skills/character-model/SKILL.md +55 -47
- package/library/skills/character-model/resource.yaml +1 -1
- package/library/skills/character-movement/SKILL.md +3 -3
- package/library/skills/character-movement/resource.yaml +1 -1
- package/library/skills/character-portrait/SKILL.md +24 -19
- package/library/skills/character-portrait/resource.yaml +1 -1
- package/library/skills/cinematic-cutscene/SKILL.md +58 -46
- package/library/skills/cinematic-cutscene/resource.yaml +1 -1
- package/library/skills/combat-basics/SKILL.md +1 -1
- package/library/skills/combat-basics/resource.yaml +1 -1
- package/library/skills/compatibility-renderer-traps/SKILL.md +1 -1
- package/library/skills/compatibility-renderer-traps/resource.yaml +1 -1
- package/library/skills/concept-art/SKILL.md +16 -12
- package/library/skills/concept-art/resource.yaml +1 -1
- package/library/skills/concept-to-level/SKILL.md +239 -0
- package/library/skills/concept-to-level/references/technical-rules.md +150 -0
- package/library/skills/concept-to-level/resource.yaml +44 -0
- package/library/skills/create-asset-sheet/SKILL.md +19 -13
- package/library/skills/create-asset-sheet/resource.yaml +1 -1
- package/library/skills/debug/SKILL.md +2 -2
- package/library/skills/debug/resource.yaml +1 -1
- package/library/skills/debugging-game-feel/SKILL.md +1 -1
- package/library/skills/debugging-game-feel/resource.yaml +1 -1
- package/library/skills/design-level/SKILL.md +23 -35
- package/library/skills/design-level/resource.yaml +1 -1
- package/library/skills/design-mechanic/SKILL.md +1 -1
- package/library/skills/design-mechanic/resource.yaml +1 -1
- package/library/skills/design-npc/SKILL.md +22 -24
- package/library/skills/design-npc/resource.yaml +1 -1
- package/library/skills/diagnosing-perf-regressions/SKILL.md +1 -1
- package/library/skills/diagnosing-perf-regressions/resource.yaml +1 -1
- package/library/skills/driving-the-editor-ui/SKILL.md +1 -1
- package/library/skills/driving-the-editor-ui/resource.yaml +1 -1
- package/library/skills/environment-kit/SKILL.md +20 -16
- package/library/skills/environment-kit/resource.yaml +1 -1
- package/library/skills/export-and-ship/SKILL.md +6 -6
- package/library/skills/export-and-ship/resource.yaml +1 -1
- package/library/skills/fabricating-assets/SKILL.md +7 -7
- package/library/skills/fabricating-assets/resource.yaml +3 -3
- package/library/skills/facial-and-lipsync/SKILL.md +14 -15
- package/library/skills/facial-and-lipsync/resource.yaml +1 -1
- package/library/skills/fps-controller/SKILL.md +33 -41
- package/library/skills/fps-controller/resource.yaml +1 -1
- package/library/skills/game-feel/SKILL.md +8 -8
- package/library/skills/game-feel/resource.yaml +1 -1
- package/library/skills/gameskill/SKILL.md +4 -4
- package/library/skills/gameskill/resource.yaml +1 -1
- package/library/skills/gdscript-patterns/SKILL.md +1 -1
- package/library/skills/gdscript-patterns/resource.yaml +1 -1
- package/library/skills/generate-motion/SKILL.md +30 -21
- package/library/skills/generate-motion/resource.yaml +1 -1
- package/library/skills/godogen-visual-proof-game-generation/SKILL.md +1 -1
- package/library/skills/godogen-visual-proof-game-generation/resource.yaml +1 -0
- package/library/skills/grow-analytics/SKILL.md +3 -3
- package/library/skills/grow-analytics/resource.yaml +1 -1
- package/library/skills/headless-scripting/SKILL.md +1 -1
- package/library/skills/headless-scripting/resource.yaml +1 -1
- package/library/skills/in-game-purchases/SKILL.md +1 -1
- package/library/skills/in-game-purchases/resource.yaml +1 -1
- package/library/skills/instantiate-asset-pack/SKILL.md +2 -2
- package/library/skills/instantiate-asset-pack/resource.yaml +1 -1
- package/library/skills/lumera-single-image-scene-reconstruction/resource.yaml +1 -0
- package/library/skills/make-game/SKILL.md +4 -4
- package/library/skills/make-game/references/2d-platformer.md +1 -1
- package/library/skills/make-game/references/3d-fps.md +1 -1
- package/library/skills/make-game/references/3d-horror.md +1 -1
- package/library/skills/make-game/references/3d-third-person.md +2 -2
- package/library/skills/make-game/resource.yaml +1 -1
- package/library/skills/multiplayer/SKILL.md +1 -1
- package/library/skills/multiplayer/resource.yaml +1 -1
- package/library/skills/multiplayer-movement/SKILL.md +1 -1
- package/library/skills/multiplayer-movement/resource.yaml +1 -1
- package/library/skills/multiplayer-project/SKILL.md +1 -1
- package/library/skills/multiplayer-project/resource.yaml +1 -1
- package/library/skills/multiplayer-publish/SKILL.md +8 -7
- package/library/skills/multiplayer-publish/resource.yaml +3 -3
- package/library/skills/multiplayer-state/SKILL.md +1 -1
- package/library/skills/multiplayer-state/resource.yaml +1 -1
- package/library/skills/multiplayer-testing/SKILL.md +1 -1
- package/library/skills/multiplayer-testing/resource.yaml +1 -1
- package/library/skills/music-track/SKILL.md +22 -13
- package/library/skills/music-track/resource.yaml +1 -1
- package/library/skills/navigate-summer/SKILL.md +11 -9
- package/library/skills/navigate-summer/resource.yaml +1 -1
- package/library/skills/new-project/SKILL.md +1 -1
- package/library/skills/new-project/resource.yaml +1 -1
- package/library/skills/organic-model/SKILL.md +24 -18
- package/library/skills/organic-model/resource.yaml +1 -1
- package/library/skills/pixel-art/SKILL.md +27 -23
- package/library/skills/pixel-art/resource.yaml +1 -1
- package/library/skills/play/SKILL.md +1 -1
- package/library/skills/play/resource.yaml +1 -1
- package/library/skills/playtesting-a-feature/SKILL.md +1 -1
- package/library/skills/playtesting-a-feature/resource.yaml +1 -1
- package/library/skills/procedural-animation/SKILL.md +20 -16
- package/library/skills/procedural-animation/resource.yaml +1 -1
- package/library/skills/prop-model/SKILL.md +25 -19
- package/library/skills/prop-model/resource.yaml +1 -1
- package/library/skills/psx-retro-rendering/resource.yaml +1 -0
- package/library/skills/publish-your-game/SKILL.md +16 -6
- package/library/skills/publish-your-game/resource.yaml +3 -3
- package/library/skills/realtime-wet-surfaces/resource.yaml +1 -0
- package/library/skills/release-readiness/SKILL.md +1 -1
- package/library/skills/release-readiness/resource.yaml +1 -1
- package/library/skills/remote-deploy/SKILL.md +1 -1
- package/library/skills/remote-deploy/resource.yaml +1 -1
- package/library/skills/retarget/SKILL.md +23 -20
- package/library/skills/retarget/resource.yaml +1 -1
- package/library/skills/running-in-the-cloud/SKILL.md +1 -1
- package/library/skills/running-in-the-cloud/resource.yaml +1 -1
- package/library/skills/save-load/SKILL.md +1 -1
- package/library/skills/save-load/resource.yaml +1 -1
- package/library/skills/scene-composition/SKILL.md +1 -1
- package/library/skills/scene-composition/resource.yaml +1 -1
- package/library/skills/scene-hierarchy-design/SKILL.md +2 -2
- package/library/skills/scene-hierarchy-design/resource.yaml +1 -1
- package/library/skills/scene-scripting/SKILL.md +66 -636
- package/library/skills/scene-scripting/references/ctx-api.md +184 -0
- package/library/skills/scene-scripting/references/recipes-2d-ui.md +193 -0
- package/library/skills/scene-scripting/references/recipes-3d.md +280 -0
- package/library/skills/scene-scripting/resource.yaml +4 -4
- package/library/skills/scene-to-level/SKILL.md +2 -2
- package/library/skills/scene-to-level/resource.yaml +1 -1
- package/library/skills/skill-create/resource.yaml +1 -0
- package/library/skills/skill-improve/resource.yaml +1 -0
- package/library/skills/skill-test/SKILL.md +2 -2
- package/library/skills/skill-test/resource.yaml +1 -0
- package/library/skills/skintokens-auto-rigging/resource.yaml +1 -0
- package/library/skills/skybox-panorama/SKILL.md +27 -21
- package/library/skills/skybox-panorama/resource.yaml +1 -1
- package/library/skills/sound-effect/SKILL.md +29 -20
- package/library/skills/sound-effect/resource.yaml +1 -1
- package/library/skills/spatial-placement/SKILL.md +14 -9
- package/library/skills/spatial-placement/resource.yaml +1 -1
- package/library/skills/sprite-sheet/SKILL.md +32 -27
- package/library/skills/sprite-sheet/resource.yaml +1 -1
- package/library/skills/store-art/SKILL.md +3 -3
- package/library/skills/store-art/resource.yaml +2 -2
- package/library/skills/store-listing/SKILL.md +3 -3
- package/library/skills/store-listing/resource.yaml +2 -2
- package/library/skills/summer-analytics/SKILL.md +7 -5
- package/library/skills/summer-analytics/resource.yaml +2 -2
- package/library/skills/summer-apps/SKILL.md +48 -32
- package/library/skills/summer-apps/manifest.md +1 -1
- package/library/skills/summer-apps/minimal-app.md +7 -7
- package/library/skills/summer-apps/resource.yaml +1 -1
- package/library/skills/summer-apps/sdk-reference.md +5 -5
- package/library/skills/summer-apps-design/SKILL.md +1 -1
- package/library/skills/summer-apps-design/resource.yaml +1 -1
- package/library/skills/summer-assets/SKILL.md +56 -0
- package/library/skills/summer-assets/resource.yaml +34 -0
- package/library/skills/summer-store/SKILL.md +1 -1
- package/library/skills/text-to-motion/SKILL.md +30 -23
- package/library/skills/text-to-motion/prompts-and-controls.md +5 -5
- package/library/skills/text-to-motion/resource.yaml +1 -1
- package/library/skills/text-to-motion/rigging-for-text-motion.md +2 -2
- package/library/skills/tileable-texture/SKILL.md +19 -15
- package/library/skills/tileable-texture/resource.yaml +1 -1
- package/library/skills/trailer-shot/SKILL.md +28 -24
- package/library/skills/trailer-shot/resource.yaml +1 -1
- package/library/skills/tune-performance/SKILL.md +6 -6
- package/library/skills/tune-performance/resource.yaml +1 -1
- package/library/skills/ui-basics/SKILL.md +41 -36
- package/library/skills/ui-basics/resource.yaml +1 -1
- package/library/skills/ui-graphics/SKILL.md +47 -38
- package/library/skills/ui-graphics/resource.yaml +1 -1
- package/library/skills/use-widget-asset/SKILL.md +1 -1
- package/library/skills/use-widget-asset/resource.yaml +1 -1
- package/library/skills/using-summer/SKILL.md +6 -5
- package/library/skills/using-summer/resource.yaml +1 -1
- package/library/skills/vehicle-model/SKILL.md +65 -57
- package/library/skills/vehicle-model/resource.yaml +1 -1
- package/library/skills/verification-before-completion/SKILL.md +1 -1
- package/library/skills/verification-before-completion/resource.yaml +1 -1
- package/library/skills/verifying-scenes/SKILL.md +2 -2
- package/library/skills/verifying-scenes/resource.yaml +1 -1
- package/library/skills/vfx-dissolve/SKILL.md +2 -2
- package/library/skills/vfx-dissolve/resource.yaml +1 -1
- package/library/skills/vfx-fire/SKILL.md +15 -41
- package/library/skills/vfx-fire/resource.yaml +1 -1
- package/library/skills/vfx-hit-spark/SKILL.md +1 -1
- package/library/skills/vfx-hit-spark/resource.yaml +1 -1
- package/library/skills/vfx-lightning/SKILL.md +7 -16
- package/library/skills/vfx-lightning/resource.yaml +1 -1
- package/library/skills/vfx-magic-glow/SKILL.md +23 -32
- package/library/skills/vfx-magic-glow/resource.yaml +1 -1
- package/library/skills/vfx-muzzle-flash/SKILL.md +20 -35
- package/library/skills/vfx-muzzle-flash/resource.yaml +1 -1
- package/library/skills/vfx-smoke/SKILL.md +13 -31
- package/library/skills/vfx-smoke/resource.yaml +1 -1
- package/library/skills/vfx-water-ripple/SKILL.md +12 -31
- package/library/skills/vfx-water-ripple/resource.yaml +1 -1
- package/library/skills/voice-line/SKILL.md +71 -40
- package/library/skills/voice-line/resource.yaml +1 -1
- package/library/skills/web-and-touch-input/SKILL.md +1 -1
- package/library/skills/web-and-touch-input/resource.yaml +1 -1
- package/library/skills/web-compatibility-look/SKILL.md +1 -1
- package/library/skills/web-compatibility-look/resource.yaml +1 -1
- package/library/skills/world-building-3d/SKILL.md +1 -1
- package/library/skills/world-building-3d/resource.yaml +1 -1
- package/library/skills/writing-skills/resource.yaml +1 -0
- package/library/tools/add-node/GUIDE.md +14 -0
- package/library/tools/align-distribute-3d/GUIDE.md +7 -0
- package/library/tools/app-call/resource.yaml +1 -1
- package/library/tools/app-guide/resource.yaml +2 -2
- package/library/tools/app-page/resource.yaml +1 -1
- package/library/tools/app-screenshot/resource.yaml +19 -1
- package/library/tools/app-tools/resource.yaml +1 -1
- package/library/tools/attach-to-surface/GUIDE.md +15 -0
- package/library/tools/batch/GUIDE.md +27 -0
- package/library/tools/camera-bookmark/GUIDE.md +12 -0
- package/library/tools/capture-gameplay/GUIDE.md +3 -0
- package/library/tools/capture-gameplay/resource.yaml +3 -3
- package/library/tools/check-job/resource.yaml +1 -1
- package/library/tools/clear-console/GUIDE.md +3 -0
- package/library/tools/connect-ports/GUIDE.md +9 -0
- package/library/tools/connect-signal/GUIDE.md +14 -0
- package/library/tools/create-debug-report/GUIDE.md +10 -0
- package/library/tools/create-scene/GUIDE.md +10 -0
- package/library/tools/debug-views/GUIDE.md +7 -0
- package/library/tools/enable-plugin/GUIDE.md +3 -0
- package/library/tools/export-game/GUIDE.md +3 -0
- package/library/tools/export-game/resource.yaml +3 -3
- package/library/tools/export-templates/GUIDE.md +3 -0
- package/library/tools/fabricate-3d/GUIDE.md +19 -0
- package/library/tools/frame-nodes/GUIDE.md +9 -0
- package/library/tools/frame-shot/GUIDE.md +9 -0
- package/library/tools/game-control/GUIDE.md +9 -0
- package/library/tools/game-input/GUIDE.md +9 -0
- package/library/tools/game-probe/GUIDE.md +9 -0
- package/library/tools/generate-3d/resource.yaml +3 -3
- package/library/tools/generate-motion/resource.yaml +2 -2
- package/library/tools/get-console/GUIDE.md +9 -0
- package/library/tools/get-console/resource.yaml +5 -0
- package/library/tools/get-debugger-errors/GUIDE.md +7 -0
- package/library/tools/get-debugger-errors/resource.yaml +5 -0
- package/library/tools/get-debugger-warnings/GUIDE.md +7 -0
- package/library/tools/get-debugger-warnings/resource.yaml +5 -0
- package/library/tools/get-diagnostics/GUIDE.md +13 -0
- package/library/tools/get-project-context/GUIDE.md +25 -0
- package/library/tools/get-runtime-tree/GUIDE.md +7 -0
- package/library/tools/get-runtime-tree/resource.yaml +5 -0
- package/library/tools/get-scene-tree/GUIDE.md +11 -0
- package/library/tools/get-scene-tree/resource.yaml +5 -0
- package/library/tools/get-script-errors/GUIDE.md +5 -0
- package/library/tools/grep/GUIDE.md +11 -0
- package/library/tools/import-asset/GUIDE.md +8 -0
- package/library/tools/import-asset-by-id/GUIDE.md +12 -0
- package/library/tools/import-from-url/GUIDE.md +10 -0
- package/library/tools/import-from-url-batch/GUIDE.md +3 -0
- package/library/tools/import-hdri/GUIDE.md +16 -0
- package/library/tools/input-map-bind/GUIDE.md +11 -0
- package/library/tools/inspect-asset/GUIDE.md +14 -0
- package/library/tools/inspect-asset/resource.yaml +5 -0
- package/library/tools/inspect-node/GUIDE.md +11 -0
- package/library/tools/inspect-node/resource.yaml +5 -0
- package/library/tools/inspect-resource/GUIDE.md +7 -0
- package/library/tools/inspect-resource/resource.yaml +5 -0
- package/library/tools/inspect-runtime-node/GUIDE.md +7 -0
- package/library/tools/inspect-runtime-node/resource.yaml +5 -0
- package/library/tools/instantiate-scene/GUIDE.md +12 -0
- package/library/tools/is-running/GUIDE.md +3 -0
- package/library/tools/measure/GUIDE.md +8 -0
- package/library/tools/navigation-probe/GUIDE.md +9 -0
- package/library/tools/open/resource.yaml +2 -2
- package/library/tools/open-main-scene/GUIDE.md +6 -0
- package/library/tools/open-scene/GUIDE.md +8 -0
- package/library/tools/place-adjacent/GUIDE.md +7 -0
- package/library/tools/play/GUIDE.md +13 -0
- package/library/tools/project-setting/GUIDE.md +9 -0
- package/library/tools/publish-build/resource.yaml +6 -6
- package/library/tools/raycast/GUIDE.md +7 -0
- package/library/tools/read-file/GUIDE.md +10 -0
- package/library/tools/read-library/resource.yaml +5 -0
- package/library/tools/recent-events/GUIDE.md +7 -0
- package/library/tools/remove-node/GUIDE.md +3 -0
- package/library/tools/repeat-along/GUIDE.md +5 -0
- package/library/tools/replace-node/GUIDE.md +9 -0
- package/library/tools/replace-text/GUIDE.md +5 -0
- package/library/tools/run-editor-script/GUIDE.md +16 -0
- package/library/tools/run-script/GUIDE.md +30 -0
- package/library/tools/run-script/resource.yaml +6 -3
- package/library/tools/runtime-animate/GUIDE.md +7 -0
- package/library/tools/runtime-call/GUIDE.md +7 -0
- package/library/tools/runtime-set/GUIDE.md +9 -0
- package/library/tools/runtime-spawn/GUIDE.md +9 -0
- package/library/tools/save-scene/GUIDE.md +3 -0
- package/library/tools/scene-audit/GUIDE.md +29 -0
- package/library/tools/screenshot/GUIDE.md +17 -0
- package/library/tools/select-node/GUIDE.md +3 -0
- package/library/tools/set-prop/GUIDE.md +23 -0
- package/library/tools/set-resource-property/GUIDE.md +8 -0
- package/library/tools/shot-sheet/GUIDE.md +7 -0
- package/library/tools/snap-to-surface/GUIDE.md +17 -0
- package/library/tools/snapshot-diff/GUIDE.md +7 -0
- package/library/tools/starcast/GUIDE.md +12 -0
- package/library/tools/stop/GUIDE.md +3 -0
- package/library/tools/test-placement/GUIDE.md +7 -0
- package/library/tools/ui-actions/GUIDE.md +12 -0
- package/library/tools/ui-activate/GUIDE.md +11 -0
- package/library/tools/ui-screenshot/GUIDE.md +9 -0
- package/library/tools/ui-tree/GUIDE.md +10 -0
- package/library/tools/wait-for-event/GUIDE.md +11 -0
- package/library/tools/world-snapshot/GUIDE.md +9 -0
- package/library/tools/write-file/GUIDE.md +5 -0
- package/library/tools/zoom/GUIDE.md +5 -0
- package/package.json +6 -4
- package/registry/generated/counts.json +2 -2
- package/registry/generated/gemini-extension.json +4 -12
- package/registry/generated/index.json +433 -339
- package/registry/generated/marketplace.claude.json +2 -13
- package/registry/generated/plugin.claude.json +23 -22
- package/registry/generated/plugin.codex.json +4 -12
- package/registry/generated/plugin.cursor.json +4 -12
- package/registry/generated/plugin.factory.json +4 -12
- package/registry/generated/server.json +34 -0
- package/registry/generated/skills-index.md +119 -117
- package/registry/generated/skills-registry.json +153 -115
- package/registry/operations/fixtures/invalid-deprecated-without-replacement.json +60 -0
- package/registry/operations/fixtures/invalid-name.json +60 -0
- package/registry/operations/fixtures/invalid-publish-without-owner.json +82 -0
- package/registry/operations/fixtures/invalid-spend-without-estimate.json +42 -0
- package/registry/operations/fixtures/invalid-unknown-field.json +61 -0
- package/registry/operations/fixtures/valid-player-facing.json +82 -0
- package/registry/operations/fixtures/valid-read.json +60 -0
- package/registry/operations/fixtures/valid-spend.json +43 -0
- package/registry/operations/legacy-names.json +1206 -0
- package/registry/schemas/operation.schema.json +318 -0
- package/registry/schemas/skill.schema.json +4 -0
- package/CLAUDE.md +0 -7
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# concept-to-level: technical rules in detail
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Each rule says what to do, why, and what went wrong without it. They come
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from one long 3D arena build in Summer Engine with several agents working
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on one map.
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## The live editor
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**Do not run heavy or reloading scripts in the live editor.** Recoding a
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shader, reloading a scene, or instantiating and freeing a scene that an open
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tab uses can hang the editor's main thread or crash it. We lost the editor
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twice to a clearance checker run inside it, and once more to a script that
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re-set shader code to refresh the cache ("Attempted to free invalid ID"
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spam, main thread stuck). Use the editor for small property edits and
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saves. Build meshes, bake data and run checks headless (see
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`headless-scripting`), then let the editor import the named files.
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**The editor keeps old shaders cached.** After a shader file changes on
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disk, the open editor may still draw the old version. Do not force a reload
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there; render from a fresh process instead.
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**Edit an open scene only through the live editor.** If you text-edit the
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`.tscn` on disk while it is open, the editor overwrites your change on its
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next save, or saves its stale copy over yours. The reverse also happens:
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pressing Play can save a stale open tab and resurrect deleted nodes. Close
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tabs you are not editing.
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**The editor rewrites some files on its own** (the project settings file,
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some scenes and resources it touches on load). Check `git diff` before every
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commit and stage only what you meant to change. To change one line of such a
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file, build the commit content from the last commit plus that line rather
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than staging the editor's whole rewrite.
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## Rendering previews
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**Render from a separate, short-lived engine process** that loads the map
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from disk, takes the frames, and exits. It sees the current shaders and
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meshes, cannot disturb the editor, and frees its memory when done.
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**Call `RenderingServer.force_draw()` before reading the viewport image.**
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Without it, later frames can come back identical to an earlier one when the
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window stops drawing in the background.
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**Watch for in-game UI covering the camera.** A level script may open a menu
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(class select, lobby) that hides the scene. Render the scene with that
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script disabled, or from an isolated viewport.
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**Fixed angles.** Keep a small set of saved cameras per map: overview, eye
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level from each spawn, each hero element close, from above. Reuse them so
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before and after renders are comparable.
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## Load
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One heavy process at a time across all agents (imports, Blender, headless
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runs, renders), at low priority. The machine overheating or the editor
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freezing during a demo costs more than the time saved. See
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`bounded-engine-runs` for time limits and muted runs.
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## Online constraints
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Check what the online build does to a map scene before designing effects.
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In our project the online client rebuilt the map's visuals, turned any node
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whose type contains "Particles" into a plain node, and ran no map scripts.
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Consequences:
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- Fire, sparks, smoke, motes: camera-facing mesh layers driven by shaders,
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with soft depth fades. No particle nodes.
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- Animated set pieces (a statue floating against taut chains): bake the
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motion into a vertex animation texture and play it in the vertex shader.
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Set `custom_aabb` so the moving mesh is not culled. Zero CPU.
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- Dynamic events: the server owns the state (timings, collision on or off);
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a client presenter drives the shader parameters from that state. Write the
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spec for the server with timings in ticks and the exact collision bodies.
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- Lights survive, so cheap flickering lights are fine.
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## Baked versus procedural
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Bake what only needs to loop (statue, cloth idle). Make procedural what must
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aim or react: god hands that point their beams at a moving target need an
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aim layer (look-at or two-bone IK with damped, slightly overshooting motion)
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on top of the base pose, with one API all events call.
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## Fallbacks
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the previous scene file and say how to swap back. Do not swap untested
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assets in right before a demo unless the user asks.
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## Generated and third-party assets
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Generated 3D models need cleanup: decimate to a budget, check normals and
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inside-out meshes, merge or split parts deliberately, ground them on their
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support, give every surface a real material (a chain that rendered white
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had lost its material on import). Record each in the notices file with the
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tool named and its terms marked "not confirmed" until checked.
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Every third-party texture: source page, author, licence, download date,
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what was changed. Never guess a licence.
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## Modular kits
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After every kit rebuild check: zero coplanar overlapping faces, all seams
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welded (no gaps where pieces meet), a see-through scan with rays from inside
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the play space, and the collision against the visible faces (within a few
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cm). Rebuilds can change random block tones and baked shading on pieces you
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did not mean to change: compare against the committed version and restore.
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When splitting a kit piece out (to make it removable), copy its triangles
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out of the exported files instead of regenerating it, prove the split looks
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identical, and install the new pieces and the scene that uses them together.
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Overwriting a repo piece first made parts of the live map vanish.
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## Moving things
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Moving a room or structure moves the job, not one node. Re-run or re-check
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everything placed relative to it: decals (snap to the actual surface, drop
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what no longer fits), banners and their hooks, backdrop rock under it,
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spawn markers, collision, lights. Re-measure clearances, including cloth at
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full sway against the floor below.
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## Gameplay sync
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After a collider, spawn or zone change: recompile the server's collision
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artifact, update tests that hard-code positions, run the rules tests and the
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contract check, and read their PASS lines. Spawns: centred on the axis,
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mirrored exactly between teams (an exact 180 degree turn, not 180.56),
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evenly spaced, facing the play space.
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## Render cost
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Count early and after each lane: vertices, triangles, mesh instances, draw
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calls, shadow-casting surfaces, lights (and which cast shadows), decals.
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Know the biggest offenders by group. In our map, eight decorative figures
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seen only through bars were a quarter of all triangles; the fix was a
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low-end note to hide them and a planned decimation. Typical cuts: decimate
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hidden detail, merge kit pieces into fewer draws, no shadows on small
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props, shorter sun shadow distance, half-resolution post effects.
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## Dynamic events
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- Agree the feel first: scale, speed, how long it stays, what the warning
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reveals. Big things move slowly, with anticipation and a held impact.
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- Telegraph fairly but not too precisely: a warning that draws the exact
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path is too easy to dodge.
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- Check the event never makes the play space impassable and never kills
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without warning.
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- Make what the player sees match what happens: a hole that is open in the
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collision but painted over by a glow reads as solid floor.
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- In a showcase or demo loop, reset destroyed pieces so the effect can be
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watched again.
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id: skill/concept-to-level
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kind: skill
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version: 1.0.0
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summary: Take a 3D map from concept art to a polished, shippable level, with the questions to ask the user, owned lanes, render checks and collision kept in step.
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use_when:
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- polishing a 3D map or arena from concept art to shipping quality, with real materials, props, sky and effects
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- reworking a level's theme and art while keeping its gameplay layout, with several agents working on one map
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- deciding which questions to ask the user before building or polishing a level
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do_not_use_when:
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- a quick 2D or playable scene from one reference image — skill/scene-to-level
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- designing layout, pacing and encounters on paper — skill/design-level
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- generating a single prop or kit — skill/prop-model or skill/environment-kit
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facets:
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lifecycle:
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- build
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domains:
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- level-design
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- 3d
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- world-building
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- agent-workflow
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modalities:
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- scenes
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- assets
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- shaders
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- docs
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compatibility:
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engine: ">=4.6"
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related:
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skills:
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- skill/concept-art
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- skill/art-direction
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- skill/design-level
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- skill/scene-to-level
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- skill/environment-kit
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- skill/fabricating-assets
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- skill/headless-scripting
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- skill/bounded-engine-runs
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- skill/verifying-scenes
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- skill/tune-performance
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- skill/dispatching-parallel-agents
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source: official
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license: MIT
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status: preview
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recommended: false
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@@ -1,11 +1,11 @@
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---
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name: create-asset-sheet
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description: "Generate a pack of 2D
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description: "Generate a pack of 2D assets from one prompt (tile sheet, UI kit, character pack, biome), sliced."
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license: MIT
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compatibility: [Cursor, Claude Code, Windsurf, Codex]
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category: 2d-assets
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user-invocable: true
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allowed-tools: Read Grep Glob Write Edit
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allowed-tools: Read Grep Glob Write Edit summer_assets_generate_image summer_assets_slice_sheet summer_assets_search summer_import_asset_by_id summer_import_from_url summer_import_from_url_batch summer_call
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9
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paths: ["assets/**", "art/**", "sprites/**"]
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10
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---
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@@ -42,7 +42,7 @@ Categories the classifier outputs (used to route into downstream pipelines):
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## The cleanest path: the studio wizard
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The most reliable way to run this flow is the **Create Asset Sheet** wizard in Summer Studio's guided workflows. Open it for the user with `summer open workflows` (or `
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The most reliable way to run this flow is the **Create Asset Sheet** wizard in Summer Studio's guided workflows. Open it for the user with `summer open workflows` (or `studio.open`) if they're working in the browser. The wizard:
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- Offers a 2D / 3D mode toggle (2D is the slice flow described here; 3D is a soft pointer to `concept-art` + per-asset image-to-3D for now)
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## Programmatic path (chat / agent driving the engine)
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1. **Load the exact current recipe.** Call
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`
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`summer_call({op: "docs.workflows", input: {workflowId: "asset-pack"}})`. Follow its ordered
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steps and report any `manual` handoff instead of pretending it ran.
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2. **Generate the sheet.** Call `
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2. **Generate the sheet.** Call `assets.generate_image` with a prompt like:
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```
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<theme> asset sheet: <comma-separated list of items>. Each item isolated with empty space around it, transparent or neutral background.
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```
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- Pick model by style: pixel art → `grok-imagine`, painterly / illustrative / structured grids → `gpt-image-2`.
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- 1024x1024 is the sweet spot. Larger sheets fragment in the slicer when individual assets get below ~64px.
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- Square (`aspectRatio: "1:1"`, the default, about 1024x1024) is the sweet spot. Larger sheets fragment in the slicer when individual assets get below ~64px.
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- Keep the asset list to 6–20 items per sheet. Past 20, model attention degrades and slices get muddy.
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3. **Slice, remove background, detect, name, classify, crop, and save.** Pass
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the returned image asset id to:
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```
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assets.slice_sheet({ assetId: "<generated asset id>" })
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```
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This is the same cloud slicing pipeline used by the Studio flow.
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locally.
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This is the same cloud slicing pipeline used by the Studio flow. It answers
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`slices` (each with `url`, `name`, `category`, `bbox`) and `source`; keep the
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names and categories, and do not reimplement the vision boxes locally. Slicing
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spends credits: `dryRun: true` shows how many.
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4. **Optional upscale.** The Studio wizard has per-slice HD upscale. Over MCP, for any crop where the longest side is under 256px, call `
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4. **Optional upscale.** The Studio wizard has per-slice HD upscale. Over MCP, for any crop where the longest side is under 256px, call `assets.generate_image` with the slice `url` as `referenceImageUrl` and this prompt:
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```
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Recreate this exact <name> at high resolution. Preserve every detail, the exact pose, the exact style. Sharper edges, more detail. Transparent background. Single isolated asset, no scene.
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- Don't upscale everything: each upscale is a paid generation, and large slices gain little.
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5. **Import what the game needs.**
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5. **Import what the game needs.** The slices are image URLs, not assets: import
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them with `summer_import_from_url_batch` (upscaled ones by their `assetId` with
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`summer_import_asset_by_id`). Keep the source pack in My Assets so the agent
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and the human Studio session see the same result.
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## Prompt patterns that work
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| Upscaled slice looks invented | Source was too small / too ambiguous | Don't upscale slices below ~32×32. Or accept the hallucination and edit |
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| Detection returns wrong category | Model misjudged context | User can override in the review step; not a blocker |
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## Without Summer Engine
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In a session without Summer Engine tools (the assets profile; the `summer-assets` skill has the whole loop), the studio wizard path works as written. On the programmatic path, stop after `assets.slice_sheet` and skip `summer_import_asset_by_id`: save each piece where the person asked with `assets.get` and `out` (the `summer-assets` skill says how), and tell them the paths.
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## What this skill does NOT do (yet)
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- Per-asset planning and individual generation, where each asset is generated separately at full resolution.
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id: skill/create-asset-sheet
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kind: skill
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version: 1.0.3
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summary: Generate a pack of 2D
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summary: "Generate a pack of 2D assets from one prompt (tile sheet, UI kit, character pack, biome), sliced."
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use_when:
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- generating a pack of 2D game assets from a single prompt — a tile sheet, UI kit, menu screen, character pack, or biome set
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- many matching sprites, tiles, or UI pieces are needed in one consistent style at once
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---
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name: debug
|
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description: "Disciplined bug
|
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description: "Disciplined bug, crash and error loop: script errors, console, debugger, hypothesis, fix, verify."
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license: MIT
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compatibility: [Cursor, Claude Code, Codex, Windsurf, Gemini, OpenCode]
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category: debugging
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- For GDScript edits: `Read` the 20–40 lines around the error, `Edit` the exact change. Don't read the whole file. Don't reformat. Don't rename other things.
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- For scene edits: use the appropriate `summer_*` tool (`summer_add_node`, `summer_set_prop`, `summer_replace_node`). Group multi-step changes in `summer_batch` for one undo step.
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- **Nested resource properties:** `summer_set_resource_property` works against inline `sub_resource` targets too — pass `nodePath`, `resourceProperty`, and `subProperty` (there is no dotted `"mesh.size"` form). Structural failures (`node not found`, `property is not a resource`, `resource is null`) are explicit errors; a bad value shape is not — a JSON object instead of an engine literal string, a misspelled `key`/`subProperty`, or a wrong-typed value returns `ok:true` yet silently no-ops or coerces destructively on current engines (dict → material cleared; dict → `Color(0,0,0,1)`; newer engines reject these with `unknown_property` / `bad_value_shape` / `type_mismatch`). Pass class names and `Color(...)`/`Vector3(...)` strings, and confirm the fix in the saved `.tscn` or a snapshot diff, never from `ok` alone. See
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- **Nested resource properties:** `summer_set_resource_property` works against inline `sub_resource` targets too — pass `nodePath`, `resourceProperty`, and `subProperty` (there is no dotted `"mesh.size"` form). Structural failures (`node not found`, `property is not a resource`, `resource is null`) are explicit errors; a bad value shape is not — a JSON object instead of an engine literal string, a misspelled `key`/`subProperty`, or a wrong-typed value returns `ok:true` yet silently no-ops or coerces destructively on current engines (dict → material cleared; dict → `Color(0,0,0,1)`; newer engines reject these with `unknown_property` / `bad_value_shape` / `type_mismatch`). Pass class names and `Color(...)`/`Vector3(...)` strings, and confirm the fix in the saved `.tscn` or a snapshot diff, never from `ok` alone. See `summer_docs_read` id `reference/mcp-tools-reference`.
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### 6. Verify — re-run the diagnostic that found it
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id: skill/debug
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version: 1.0.4
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summary: Disciplined bug
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summary: "Disciplined bug, crash and error loop: script errors, console, debugger, hypothesis, fix, verify."
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use_when:
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- the user reports a bug, crash, error, or unexpected behavior in a Summer project, before making code or scene changes
|
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- the player falls through the floor or clips through walls
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@@ -1,6 +1,6 @@
|
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---
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name: debugging-game-feel
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description: "Debug features that work but feel wrong
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+
description: "Debug features that work but feel wrong: floaty jumps, mushy combat, sluggish camera."
|
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---
|
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# Debugging Game Feel
|
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@@ -1,7 +1,7 @@
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id: skill/debugging-game-feel
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kind: skill
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version: 1.0.3
|
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|
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summary: Debug features that work but feel wrong
|
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+
summary: "Debug features that work but feel wrong: floaty jumps, mushy combat, sluggish camera."
|
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use_when:
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|
- a gameplay feature works correctly but feels wrong — floaty jumps, mushy combat, sluggish camera, weightless impacts
|
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7
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- tuning jump height, gravity, camera lag, hit-stop, or impact feedback until controls feel right
|
|
@@ -1,11 +1,11 @@
|
|
|
1
1
|
---
|
|
2
2
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name: design-level
|
|
3
|
-
description: "Design
|
|
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|
+
description: "Design one level (layout, pacing, encounters, secrets) as a design doc plus a node-tree skeleton."
|
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license: MIT
|
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compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
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category: level-design
|
|
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|
user-invocable: true
|
|
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|
-
allowed-tools: Read Grep Glob Write Edit summer_get_scene_tree summer_create_scene summer_open_scene summer_add_node summer_set_prop summer_save_scene summer_get_script_errors
|
|
8
|
+
allowed-tools: Read Grep Glob Write Edit summer_get_scene_tree summer_create_scene summer_open_scene summer_run_script summer_add_node summer_set_prop summer_save_scene summer_get_script_errors
|
|
9
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|
paths: ["**/*.tscn", "**/*.gd", ".summer/**", "levels/**"]
|
|
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|
---
|
|
11
11
|
|
|
@@ -148,44 +148,32 @@ Show the skeleton. Ask:
|
|
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|
|
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|
### 8. Scaffold via MCP
|
|
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|
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|
-
**Preferred (Summer MCP):**
|
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|
+
**Preferred (Summer MCP):** create the scene, then build the whole skeleton in one script.
|
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|
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|
-
`summer_create_scene` takes `path`, `rootName
|
|
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|
-
There is no `root_type` or `root_name` argument. The tool refuses to run unless
|
|
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|
-
`allow_temporary_scene_mutation` is explicitly true, because of how it works: it
|
|
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|
-
opens the currently-open scene (or the project's main scene) as a template,
|
|
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|
-
removes every child, renames the root, saves-as to the new path, then reopens
|
|
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|
-
the original. Ask the user before setting the flag.
|
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|
-
|
|
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|
-
The consequence to plan around: **the new scene's root node type is copied from
|
|
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|
-
the template's root**, not chosen by you. Create levels from a scene whose root
|
|
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|
-
is already `Node3D`, or fix the root afterwards in the editor.
|
|
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|
+
`summer_create_scene` takes `path`, `rootName` and `rootType` (default `Node3D`) and writes the new scene to disk without opening it. `summer_run_script` with that `scenePath` opens it, runs, and gives the user their tab back; the run is one undo step, so one Ctrl+Z removes the skeleton.
|
|
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154
|
|
|
164
155
|
```
|
|
165
|
-
summer_create_scene(path="res://levels/level_01.tscn", rootName="World",
|
|
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|
-
|
|
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|
-
|
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-
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|
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|
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|
-
|
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|
-
|
|
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|
+
summer_create_scene(path="res://levels/level_01.tscn", rootName="World", rootType="Node3D")
|
|
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|
+
summer_run_script(scenePath="res://levels/level_01.tscn", source="""
|
|
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|
+
func run(ctx):
|
|
159
|
+
var skeleton = {
|
|
160
|
+
"Geometry": [["Node3D", "IntroAtrium"], ["Node3D", "Corridor"], ["Node3D", "PeakArena"], ["Node3D", "BossChamber"]],
|
|
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|
+
"Spawns": [["Node3D", "PlayerSpawn"], ["Node3D", "E1_Spawn"], ["Node3D", "E2_Spawn"], ["Node3D", "E3_Wave_Spawns"], ["Node3D", "MiniBoss_Spawn"]],
|
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|
+
"Triggers": [["Area3D", "E2_GateTrigger"], ["Area3D", "PeakWaveTrigger"], ["Area3D", "BossDoorTrigger"]],
|
|
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|
+
"Pickups": [["Node3D", "HealAfterE2"], ["Node3D", "CurrencyS1"]],
|
|
164
|
+
"Secrets": [["StaticBody3D", "S1_BreakableWall"], ["StaticBody3D", "S2_ParryLedge"], ["StaticBody3D", "S3_LockedDoor"]],
|
|
165
|
+
"Lighting": [["WorldEnvironment", "WorldEnvironment"], ["DirectionalLight3D", "Sun"]],
|
|
166
|
+
}
|
|
167
|
+
for group in skeleton:
|
|
168
|
+
var parent = ctx.add_node("Node3D", group)
|
|
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|
+
for child in skeleton[group]:
|
|
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|
+
ctx.add_node(child[0], child[1], parent)
|
|
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|
+
ctx.report("skeleton", ctx.summary())
|
|
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|
+
ctx.save_scene()
|
|
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|
+
""")
|
|
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|
```
|
|
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175
|
|
|
184
|
-
|
|
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|
-
`scenePath="res://levels/level_01.tscn"`; it is elided after the first line only
|
|
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|
-
to keep the tree readable. A call without `scenePath` is rejected by the tool
|
|
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|
-
schema. Better still, send the whole block as one `summer_batch(scenePath=...,
|
|
188
|
-
ops=[...])` so the user can undo the skeleton with a single Ctrl+Z.
|
|
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|
+
Compare the `skeleton` report (node counts by class) with the tree you showed the user, then `summer_get_scene_tree` on the new scene.
|
|
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177
|
|
|
190
178
|
This is a **skeleton, not playable geometry**. Markers and Area3Ds, no meshes, no enemy scripts. Implementation in subsequent sessions / templates.
|
|
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|
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/design-level
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.3
|
|
4
|
-
summary: Design
|
|
4
|
+
summary: "Design one level (layout, pacing, encounters, secrets) as a design doc plus a node-tree skeleton."
|
|
5
5
|
use_when:
|
|
6
6
|
- designing a single level — layout, pacing, encounters, secrets, reward gating
|
|
7
7
|
- turning a level idea into a layout with a critical path, encounters, secrets, and pacing beats
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: design-mechanic
|
|
3
|
-
description: "Design one
|
|
3
|
+
description: "Design one mechanic in detail (input, feedback, failure modes, tunables) as a doc plus a script stub."
|
|
4
4
|
license: MIT
|
|
5
5
|
compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
|
6
6
|
category: gameplay-mechanics
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/design-mechanic
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.2
|
|
4
|
-
summary: Design one
|
|
4
|
+
summary: "Design one mechanic in detail (input, feedback, failure modes, tunables) as a doc plus a script stub."
|
|
5
5
|
use_when:
|
|
6
6
|
- designing one specific game mechanic in detail — input, response, feedback, failure modes, depth, tunables
|
|
7
7
|
- add a grappling hook, dash, double jump, wall run, or parry
|
|
@@ -1,11 +1,11 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: design-npc
|
|
3
|
-
description: "Design enemy
|
|
3
|
+
description: "Design enemy, NPC, boss or companion behavior: perception, state machine, telegraphs, script stub."
|
|
4
4
|
license: MIT
|
|
5
5
|
compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
|
6
6
|
category: ai-and-npcs
|
|
7
7
|
user-invocable: true
|
|
8
|
-
allowed-tools: Read Grep Edit Write summer_get_scene_tree summer_inspect_node summer_add_node summer_set_prop summer_set_resource_property summer_connect_signal summer_save_scene summer_get_script_errors summer_input_map_bind
|
|
8
|
+
allowed-tools: Read Grep Edit Write summer_get_scene_tree summer_inspect_node summer_run_script summer_add_node summer_set_prop summer_set_resource_property summer_connect_signal summer_save_scene summer_get_script_errors summer_input_map_bind
|
|
9
9
|
paths: ["**/*.gd", "**/*.tscn"]
|
|
10
10
|
---
|
|
11
11
|
|
|
@@ -179,31 +179,31 @@ Identify where the NPC will live (an `Enemies` parent, or directly under World).
|
|
|
179
179
|
|
|
180
180
|
**Preferred (Summer MCP):**
|
|
181
181
|
|
|
182
|
-
|
|
183
|
-
|
|
184
|
-
still, send the whole block as one `summer_batch(scenePath=..., ops=[...])` so
|
|
185
|
-
the user can undo the enemy with a single Ctrl+Z.
|
|
182
|
+
One script builds the whole enemy; `scenePath` names the exact `res://` scene,
|
|
183
|
+
and the run is one undo step, so one Ctrl+Z removes the enemy:
|
|
186
184
|
|
|
187
185
|
```
|
|
188
|
-
|
|
189
|
-
|
|
190
|
-
|
|
191
|
-
|
|
192
|
-
|
|
193
|
-
|
|
194
|
-
|
|
195
|
-
|
|
186
|
+
summer_run_script(scenePath="res://main.tscn", source="""
|
|
187
|
+
func run(ctx):
|
|
188
|
+
var enemy = ctx.add_node("CharacterBody3D", "Enemy", ctx.find("Enemies"))
|
|
189
|
+
ctx.add_node("CollisionShape3D", "Body", enemy, {"shape": CapsuleShape3D.new()})
|
|
190
|
+
ctx.add_node("MeshInstance3D", "Mesh", enemy, {"mesh": CapsuleMesh.new()})
|
|
191
|
+
var vision = ctx.add_node("Area3D", "Vision", enemy)
|
|
192
|
+
var sight_sphere = SphereShape3D.new()
|
|
193
|
+
sight_sphere.radius = 12.0
|
|
194
|
+
ctx.add_node("CollisionShape3D", "VisionShape", vision, {"shape": sight_sphere})
|
|
195
|
+
ctx.add_node("RayCast3D", "Sight", enemy, {"enabled": true, "target_position": Vector3(0, 0, -12)})
|
|
196
|
+
ctx.save_scene()
|
|
197
|
+
""")
|
|
196
198
|
```
|
|
197
199
|
|
|
198
|
-
|
|
199
|
-
the
|
|
200
|
-
|
|
200
|
+
The script embeds the sight sphere in the scene. When several enemy archetypes
|
|
201
|
+
want the same sight radius, share one file instead:
|
|
202
|
+
`{"shape": load("res://shapes/vision_sphere.tres")}`. Tuning one value later is
|
|
203
|
+
one call:
|
|
201
204
|
|
|
202
205
|
```
|
|
203
|
-
|
|
204
|
-
# or, embedded, then tune it:
|
|
205
|
-
summer_set_prop(scenePath="res://main.tscn", path="./World/Enemies/Enemy/Vision/VisionShape", key="shape", value="SphereShape3D")
|
|
206
|
-
summer_set_resource_property(scenePath="res://main.tscn", nodePath="./World/Enemies/Enemy/Vision/VisionShape", resourceProperty="shape", subProperty="radius", value="12.0")
|
|
206
|
+
summer_set_resource_property(scenePath="res://main.tscn", nodePath="./World/Enemies/Enemy/Vision/VisionShape", resourceProperty="shape", subProperty="radius", value="14.0")
|
|
207
207
|
```
|
|
208
208
|
|
|
209
209
|
`summer_set_resource_property` works against scene-embedded (`[sub_resource]`)
|
|
@@ -224,9 +224,7 @@ summer_connect_signal(scenePath="res://main.tscn", emitter="./World/Enemies/Enem
|
|
|
224
224
|
```
|
|
225
225
|
|
|
226
226
|
The parameters are `scenePath`, `emitter`, `signal`, `receiver`, `method`. There
|
|
227
|
-
is no `from` / `to`; those spellings fail schema validation.
|
|
228
|
-
`scenePath` applies to `summer_add_node`, `summer_set_prop` and
|
|
229
|
-
`summer_save_scene` in the block above.
|
|
227
|
+
is no `from` / `to`; those spellings fail schema validation.
|
|
230
228
|
|
|
231
229
|
**Fallback (no MCP):** write the scene as `.tscn` text. Ask the user to paste their existing scene first, then propose a unified diff.
|
|
232
230
|
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/design-npc
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.2
|
|
4
|
-
summary: Design enemy
|
|
4
|
+
summary: "Design enemy, NPC, boss or companion behavior: perception, state machine, telegraphs, script stub."
|
|
5
5
|
use_when:
|
|
6
6
|
- designing an enemy, NPC, boss, companion, civilian, or wave-spawned mob's behavior — perception, intent, state machine, telegraphs, defeat handling
|
|
7
7
|
- enemies that patrol, chase, attack, or flee when they see the player (line of sight)
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: diagnosing-perf-regressions
|
|
3
|
-
description: "Find why frame rate, frame time
|
|
3
|
+
description: "Find why frame rate, frame time or load time got worse since a known-good state."
|
|
4
4
|
---
|
|
5
5
|
|
|
6
6
|
# Diagnosing Performance Regressions
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/diagnosing-perf-regressions
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.3
|
|
4
|
-
summary: Find why frame rate, frame time
|
|
4
|
+
summary: "Find why frame rate, frame time or load time got worse since a known-good state."
|
|
5
5
|
use_when:
|
|
6
6
|
- frame rate, frame time, or load time has gotten worse since a known-good state — 'it used to run at 60, now it's at 30'
|
|
7
7
|
- bisecting recent scene, script, or asset changes to find which one slowed frame time or loading
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: driving-the-editor-ui
|
|
3
|
-
description: "Drive the editor UI by name:
|
|
3
|
+
description: "Drive the editor UI by name: run actions, clear blocking dialogs, switch screens, read a dock."
|
|
4
4
|
---
|
|
5
5
|
|
|
6
6
|
# Driving the Editor UI
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/driving-the-editor-ui
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.0
|
|
4
|
-
summary: "Drive the editor UI by name:
|
|
4
|
+
summary: "Drive the editor UI by name: run actions, clear blocking dialogs, switch screens, read a dock."
|
|
5
5
|
use_when:
|
|
6
6
|
- an editor-workflow step a human would do with the mouse — open the Import dock, switch the 2D/3D/Script main screen, toggle a bottom panel, open an editor dialog by name
|
|
7
7
|
- a dialog or popup is blocking the editor and tool calls come back modal_open — see it (summer_ui_tree root dialogs) and clear it (summer_ui_activate action dismiss_dialog)
|