Launch-clean site + live Meshy progress under game reverse - #155
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filiksyos wants to merge 17 commits into
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Launch-clean site + live Meshy progress under game reverse#155filiksyos wants to merge 17 commits into
filiksyos wants to merge 17 commits into
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Ship two original browser games at /play/openworld and /play/football that drive the vendored Quaternius Universal clips through AnimationMixer. Cinder Bay is a third-person port-city sandbox with bag, tail, and coupe missions. Floodlight Eleven is a floodlit five-a-side with pass, shot, saves, and a final whistle. No licensed Rockstar or EA names. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
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Football AI was sharing AnimationClip instances across mixers. Each KernelPawn now clipAction()s clones of only the locomotion clips it plays, and skinned meshes are not frustum-culled. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Only the previous clip fades out. Geometry is cloned per skinned mesh and the mixer is rooted on Armature so 10 footballers can jog independently. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Shared SkeletonUtils clones left football AI sliding in bind pose while only the user mixer deformed. Each hustler, NPC, and footballer now gets an independent parse of UAL1_Standard.glb. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Independent GLB parses still left Floodlight Eleven AI idle in bind pose from a high broadcast camera. Load UAL1_Standard once, SkeletonUtils.clone the graph, clone clips per pawn, and keep mixers on the clone scene. AI now jockeys so Walk/Jog/Sprint stay on the pitch, and the HUD shows the real clip names. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
…creens. The Roam button sat under a long control list and missed clicks. Enter or Space now starts Cinder Bay, and Enter picks Harbor Rovers on Floodlight Eleven. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
The play slices are exercised at http://127.0.0.1:3000 while next binds 0.0.0.0, which otherwise blocks client hydration of the start screens. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
…dge. Pointer-up was zeroing the stick, so clicks never reached Jog_Fwd_Loop. Movement and sprint now toggle; Jump, Punch, Pass, and Shoot stay one-shots. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Mouse orbit could sit inside the kernel torso. Raise the default follow distance and clamp pitch so Idle/Jog clips stay readable on screen. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
…rst stride. HUD clip names were already Jog/Sprint/Interact while teammates slid in a frozen mid-stride. Each pawn now owns cloned geometry, rebinds its skeleton, and crossfades without a manual skeleton.update that could freeze skinning. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Football AI HUD time stuck at Walk_Loop 0.96s while the user mixer kept ticking. Force LoopRepeat on locomotion each frame and wrap clip time so teammates cannot freeze mid-stride. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
Wrapping action.time at clip.duration froze every pawn on the first stride pose, including the Cinder Bay / Floodlight user. Leave LoopRepeat on and let the mixer wrap time itself. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
SkeletonUtils clones updated bone times in JS but football AI still ice-skated. Each hustler, NPC, and footballer now gets its own parse of UAL1_Standard.glb, cloned clip actions, and a mixer on gltf.scene. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
…nning. If teammates start cycling with the striker, AI meshes can skin and the mixer is not reaching their bones. Revert after the check. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
AI ice-skated even after unique GLB parses because tracks bound to scene names instead of skeleton.bones. Root the mixer on the first SkinnedMesh so PropertyBinding uses getBoneByName. Remove the user-bone copy diagnostic. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
filiksyos
marked this pull request as ready for review
August 25, 2026 08:17
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Delete Cinder Bay / Floodlight Eleven routes, nav, and tests. While a reverse is in flight, show real Meshy status, percent, thumbnails, and successive GLBs, then auto-rig onto the Quaternius kernel so the hero walks. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
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Stream ok:false was treated as a finished watch, so protocol status_code events aborted generation. Poll unless the Meshy task itself FAILED or CANCELED. Always append kernel / GLB instructions, and write a single bare spec URL. Co-authored-by: Fili <filiksyos@users.noreply.github.com>
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Launch-clean gitreverse. Play demos are gone. Leftover
/playbookmarks redirect to/game.Regression fix: Meshy SSE
status_codewithout a taskstatuswas treated as a hard failure, and{ ok: false }skipped poll, sogenerateHeroAssetsreturned[]and the reverse prompt lost GLBs / auto-rig / Idle_Loop / Walk_Loop. Stream is optional: poll unless the Meshy task itself FAILED or CANCELED. Preview then refine GLBs remain the source of truth; live thumbnails are extra.The reverse prompt always includes Quaternius kernel + download/auto-rig instructions. Generated heroes still get their real GLB URLs. Spec line is a single bare URL, not a markdown hybrid.
pnpm test:kernelcovers kernel GLB, auto-rig, stream→poll fallback, empty-asset kernel lines, and spec URL cleanup.