Commit graph

18 commits

Author SHA1 Message Date
99ca24dbbc Merge upstream origin/work 5f99533 into nigig fork alongside dev 2026-09-25 17:32:26 +03:00
Admin
11cd394812 Remove Flow, asset and VJ applications moved into Stage
Remove the retired applications, asset-specific libraries and DJ pack tool
from Makepad, together with their workspace and launcher entries. All 981
removed source paths are accounted for in the private Stage repository.

Keep public AI chat generation through the AI Hub's generic job runner.
Extract shared SHA-256 and UDP binding into core_util so the public hub and
model crates no longer depend on the relocated asset libraries. Preserve
the retained public coverage in the split wasm validation script.

Validation on the exact cleanup tree in an isolated checkout:
- Release checks: core_util, model, aichat, WM and Builder.
- Release builds: aichat, WM and Builder.
- Existing tests: core_util 5, model 30, aichat 7, Builder 2 passed.
- Core/model checks: wasm32, Linux and Windows passed.
- No warnings in the successful checks, builds or tests.

Known baseline: WM library tests do not compile because the unchanged
style-transition assertion compares seven expected weights with eight.
The unrelated working-tree correction is intentionally outside this commit.
2026-09-21 23:09:50 +02:00
Admin
c4ceb84fd3 asset-ui, asset-server, libs/asset
Squash of 39 work commits (Sep 1–9):
  0d7185e  asset chat: catalog SQL answers in-process, and the game brief stops teaching the y mistake
  c18b7f4  game brief: railways are one call too
  b7fe32c  game brief: a destructible world, path-edited railways, and models that load now
  0e94bba  game brief: rivers, highways, junctions and gates are one call
  c189b03  game brief: agents follow the rules by themselves — you never script a stop
  c86a750  chat: a game session reads its doctrine first and is not the generation assistant
  1ef6f59  game brief: on a diet and world.plan-first
  e18cc69  chat: a tool call the model wrapped inside its own think block still executes
  d7f9813  game brief: to change a map, edit the plan you were given; vegetation is a layer
  876e3c4  game brief: buildings have insides — ask for a program at the door
  47ac158  asset-client: portable primitives — completion transport, cache store, static-site config
  9ae91ac  asset-store: static export contract — versioned static index and a sanitized deterministic export-static tool
  f233756  game brief: races, rings, mocap and biomes are one call each
  942476f  vj: the whole app type-checks for wasm32 — portable hub discovery and typed-unavailable client facades
  2e48c5b  asset-client: the static-store read mode and polled runtime
  e2a262b  asset-store: the portable core — embedded feature, page-store and CAS seams, a synchronous in-process API
  9942e26  asset-store: the embedded module lives in its directory now (the browser-durability landing's deletion)
  670cc76  asset-store: the platform storage API is a hard dependency on the web, where the embedded store is the only store
  6b77318  chat: the in-game builder never asks before building
  9630337  asset-store: export-static selects what the namespace holds and says why when it does not
  0684b41  asset-store: export-static reads every content schema the server serves
  5fdd5d5  vj: on the web the explorer lists the site store's music and a deck loads it with its stems
  40e483f  vj: the web music browse actually fires — proven on the live path
  44b3a7f  dj-pack + vj: every track carries its artist, licence and source, and the DJ UI shows them
  cb75d36  asset client + store: no std clock on the web — the catalog worker no longer dies at start-up
  78a1681  bounded_http: the store's HTTP/1.1 server parser is its own crate — the store keeps only its JSON response shim; flow-server is the second consumer
  285bc98  asset-ui: workers from the runtime pool, the video player owns its frames and audio state
  90c4f59  asset-store: bump the static-export golden snapshot for the new rights fields
  b37b116  media_view: the video, audio, mesh and splat viewers leave asset-ui for one crate; flow-ui shows every media type on the Output card and in the modal viewer
  88048aa  assets: extend authoring pipelines and typed asset search
  0ac0892  Expose bounded modeling tools and reference-image continuations
  36121c3  Keep modeling conversations running until completion or manual stop
  2cea218  asset: centralize library and store path resolution
  72dbc5a  asset-creator: run pipelines through Flow graphs
  0047e77  asset-store: add guarded, alias-scoped atomic publish
  e85e36a  asset-store: refresh model-preview sessions with a lease
  933d885  asset-chat: compact repeated image diagnostics; require 45-degree views
  626e797  asset-importer: gate pack import to desktop Unix; add missing newest field
  f5e136d  asset-importer: shade world previews with vertex colours

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-15 13:40:30 +02:00
Admin
88048aa784 assets: extend authoring pipelines and typed asset search
Add sandbox authoring effects and character/composite creation, improve creator submission handling, and extend publishing/search metadata. Update importer conversions and the asset UI integration.

Validation: 31 store search tests, ten composite tests and two author-policy tests passed in release mode.
2026-09-05 01:42:39 +02:00
Admin
4317f58804 sim + render + chat: walk decks as a surface, the filmed body is no obstruction, the brief never asks
- libs/sim: DeckStrip (deck.rs) — every laid corridor registers its walk
  deck; movers pin to it exactly instead of climbing 2.5 m slab kerbs;
  feet inside a static box lift onto its top; the world composes floor,
  terrain, materials and voxel in one sampler
- libs/sim + libs/render: camera_path_limit takes the filmed body and never
  treats it as an obstruction (the coaster's ride boom was clamped to 1 m);
  the shadow gate's settle test gets a hair of float slack
- libs/asset/chat: the in-game builder never asks before building; the
  brief teaches game.driver and the race countdown, under budget

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:41:08 +02:00
Admin
6b77318209 chat: the in-game builder never asks before building
"make me a giant forest with roads" answered with a plan and "Want me to
go ahead and build it now?" — the player is holding a controller. The
agentic doctrine and the game brief now say it outright: a request is an
instruction, decide the open details, build in this turn, report in a
sentence; a turn that ends in a question is a failed turn.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 15:45:03 +02:00
Admin
22b2bf9fc3 sim + chat: the composed world surface takes a map floor; the chat gets plan tools
- libs/sim: meshfloor.rs FloorRaster (one storey per column from a map's nav
  graph); composed_surface_sample_at(floor, terrain, materials, voxel) is the
  one seam nav, corridors and lots read; in-eval voxel ops no longer bump the
  history revision
- libs/asset/chat: world.get_plan / world.set_plan (shape-validated, stale
  revisions refused), the authoring state prefixed to every turn, map turns
  routed to the plan tools; game.md: the foundation line, the capability kinds
  verbatim, no order-independence claims

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 15:02:46 +02:00
Admin
f233756d22 game brief: races, rings, mocap and biomes are one call each
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 13:18:36 +02:00
Admin
876e3c4e18 game brief: buildings have insides — ask for a program at the door
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 09:50:47 +02:00
Admin
d7f9813443 game brief: to change a map, edit the plan you were given; vegetation is a layer
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 09:16:57 +02:00
Admin
1ef6f59c3e game brief: on a diet and world.plan-first
33.7k bytes to 16.4k: the plan doctrine at the top, the laws, the one-
call list, the build order for a new game, how to read assists and
refusals; per-verb prose left to the verb docs. Back under the context
budget the crate's own test enforces.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 04:11:26 +02:00
Admin
c189b035af game brief: agents follow the rules by themselves — you never script a stop
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 02:29:06 +02:00
Admin
0e94bbac42 game brief: rivers, highways, junctions and gates are one call
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 01:23:58 +02:00
Admin
b7fe32cf07 game brief: a destructible world, path-edited railways, and models that load now
The doctrine catches up with the engine: landforms and tunnels are one
call and digging works anywhere; railways and roads are edited by their
path points (crossings generate, styles switch, any model drives);
freshly modeled aliases are live immediately — never park a display
substitute.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-09-01 22:15:45 +02:00
Admin
c18b7f4169 game brief: railways are one call too
The verbs existed with the right doc strings, but the model reads the
brief, not the verb table — and the brief's ONE CALL list never said
railway, so it hand-placed track pieces, horrendously. Now it says it,
with the two-line essential shape.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-09-01 20:20:04 +02:00
Admin
0d7185e0de asset chat: catalog SQL answers in-process, and the game brief stops teaching the y mistake
Post-P8 the game session still advertised assets.query/assets.schema but
the in-process executor answered both Unavailable — the model's main
alias-search tool was dead, and every "find me X" turn gave up on the
store. Both now execute over the server's bounded /v1/assets/query route
(schema via sqlite_master plus the usage notes). The game brief gains the
new-game-vs-edit rule, interior design law, generate-after-search, and
explicit y semantics so player_pos().y stops being pasted into
ground-relative fields.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-09-01 20:18:31 +02:00
Admin
69385ed1be libs/asset: batch publish in one transaction and its route with the hostile cases, hardware sha256 proved against the oracle, classic worlds stop being mirror images, sounds and sprites publish a picture, an interrupted model install can never load broken, ActorDef::scaled, and the asset-ai chat tells the truth
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- vj: the thumbnail pipeline becomes one honest machine, and effects go livecodable
- repo: context_ladder scratch bin stays local, not shipped
- vj: thumbnails become mp4 — hardware-coded sheets at measured-4K cells, and the bake stops racing the GPU
- store: the ceremony dies — batch publish, one transaction, and the engine stops re-reading its own log
- vj: the console grows real transports, and the deck stops lying about reverse
- models: an interrupted install can never load broken
- importer: the classic worlds stop being mirror images
- asset-ai: the chat tells the truth while it works
- sqlite: derived tables get their real names, their predicates, and all their arms
- llm: the step cost model is chosen per device — the RTX PRO 6000's measured verify curve (13.7 + 3.17·B ms) beside the 5090's; the bench warms every tail shape and times two windows
- importer: a sound and a single-tile sprite publish a picture like everything else
- asset: hardware sha256 kernels, proved against the software oracle before they run
- sim: a declared map facing becomes a body's heading through one rule
- asset: the batch publish route, with the hostile cases it has to refuse
- asset: an example that asks a live store which assets carry a thumbnail
- asset+sim: the two modules their own commits already declared
- asset: ActorDef::scaled — every linear quantity follows the map's person height — plus the place-dump and retire-stale store examples, and the game chat context stops reporting work it did not do
2026-08-26 08:49:46 +02:00
Admin
2d23dba736 libs/asset: the store runs on our own SQLite, and the importers learn the whole map contract
The asset store now uses libs/sqlite_query as its ONLY engine — not a feature
flag, not a fallback. That closes the Windows gap (the embedded store starts
there now, and a SHARED->EXCLUSIVE upgrade is handled rather than assumed
free) and takes the C dependency out of the build everywhere else.

Around it:

  - store: a garbage collector, catalogued content that is referenced in place
    instead of copied, the `vjeffect` kind, and host/chat routes that keep up
    with the chat wire below.
  - importer: the unified map contract reaches quake2, quake3, doom and duke —
    world placement, nav, welding, prelit maps and glTF node handling shared
    rather than reimplemented per game. Music import, billboards and stateful
    props move to the data crate so readers stop linking the importer.
  - ai: the serving side of multi-lane chat — per-lane conversations, honest
    progress and acceptance reporting, penalties and a watchdog, context as a
    per-box number that compacts instead of erupting, a realtime session mode,
    and inpaint/flux2 backends. `chat_bench` measures the rate the way the
    client meter computes it.
  - client / chat / chat_ui: a publication can NAME a file instead of carrying
    it; the wire says whether a turn is warm and whether it is thinking, so a
    client stops guessing; transcript and feed widgets render history the way
    the model wrote it. `SessionConfig::catalog_runtime` lets a host size the
    catalog runtime's lanes itself — a browsing UI puts every listing, every
    per-tile resolve and every thumbnail blob through that one runtime and
    wants a wider fast lane than the shared default, while media lanes keep
    it (a few big transfers, not a thousand small ones).
  - widgets: the shared asset widgets — one video view (knobbed seek,
    transport, bracket trim, rail playback) used everywhere, plus thumb,
    preview, scene view, walk-world and the lyric reader.
2026-08-23 01:34:34 +02:00