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asset⌬ toolboxtoolbox·part ofpackage procgen.package·originates fromworld 07158574-5…●2problems

procgen

The procedural-generation tool family: find the nodes a graph is built from, edit a graph's code, preview it, try values for its inputs, inspect it, spawn a live generator to iterate in the scene, and watch cooks as they run. A graph is the code of its `init.luau` (`proc.define(f…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

procgen

The procedural-generation tool family: find the nodes a graph is built from, edit a graph's code, preview it, try values for its inputs, inspect it, spawn a live generator to iterate in the scene, and watch cooks as they run. A graph is the code of its init.luau (proc.define(function(g) ... end)); the tools here read that code, edit it, picture it and run it.

Discovery

  • searchNodes: find nodes, the counterpart of search_tools: every node a graph calls (g.<family>.<name>, and the ops of packs as g.op.<id>), by keyword over names, families, inputs, outputs and descriptions and, in a session bound to a world, by meaning through ZeroMind. With no query it names every family and the nodes in it.
  • describeNode: one node in full, the counterpart of describe_tool: what it does, its inputs in call order with their types, defaults, ranges and options, its outputs, its family, the call a graph writes and what it costs.
  • search — free-text search over the .procGraph graph library (name / id / description / tag / category).
  • find — discover graphs by what they produce (an output type or producing-op substring, e.g. { produces = "Bundle" }).
  • inspect — one node's op, sockets, producers, and consumers.
  • coverage — every current op with the new node that replaces it and its parity state, and every library graph with the worst state among the ops it names.
  • stats — structural counts (nodes / composites / inputs / outputs), plus evaluated-output stats when a target is given.
  • trace — the dependency chain for a target, in evaluation order.
  • explain — an agent-oriented natural-language summary of a graph.
  • diff — a structural diff between two graphs (changed/added/removed nodes, per-node deltas).
  • validate — type-check a graph: missing inputs, type mismatches, cycles, invalid composite bindings.
  • generators — survey every live procedural generator in the scene: bound graph, params, realized child count, and cook state.

Edit the code

These edit a graph's (or node's) init.luau as code and write it only once it builds, so the graph stays valid. A section is a run of statements named by the lines it spans; a call is named by the local it declares or a line it spans.

  • collapse: lift a section (a few node calls doing one job) into a node of its own: its inputs are the values the section reads, its outputs the values the code after it reads, and the section becomes one call of the new node. The graph cooks to the same result, and searchNodes finds the node.
  • flatten: the inverse: write a node's body out in place of a call to it (one call, every call of a node, or every call of a node outside the built-in library).
  • reference: put a call of an existing node in place of a section.
  • promote: make a part (a .procGraph called by its path) a node found by name, which stays the part's.
  • patch: set and unset what one call is given.
  • modify: structural edits as one change: add, remove and repoint calls, rename locals, declare inputs and outputs.

Try it

A tool that takes a graph to preview or run takes it by its VFS path or its name, or as a graph object (what proc.define, proc.graph and proc.load return); spawn takes a saved graph, since a generator plays an asset.

  • tweak — preview a graph with other values for its declared inputs, in a single step, leaving its source as it is: the knob-tuning loop.

See it / make it real

  • preview — evaluate a target and render it for any output type (Geometry, points, Field heatmap, Material ball, Texture, Bundle); the picture comes back in the result beside its stats.
  • spawn — spawn a live procedural generator from a graph: creates an entity with a Generator component bound to it, realizing the output immediately and regenerating live as params change.
  • adjust — adjust a live generator in place: merge param overrides or switch the realized output.
  • apply — swap a live generator in place for the asset it makes: its current output becomes a durable bundle, and an Asset component standing it replaces the Generator, like applying a modifier.
  • bake — evaluate a target and realize it straight into the scene as durable content, without a live generator.

Cook observability

  • cooks — the scene-wide cook monitor: every in-flight cook, a bounded history of recently finished ones, with progress (the nodes cooked so far and the node running now), status, duration, and — on failure — the error and the node that broke, and the frames generators presented most recently.
  • cancel — cancel an entity's in-flight cook; it stops at its next checkpoint and the previous output stays realized.
  • onPresent — be told the moment a generator presents the frame you describe (an output, a graph time or a time within a repeating cycle, an element count), with the probe's own options beside the terms: capture a picture of that frame (what the generator draws alone, framed to fit, over the grey studio backdrop), freeze the generator and the world on it (the generator plays on with generator:play()), a when and run of your own. It arms a probe, so probe.list, probe.hits and probe.cancel manage it.
  • frames — see how an effect goes: a picture of the frame a generator presents at each graph time you name (or count of them from from to to), each of what it draws alone, framed to fit, over the grey studio backdrop an asset preview is photographed in, with the frame, how it was presented and each output's element count beside it. A time past the end of a timeline shows its last frame, with a note saying so; a picture of a frame that draws nothing, or one that holds the backdrop alone, says so in its own note. A generator whose cook failed raises, naming the node and the reason. The clock goes back where it stood after.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

This asset doesn't declare a schema or structured payload.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

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# procgen.bake Evaluate a `.procGraph` graph target and realize it into the live scene as durable content, then verify it landed — the bake-to-scene step that turns a graph into real, persistent world content. By output type: - **Geometry** → a `.mesh` asset + a Model entity referencing it (`material` optionally tints it). - **A population** (points carrying a `Mesh`) → live per-instance entities (via `instances.spawn`). - **Bundle / Template** → a persisted `.bundle` instantiated at its root. Pass `replace` to swap an existing entity in place (the bake inherits its position); `position` to place the baked root; `name` to name the asset/entity (defaults to the graph id). Verification reads the spawned entities' world bounds back, so a bake that produced nothing renderable reports `verified = false`. Part of `procgen.toolbox`; surfaces as `procgen.bake`. Returns `{ output_type, entities, verified, bounds }`.
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# procgen.collapse Lifts a section of a graph's code into a node of its own. A graph is the code of its `init.luau` (`proc.define(function(g) ... end)`), and a section is a run of whole statements of that function, named by the lines it spans (`from`, `to`): typically a few node calls that together do one job. - The node's **inputs** are the locals declared before the section that its code reads. A graph input it reads is declared in the node as the graph declares it (`local seed = g:input("seed", 3)`); any other value becomes an input typed by what the section wires it into. - The node's **outputs** are the locals the section declares that the code after it reads. - A local function the section calls goes into the node with it: moved when nothing left in the graph calls it, copied when something does. - The section is replaced by **one call** of the node, so the graph builds from the same calls and cooks to the same result: `local strewn = g["~/fx/Strew"]({ seed = seed, spots = spots })`. A node giving several outputs is called once and its outputs are read off the table it returns. The node lands beside the graph (or in `into`) as `<name>.procNode`, with the `description` as its `g:describe`, `.metadata` and README, and is found by `procgen.searchNodes` and described by `procgen.describeNode` at once. The graph's new source is written only once it builds. A section holding the graph's own inputs or outputs (`g:input`, `g:output`, `return { ... }`), or assigning to a value declared before it, is refused with the line and why. `procgen.flatten` is the inverse: it writes a node's body back out in place of its call. `procgen.reference` puts an existing node in place of a section. Part of `procgen.toolbox`; surfaces as `procgen.collapse`. Returns `{ node, call, inputs, outputs, copied, moved, lines, source, nodeSource, diagnostics }`.
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# procgen.coverage The procgen rewrite's coverage report. Every current op is listed with the new node that replaces it (from the composition sheet), its class (`exact`, `meaning`, `gone`), its parity state and the existing suites that call it. Every library graph (`.procGraph` and `.procNode`) is listed with the current ops it names and the worst parity state among them. States: `pending` (the new node does not exist yet), `ready` (it exists), `pass` / `fail` (a run compared it), `no-case` (the case `parity.json` states for the op is refused by the current op, or no fixture builds its inputs), `unmapped` (the sheet names no counterpart), `decided` (a named decision: the op is gone, for example `bundle.join` because the bundle surface is gone). `{ run = true }` runs every ready entry's comparison and gives each compared op its cost as separate numbers: the current op's CPU time, the plan time, the cook's CPU time (read-back waits left out: the number the cost ratio judges), the read-back waits, the device dispatches, the read-backs and the frames waited. `state`, `kind` and `query` filter the lines. The answer carries the states tallied (`summary`), the same tally by class (`byClass`), and how many new nodes and kernel families the package holds. The data is `proc.module/parity.module/parity.json`; the comparison is `proc.parity`.
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# procgen.describeNode Describes one node in full, the way a graph calls it: the procgen counterpart of `describe_tool`. It reads what the node's source declares, without running it. - `description`: what it does. - `inputs`: in the order a call takes them, each with its type, default, range (`min`, `max`), `options` and description, and whether it is optional. - `outputs`: each with its type, where the op or node that makes it states one. A node with one output gives that value; a node with several gives a table of them by name. - `name`, `call` and `family`: what a graph writes (`g.points.disc`), and the family it is listed under. - `context`, `pulls`, `pushes`: the space its work happens in, and what it reads from or writes to beside its sockets. - `cost` and `cache`: what its declaration states about what it costs and how its result is kept. - `readme`: the node's README. It takes the name a graph calls (`points.disc`), a node's `~` path, path or guid, or an op of a pack (`op.geometry.bevel`). `procgen.searchNodes` finds the names. Part of `procgen.toolbox`; surfaces as `procgen.describeNode`.
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# procgen.diff A readable diff between two `.procGraph` graphs: which nodes were added, removed, or changed, plus per-node op/param/input deltas (compared structurally via the `proc.hash.valueHash` content digest). Part of `procgen.toolbox`; surfaces as `procgen.diff`. Each argument is a VFS `.procGraph` path or an in-memory graph object.
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# procgen.explain An agent-oriented natural-language summary of a `.procGraph` graph — its size, the declared inputs (with types), each node's op, the composite references, and where each output comes from. Part of `procgen.toolbox`; surfaces as `procgen.explain`. The summary text is in `value.text`. Accepts a VFS `.procGraph` path or an in-memory graph object.
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# procgen.find Discover procedural graphs by **what they produce**. Where `procgen.search` matches free-text over a graph's metadata, `find` opens each `.procGraph`, reads the type of every declared output, and filters on that — so you can ask "which graphs output a `Bundle`?" or "a `Geometry` named tower?". Filters: `name` (substring over name/id), `tag`, `category`, and `produces` (an output-type or producing-op substring, e.g. `"Bundle"`, `"Geometry"`, `"mesh."`). Each result carries its resolved `outputs` (`{ name, type, op }`), so you find a graph by its result, not just its description. Part of `procgen.toolbox`; surfaces as `procgen.find`. Returns `{ results, count }`.
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# procgen.flatten Writes a node's code out in place of a call to it: the inverse of `procgen.collapse`. The call becomes a `do ... end` block holding the node's body, so the node's own locals stay its own: - each input the node declares becomes a local holding what the call passed, or the default the node declares when the call passed nothing; - the local the call declared is declared just above the block and given what the node gives: the node's value itself for a node with one output, a table of its outputs by name for a node with several; - `g:describe` and the node's other declarations about itself drop out, and a file-level local the node's body uses (`local rand = ...`) is carried into the graph's file. The graph builds from the same calls and cooks to the same result. - `call` writes out one call, named by the local it declares or a line it spans. - `node` writes out every call of that node. - With neither, every call of a node or part outside the built-in library is written out, and again for the calls those bring in, until none is left. The graph's new source is written only once it builds. Part of `procgen.toolbox`; surfaces as `procgen.flatten`. Returns `{ inlined, source, diagnostics }`.
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# procgen.inspect Node-level introspection for a `.procGraph` graph: the node's op, its declared input/param/output sockets (from the op registry), the `InputRef`s feeding it (producers), and the nodes that consume its outputs (consumers). Part of `procgen.toolbox`; surfaces as the global `procgen.inspect`. Accepts a VFS path or an in-memory graph object.
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# procgen.modify Edits the structure of a graph's code without hand-editing its text. `edits` is a list of tables, each with an `op`; they apply in order and are written together, once the graph builds with all of them. - `{ op = "set", call, input, value }` / `{ op = "unset", call, input }`: what a call is given (as `procgen.patch`). - `{ op = "add", node, as?, args?, after? }`: a new call `local <as> = g.<node>(<args>)`, after the call or line `after`, else after the last statement before the outputs. - `{ op = "remove", call }`: a call nothing after it reads. - `{ op = "repoint", call, node }`: the call names another node and keeps what it is given. - `{ op = "rename", from, to }`: a local, everywhere the body names it. - `{ op = "output", name, value }`: declares or rewires an output (`remove = true` drops it). - `{ op = "input", name, default?, type?, min?, max?, options?, description?, optional? }`: declares an input, or changes the declaration of one. A call is named by the local it declares or by a line it spans. A value is a plain value, or `{ expr = "<code>" }` for code; an output's `value` may also be a local's name as a string. An edit that cannot apply is refused naming which edit and why, and nothing is written. Part of `procgen.toolbox`; surfaces as `procgen.modify`. Returns `{ applied, source, diagnostics }`.
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# procgen.patch Changes what one node call in a graph's code is given, without editing its text by hand. The call is named by the local it declares (`call = "spots"` for `local spots = g.points.disc({ ... })`) or by a line it spans. - `set = { count = 80 }` gives an input a plain value: a number, string, boolean, vector or a table of them. - `set = { radius = { expr = "radius * 2" } }` gives it code: a local's name, a formula, another call. - `unset = { "seed" }` leaves inputs to the node's defaults. A call written with values by position is rewritten naming its inputs. The edit is written only once the graph builds with it, so a value the node does not take is refused naming the inputs it does. `procgen.modify` makes the structural edits around a call (adding, removing, repointing, renaming, inputs and outputs). Part of `procgen.toolbox`; surfaces as `procgen.patch`. Returns `{ line, callee, source, diagnostics }`.
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# procgen.preview Evaluate a `.procGraph` graph target and render it for any output type (Geometry, points, Field heatmap, Material ball, Texture, Bundle). The picture comes back in the result as `image`, beside the visualizer's stats as `metrics`; `path` also writes the PNG there. An output made of drawn points (a particle effect, a part of one) is drawn by the generator that presents it, so its preview is the picture of that generator at the moment the graph names for a still (`g:still`; else half way through its timeline), framed to fit over the studio backdrop. `metrics` then states `output_type = "Generator"` with the graph time and frame pictured and the elements each output drew. Such an output is previewed as `target = "output:<name>"`; a node of the graph is not an output a generator presents.
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# procgen.promote Makes a part a node. A part is a `.procGraph` that graphs call by its path (`g["~/fx/Rim"]({ ... })`); a node is a `.procNode`, found by `procgen.searchNodes` and called by name. The node promote writes declares the part's inputs as its own (with their types, defaults, ranges, options and descriptions), calls the part with them and gives the part's outputs. The part keeps its code and every graph calling it, and the node stays the part's: editing the part changes what the node makes. - `name` is the node's name (default: the part's), `into` the folder it goes in (default: the one holding the part). - `description` and `tags` are what search finds it by (default: the part's own `.metadata`; a part whose `.metadata` carries no description needs one given). `procRef:promote(opts)` on a `.procGraph` ref is the same call. Part of `procgen.toolbox`; surfaces as `procgen.promote`. Returns `{ node, call, part, inputs, outputs }`.
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# procgen.reference Replaces a section of a graph's code (a run of its statements, named by the lines it spans) with a call of a node that already exists: how a graph adopts a node lifted out of another graph by `procgen.collapse`, or swaps hand-written calls for a library node doing the same work. - Each input of the node takes the value the section reads under the same name (a graph input under the name it is declared with). `inputs = { <node input> = "<code>" }` wires one from any local or expression. - Each value the section makes that the code after it reads is taken from the node's output of the same name. `outputs = { <local> = "<node output>" }` says which output when the names differ. - An input the node needs that nothing wires, an input it does not take, and a value the code after the section reads that the node does not give are refused, naming what the node takes and gives. The node is named the way a graph calls it: `points.disc`, its `~` path (`~/fx/Strew`), its path or its guid. The graph's new source is written only once it builds. Part of `procgen.toolbox`; surfaces as `procgen.reference`. Returns `{ node, call, inputs, outputs, source, diagnostics }`.
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# procgen.search Searches the procedural-graph library — every `.procGraph` asset surfaced by `asset.list("procGraph")` — by a free-text `query` (matched case-insensitively against name/id/description), a required `tag`, and/or a required `category`. Returns the matching asset summaries `{ results, count }`. Part of `procgen.toolbox`; surfaces as `procgen.search`. All filters are optional — calling `procgen.search()` with no args returns every `.procGraph` asset. If no `.procGraph` assets are discoverable it returns an empty result set rather than failing.
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# procgen.searchNodes Finds the nodes a graph is built from: the procgen counterpart of `search_tools`. It covers every `.procNode` a graph calls as `g.<family>.<name>(...)` (or by its `~` path), and every op of a pack, called `g.op.<id>(...)` and listed in the family `op.<head>`. A node is read from what its source declares (its `g:describe` text, its `g:input` declarations and the outputs it returns), without running it, so a search loads no node. A query is answered two ways at once: - **keyword**, over each node's name, family, declared inputs and outputs and description; a word found in the name counts most, then the family, the inputs and outputs, and the description; - **semantic**, where the engine is bound to a world: ZeroMind's search by meaning over indexed nodes, the same search `search_tools` answers by meaning with. It also finds nodes other worlds publish that this one has not installed (`installed = false`, with how to install them). Each row says how it matched (`matched.words`, `matched.keyword`, `matched.semantic`), and rows both ways found come first. With no query it lists the nodes and `catalogue` names every family with the nodes in it, small enough to read whole. Options: `family`, `limit` (default 10), `mode` (`"keyword"` or `"semantic"` to ask one way only), `library = true` (search the whole published library by meaning), `context` (`sim`, `field`, ...), `pulls` / `pushes` (`"scene"` or `"asset"`) and `pack`. `procgen.describeNode` describes one node in full. Part of `procgen.toolbox`; surfaces as `procgen.searchNodes`. Returns `{ results, count, catalogue?, keyword, semantic? }`.
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# procgen.toolbox shared Cross-tool helpers for the procgen toolbox. Tools return their raw values (the `tool.assetType` wrapper packages them into the system `ZmToolResult` envelope) and raise via `error(message)` on failure.
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# procgen.stats Structural counts of a `.procGraph` graph — nodes, composites, inputs, outputs. When a `target` is supplied it also evaluates it and reports the output type, the wall-clock evaluation duration, and (for geometry outputs) vertex and triangle counts. Timing is wall-clock only and never feeds graph evaluation, so determinism is unaffected. Part of `procgen.toolbox`; surfaces as `procgen.stats`.
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# procgen.trace The dependency chain for a target — the node ids reachable from it in evaluation order (each node's producers appear before it, a post-order walk of the `node_output` edges). `const` / `graph_input` / composite leaves stop the walk. Part of `procgen.toolbox`; surfaces as `procgen.trace`. Accepts a VFS `.procGraph` path or an in-memory graph object.
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# procgen.tweak Preview a graph with other values for its declared inputs, in one step: try a knob, see what it makes, repeat. The graph's source is left as it is. `inputs` is `{ <input name> = <value> }`, each name an input the graph declares with `g:input`; a name it does not declare is refused with the names it does. `target`, `size` and `path` behave as in `procgen.preview`, and an output drawn by a generator (a particle effect) is pictured by a generator given those inputs. Part of `procgen.toolbox`; surfaces as `procgen.tweak`. Returns `{ inputs, image, metrics }`: the values tried, the rendered picture and the visualizer's stats.
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# procgen.validate Type-checks a `.procGraph` graph and returns diagnostics — `{ level, code, node, input, expected, actual, suggestions }` — empty when the graph is valid. Part of `procgen.toolbox`; surfaces as the global `procgen.validate`. Wraps the `modules.proc` `validate(graph)` model function. Accepts a VFS path to a `.procGraph` folder or an in-memory graph object.
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# Toolbox (asset type) A toolbox is a namespace folder that groups related `.tool/` children plus shared helpers. Toolboxes are the addressing layer for tools — every tool's identity is `<toolbox>.<name>`, so the toolbox name appears in every callsite. Toolboxes also own a `shared.module/` helper module that the toolbox's tools `require(".shared")` for common utilities (result envelopes, validators, formatters). ## When to use one - You have two or more related tools that belong together (an `anim` toolbox with `play` / `stop` / `list`; an `assets` toolbox with `compose` / `validate`). - You need a shared helper module exclusively used by a tool set. - You want a clean dot-namespaced identity for your tools (`my_tools.foo`, `my_tools.bar`). If you only have one tool and no shared helpers, you still need a toolbox — it's the required parent. ## Where it lives - Source: `/zero/source/.../<Name>.toolbox/` - Identity: `<Name>` (the `.toolbox` suffix strips). - Folder shape (container-style — open child set): - `README.md` — instance documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** - `shared.module/` — optional shared helper module (`init.luau` + `README.md`). - `<x>.tool/` — any number of `.tool/` children. The validator permits unlisted children (`allow_unlisted: true`) so tool subfolders don't need to be declared per-name. ## How to create one ```luau tools.createToolbox({ name = "<Name>", description = "..." }) -- or the generic scaffold: asset.create("toolbox", "<Name>") -- Creates: /zero/source/<Name>.toolbox/ -- README.md (instance README template) -- shared.module/ (ok / fail result-envelope constructors) -- `folder` places it in a subfolder of /source; `into` nests it in a -- resolved `.package`: asset.create("toolbox", "<Name>", { folder = "tools" }) ``` Then add tools under it: ```luau local box = asset.resolve("<Name>.toolbox") asset.create("tool", "<toolName>", { into = box }) ``` ## How it operates 1. **Registration.** Writing into a `.toolbox/` folder indexes the toolbox. It becomes the parent namespace for any `.tool/` children. 2. **Tool identity composition.** Each child `.tool/`'s identity is `<toolbox>.<tool>`. Listing the toolbox's tools enumerates the children. 3. **Shared helpers.** Tools inside the toolbox pull `shared.module/` in via `require(".shared")` (relative require from the tool's `init.luau`). 4. **Hot reload.** Editing `shared.module/init.luau` reloads every tool in the toolbox (they all `require` it). Editing the toolbox folder structure (adding / removing tools) reflects in `tools.list` immediately. ## Discovery - `asset.list("toolbox")` — every registered toolbox. - `asset.inspect("<name>")` — child tools, source, this type README. - `ls /zero/source/<Name>.toolbox` lists the files the folder holds. - `tools.list()` — every tool across every toolbox. ## Authoring conventions - **Per-tool implementation lives in each `<x>.tool/init.luau`.** The tool's full function body — argument validation, the call into engine APIs, the return value — goes in `init.luau` with `--!desc` / `--!arg` / `--!return` / `--!example` annotations above the function. **Every exported function is declared `typed function`** — the keyword compiles to the runtime argument check, so a plain `function` accepts any input and reports success on garbage. Do NOT make `init.luau` a one-line forwarder onto a function defined in `shared.module/`. - Keep `shared.module/` thin: result envelope constructors (`shared.ok(value, formatted)`, `shared.fail(message, exitCode)`), argument validators, common formatters — anything genuinely used by more than one tool. Per-tool logic does NOT belong here. - Group by domain, not by surface — `assets` toolbox holds asset operations, `entity` toolbox holds entity operations. Tools that feel unrelated probably want different toolboxes. - Document the toolbox's surface in `README.md` — what problem space it covers, who calls into it, any shared invariants. ## Common pitfalls - **Missing parent toolbox.** Tools cannot exist outside a toolbox. Always scaffold the toolbox first. - **Cross-toolbox shared.** Each toolbox has its own `shared.module/`. Don't try to share helpers across toolboxes; if you need cross-toolbox helpers, factor them into a standalone `.module`. - **Toolbox identity.** Strip the `.toolbox` suffix in identity references (`my_tools`, not `my_tools.toolbox`). ## Related types - `.tool` — the required child(ren) of a toolbox. - `.module` — for cross-toolbox utilities. ## In the Inspector Tools: how many tools the box holds, whether it ships a shared module, what each tool does, and a link to each tool.
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assettype · born here
❒asset
# Tool (asset type) A tool is a single agent-callable function whose schema is its `typed function` signature. Tools are the workflow surface — composed Luau operations that bundle multiple engine APIs into one named call, suitable for agents (and for use from `execute`). Each tool has a declared input shape, return shape, and a strict result envelope (`ZmToolResult`). **Every exported tool function is declared `typed function`.** The `typed` keyword is what makes the signature real: it compiles to a runtime dispatch wrapper that checks each argument against its declared type and raises on a mismatch. A plain `function` — even one carrying Luau type annotations — is checked by nothing at call time, so the tool accepts any input and reports success on garbage. See "The typed signature is the schema" below. ## When to use one - You're composing several engine APIs into a workflow that's worth naming and discovering (`tools.list`, `search_tools`). - You want an agent to be able to call this function by name without reading source code — the typed signature is the API contract. - The operation has clear success / failure modes that fit `{ exitCode, data?, stdout?, message? }`. If the function is just a Luau utility called from other code, use a `.module`. If it's stateful background work, use a `.service`. If it's pure GPU compute, use a compute `.shader`. ## Where it lives Tools nest under a `.toolbox/` parent — toolboxes are the namespace. - Source: `/zero/source/.../<Toolbox>.toolbox/<name>.tool/` - Identity: `<Toolbox>.<name>` (dotted form — the toolbox name is part of the tool identity). - Folder shape: - `init.luau` (or `init.lua`) — exports the function, and carries its schema in `--!desc` / `--!arg` / `--!return` / `--!example` annotations above it. The typed signature IS the tool's signature. **Required.** - `README.md` — instance documentation. **Required.** - `.metadata` — tool-level tier and tags. **Required.** ## How to create one Use the workflow tool that scaffolds the right `.tool/` shape under an existing toolbox: ```luau -- The `tools` global authors a tool inside an existing toolbox: tools.create({ name = "<name>", toolbox = "<Toolbox>", description = "What this tool does, agent-facing.", code = "return shared.ok(true)", -- the function body }) -- Or scaffold the folder manually: local box = asset.resolve("<Toolbox>.toolbox") asset.create("tool", "<name>", { into = box }) ``` Always nest under an existing toolbox — if you don't have one yet, call `tools.createToolbox({ name = "<Name>", description = "..." })` first. ## How it operates 1. **Registration.** Writing `init.luau` into a `.tool/` folder registers the tool with the tools registry. It becomes callable as `tools.use("<toolbox>", "<name>", ...)` from Luau, `use_tool { toolbox, tool, args }` over MCP, and `zero <toolbox> <name> [args]` from the engine shell. 2. **Schema validation.** The `typed function` signature declares the parameter shape. Its runtime dispatch wrapper checks each argument before the body runs and raises a message naming the argument, the expected type, and what arrived. 3. **Return envelope.** Tools MUST return `ZmToolResult`: ``` { exitCode = 0|n, data? = any, stdout? = string, message? = string } ``` `exitCode = 0` means success; non-zero means failure, with `message` carrying the human-readable reason. 4. **Discovery.** The tool surfaces in `tools.list()`, `search_tools { query: "..." }`, and `asset.inspect`'s `exposes:` section (parsed from the typed signature and the `--!` annotations). 5. **Hot reload.** Editing `init.luau` re-registers the tool. Subsequent calls see the new behaviour / schema. ## Discovery - `tools.list()` — every registered tool (any toolbox). - `search_tools { query: "..." }` — MCP-side tool search. - `asset.list("tool")` — same set, asset-style listing. - `asset.inspect("<toolbox>.<name>")` — signature, parameters, return shape, this type README. - `ls /zero/source/<Toolbox>.toolbox/<name>.tool` lists the files the folder holds. ## Authoring conventions - **Implementation lives in `init.luau`.** The tool's full function body — argument validation, the call into engine APIs, the return value — goes in `init.luau`. The toolbox's `shared.module/` is for genuinely cross-tool helpers (`ok` / `fail` constructors, shared parsers / validators), not per-tool logic. Do NOT make `init.luau` a one-line forwarder onto a function defined in `shared.module/`. - Use `shared.module/` in the parent toolbox for `ok` / `fail` result constructors. Don't hand-roll the envelope per tool. Pull it in with `local shared = require(".shared")` from any tool that needs the helpers. - Annotate every public function with `--!desc` / `--!arg` / `--!return` / `--!example` directly above the function — the LSP and toolbox surfaces extract these. - **Declare every exported function `typed function M.name(arg: T, opt: U?): R`.** This is not conditional on the signature being "clear" — a loose argument is the case that needs the checked contract most. Give the argument the type it actually accepts (a union, a named table type, a literal enum) instead of dropping to an unchecked `function`. - Keep tools focused. One tool, one named workflow. Split rather than grow. - Tag tools in the sibling `.metadata` (`{ "tags": [...], "tier": "core|content|specialized" }`) so `search_tools` can find them by domain (e.g. `entity`, `scene`, `assets`, `physics`). ## The typed signature is the schema The `typed` keyword compiles the function into a dispatch wrapper that validates arguments at call time. Without it there is no check at all, so the tool runs its body on whatever arrived and returns a success envelope built from garbage. Type each argument as narrowly as the operation actually accepts: ```luau export type Mode = "edit" | "play" export type SpawnOpts = { position: { number }?, parent: EntityRef?, count: number?, } --!desc Spawn a primitive and return the entities it created. --!arg kind Primitive shape to spawn. --!arg opts Placement and repetition options. --!return The spawned entity refs. --!example "cube", { count = 4 } typed function M.spawn(kind: ("cube" | "sphere" | "plane"), opts: SpawnOpts?): { EntityRef } ``` - **A fixed set of accepted words is a literal union**, never `string`. `("cube" | "sphere")` rejects `"Cube"` at the call and lists the accepted values in the error; `kind: string` accepts `"banana"` and fails somewhere deeper, or not at all. - **A structured argument is a named `export type`**, never `{ [string]: any }`. Naming it puts every field and its type on the tool's page and checks them on entry. - **A named type is only as strong as its fields.** `opts: DrawOpts` where `DrawOpts = { value: any }` passes for a table and checks nothing inside it — the same hole, one level down. The argument checker walks nested fields, so type each one; a type name is not a place to put the work off. - **A dispatch table keyed by an `op` string is several tools.** `{ op: string, [string]: any }` is one unchecked entry point wearing N signatures — split it so each operation carries its own checked arguments. - **An entity or asset argument is `EntityRef` / `AssetRef<kind>`**, never `any` and never a bare name string. - `any` is correct only for a value the tool genuinely does not constrain — a passthrough payload, arbitrary user data. It is not a placeholder for a type not yet written down. ## Common pitfalls - **A plain `function` export.** The tool registers and dispatches, so nothing looks wrong — it just never rejects bad input, and every call reports success. Declare it `typed function`. - **Annotations without `typed`.** `function M.f(x: string)` reads as typed and checks nothing at runtime; the annotation only informs the LSP. The keyword is what enforces it. - **Wrong return envelope.** Returning a raw value instead of `{ exitCode = 0, ... }` will be flagged by callers expecting `ZmToolResult`. - **Tool identity.** The fully-qualified identity is `<toolbox>.<name>`, NOT just `<name>`. Toolbox-less tools don't exist by design. - **Missing dependency.** Tools requiring another package / service must declare it; otherwise the call fails at runtime with a missing-module error. ## Related types - `.toolbox` — the required parent namespace for tools. - `.module` — for Luau libraries with no agent-facing schema. - `.service` — for stateful background work, not callable request/response operations. ## In the Inspector Tool: how the tool is called (its signature), what it does, each argument, what it returns, and its examples, with **Open** for its source.
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assettype · born here
❒asset
# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. Globals leak across reloads. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
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▣
module · born here
❒asset
# shared Cross-tool helpers for the [name] toolbox. Every tool inside the toolbox can pull these in with `require(".shared")`. Holds the small set of helpers that more than one tool needs — typically the `ok(value, formatted?)` / `fail(message, exitCode?)` constructors that produce the canonical `[name]ToolResult` shape, plus any toolbox-wide parsers, validators, or shared state. Per-tool implementation stays inside each `<x>.tool/init.luau`; this module is not a place to forward logic from. ## Exports - `M.ok(value: any?, formatted: string?) -> [name]ToolResult` — success envelope (`exitCode = 0`, `ok = true`). - `M.fail(message: string, exitCode: number?) -> [name]ToolResult` — failure envelope (`exitCode` defaults to 1, `ok = false`). Types: - `[name]ToolResult = { stdout: string, stderr: string, exitCode: number, ok: boolean, value: any? }` - `stdout` — human-readable formatted output; empty when the op produces no text. - `stderr` — error message on failure; empty on success. - `exitCode` — POSIX-style exit code: `0` success, `1` generic failure, `2` bad arguments. - `ok` — `true` iff `exitCode == 0`. - `value` — structured return from the underlying op; `nil` for void ops. ## Usage ```luau local shared = require(".shared") function M.someTool(args) if not args.id then return shared.fail("missing id", 2) end return shared.ok({ id = args.id }, "created " .. args.id) end ``` ## Notes - Pure constructors — no engine calls, no state. Safe to call from any context. - Tools that opt into this shape get a stable envelope every other tool in the toolbox can rely on. Tools that do something custom can return whatever shape they want — `[name]ToolResult` is opt-in. - Per-tool implementations still own their own `--!desc` / `--!arg` / `--!return` / `--!example` annotations even when their result is constructed through these helpers.
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assettype · born here
❒asset
# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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# proc Code-authored, graph-backed procedural generation for the Zero engine. A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`, the returned table is the graph's outputs, and `io.output` is how the graph stands in the world. `builder.module/README.md` holds every rule of that form. This module owns the whole procedural model: the graph builder + data model, the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op implementations. Authored `.procGraph` graphs are persisted via `procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in `procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or `tools.use("procgen", "preview", args)` from a script. Generated meshes/materials/textures/bundles are persisted through their own `.assetType`. An op family can also come from outside this package: a `.procPack` asset registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones shipped here (`proc.registerPack(name, ops)` is what it registers through, and what a test or a tool calls to hold a family for the life of one VM). `terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/` and covering a whole landscape; `guides { path = "systems/terrainSystem/documentation/terrain" }` is its guide. To find out what the registry holds, use the `procgen` toolbox: `searchNodes` searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and `proc.schema(id)` are the same answers in-process, for a graph builder looking something up while it runs.
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component · born here
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# Generator A live procedural generator: it binds a `.procGraph`, plays the graph's timeline and stands each of the graph's outputs in the scene as children of the entity it is on. Change a param and the output is made again in place; in edit and in play alike, nothing it makes is written to the world's source. ```lua local graph = asset.create("procGraph", "crate") -- a box with a `size` input; edit its init.luau local e = entity.spawn("crate") e.component.add("Generator", { graph = graph }) e.component.get("Generator").params = { size = 2 } ``` ## Fields | Field | What it does | |---|---| | `graph` | The `.procGraph` it plays. | | `params` | Overrides for the graph's declared inputs, by name. | | `output` | One declared output to stand; empty, the default, stands every output, one root each. | | `playOn` | `"auto"` (default) plays a timeline with no end as soon as it binds and holds any other on its first frame; `"load"` plays on bind; `"manual"` waits for `play()`. | | `ending` | `"graph"` (default) does what the timeline declares; `"loop"` plays the range round and round; `"hold"` plays it once and stays on its last frame. | | `speed` | How fast its clock runs: 1 its own rate, 0 still, negative plays a timeline with an end backwards. | | `diskCache` | Whether the outputs the graph caches load from, and are written to, the world's disk cache. On by default. | | `cookBudgetMs` | Milliseconds of cook work a frame before a cook yields to the next frame. 5 by default. | ## Methods `play()`, `pause()`, `seek(seconds)`, `seekFrame(frame)`, `loop()`, `hold()`, `setFps(fps)`, `setRange(first, last)` and `setWallTime(on)` drive its clock, on every peer. `getFrame()`, `getTime()`, `describeGraph()` and `playback()` read it; `playback()` also says what running the graph costs and how each output is drawn. `cancelCook()` stops a cook in flight and leaves the last output standing. `apply()` swaps the generator for the asset it makes: the frame being presented becomes a bundle, and an `Asset` component standing it takes the Generator's place. The `onFinished` event fires when a range played once reaches its end. A timeline that runs in real time (`realTime = true`) has an end when its graph states `frames` beside it (`g:timeline({ realTime = true, fps = 60, frames = 180 })`) or when `setRange` gives it one; with neither it runs on and never finishes. When the playhead of one with an end reaches its last frame, `ending` applies as it does to any timeline: `"graph"` loops where the graph declares `loop` and otherwise holds on the last frame and fires `onFinished` once; `"loop"` plays it again from the start, a fresh simulation each time, without firing it; `"hold"` stays on the last frame. `play()` plays a held one again from its start. `playback().ends` is whether the timeline has an end, and `last` is its last frame. A real-time timeline begins again, by `seek(0)`, a loop or `play()`, in the runs its solvers hold on the device: a restart costs a rewrite like any other present, and opens no cook. ## Under an effect An effect's play runs each graph of its entry on a Generator, a child of the play's entity. `effectRef:play(entry, opts)` and the `Effect` component make them and drive their clocks together, so a shot, an impact or a cast is a play of an effect (`guides { path = "topics/visual-effects" }`). The play's own `playback()` adds its Generators' costs together, and `procgen.frames` and `procgen.onPresent` take the play's entity as they take a Generator's. Every play of one graph with the same params plays the frames the first one cooked. A Generator of a graph with `playOn = "manual"` cooks every frame of the timeline while it waits, and `playback().cookedThrough` reaching `playback().last` says every frame is cooked. ## Related - `guides { path = "systems/procgen/documentation/procgen" }`: graphs, ops, timelines, effects and the live generator in full. - The `procgen` toolbox: `spawn`, `adjust`, `apply`, `generators`, `cooks`, `frames` and `onPresent` work on generators by entity.
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component · born here
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# Model Loads and displays a 3D mesh on an entity. Disabling the component hides the mesh. Supports procedural meshes (`cube`, `sphere`, ...), model files, and remote URLs. Tint and outline are shader effects applied to the mesh. **Material lives on this component.** There is no standalone `Material` component — a material only renders where there is a mesh to render it on, so the `material` field is part of Model (and SkinnedModel). Set it at add time or assign the field later; properties are registry-wide. Public fields: `model`, `material` (`AssetRef<material>`), `tintR/G/B`, `tintBlend`, `outlineR/G/B`, `outlineIntensity`. Methods: `:setTint(color, blend?)` (color: `{r, g, b}` array or `{r=, g=, b=}` map), `:clearTint()`, `:setOutline(color, intensity?)`, `:clearOutline()`, `:setMaterialProperty(prop, value)`, `:getMaterialProperty(prop)`, `:getMaterialPropertyNames()`. ```luau entity(id).component.add("Model", { model = "cube", material = "gold" }) entity(id).component.get("Model").material = "checkerboard" -- swap material entity(id).component.get("Model"):setTint({1, 0, 0}, 0.5) entity(id).component.get("Model"):setMaterialProperty("roughness", 0.2) ```
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# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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# proc.parity The machinery behind the procgen rewrite's parity harness (`procgenParity`), its sheet tests (`procgenSheet`) and the `procgen.coverage` tool. - `parity.json`: `entries` holds one entry per current op. Each names its new composition (`new`, node ids as `nodebox.name`, or `nodebox.*` for any node of a nodebox), its class (`exact`, `meaning` with an `invariant`, `gone` for a named decision with a `note`, `unmapped` where the sheet names no counterpart), and `tolerance` the comparison reads. An entry that states `decided` (the text of the ruling that accepts the difference between the op and its node) keeps running: the value differences its comparison finds are reported as accepted, under the verdict `decided`, and are held to nothing, while a node that raises and the cost findings stay findings (`accepting`, `decidedLines`). `budgets` states, per op, the read-backs its node may make (`{ "<op>": { "readbacks": n } }`); an op without one may make as many as the current op does. `types` maps a socket's type to the fixture a case builds for it. `cases` holds a case per op that needs more than the defaults and names only content the library ships. A parity suite states the cases whose inputs are its test fixtures in the `cases.json` of its folder (`{ "cases": { "<op>": case } }`), since the library ships its test content nowhere; `cases()` is both together, one case per op, and an engine whose library leaves the suite out finds no case for those ops. - A case states `params`, `fixtures` (a fixture by input socket), `node` (the new node a multi-node entry compares against), `rename` (`inputs`, `params`, `outputs`: the new node's names where they differ, `false` leaves a name out), `compare` (`bounds`: a Geometry is held to its bounds alone, for an output whose element layout differs by design; `ramp`: two ramps are held to the values they read at the same positions), `sink` (`asset` or `handles`: the op writes to the world, each side under its own name and what it wrote is compared and removed), `world` (entities spawned for the run; `scene` takes the run's root scene, `settle` waits until the op runs on them), `tolerance` (bounds that replace the global ones for this case, `{ attribute = 0.05 }`: for an op whose values come from the device's sampler, whose fixed-point weights and decode answer within a fraction of a percent of the exact blend a node computes), `ignore` (outputs left out), `unreachable` (the sentence that says why the harness has no fixture for the case; the entry then counts as a harness error) and, for an op that is a solver over a timeline, `suite` and `describe` (the group of an existing suite that holds its comparison; `deferred` leaves that group to the suite's own run and states the entry pending, for a group that costs the suite's whole time a second time inside this one). - A fixture is a name (`mesh`, `points`, `curve`, `positionField`, or a type named in `types`), a current op run on its own fixtures (`{ op, params, inputs, output }`; the new side builds it through the node that replaces the op when the entry for that op names exactly one, so a ramp, a group, a prefab, a raster or an Sdf a node reads is one that library made; `shared: true` makes both sides take what the current op makes, for inputs the entry under test is held to and the op that made them is not), a node run on its own fixtures (`{ node, params, inputs, output }`, a new node by id), a list (`{ list }`), a record (`{ record }`) or a literal (`{ value }`). A case's `newInputs` are fixtures only the new side takes, for an input the current op states as a param (a texture the node reads where the op names the asset). - `sheet.json`: the composition sheet's expectations: the four ops, the 23 kernel families with their tallies (a kernel asset `<kernel>_<pass>` belongs to the family `<kernel>`), the layers, the L2 ids as the core package names them, `universalUses` (the L2 nodes every row may call), one row per node family (the kernel families, L2 nodes and ops a node of the row may name; `authorKernel` for rows whose nodes run a kernel the author names; which nodes may stand on one kernel family alone), and the reported numbers. `scan()` finds the new parts in the library: the nodes of every built-in nodebox wherever its package keeps it, the kernel families with their pass assets, and the modules that sit beside nodes. `analyze(src, ...)` reads a node's source: the nodes it calls (`g.<name>(...)`), the ops it names (`op.<name>`), the kernel families it names, a structural hash per call, and WGSL text in its strings. `rowViolations(scan, node)`, `dispatchViolations(scan, node)` and `directCallers(scan)` state what a node breaks of the sheet. `valuesHold(result)` reads a comparison's values alone, which is what lets an existing suite run on the nodes of an op whose cost is over. `assess(scan, entry)` states where an entry stands (`decided`, `unmapped`, `pending`, `ready`); `compare(scan, entry)` runs a ready entry's current op beside its node; `checkCase(entry)` runs the current op on the entry's case. `redirect(map, fn)` runs `fn` with `registry.get` answering a new node for each op id in `map`; `runSuite(name, redirect)` runs an existing suite's cases through the test framework's own runner, and `runSuiteOnNodes(scan, name, ops)` runs it as it stands and with its ops answered by their new nodes. `report(opts)` is the coverage report. A comparison states cost as separate numbers (`result.cost`): `oldMs` (the current op's CPU time), `planMs` (the evaluation outside the nodes' own cooks: expanding the call form, lowering refs and constructs, scheduling, with the plan's share of the waiting taken out), `cookMs` (the CPU time the nodes' cooks spend, with their share of the waiting taken out), `waitMs` (the time in `task.wait`, a read-back's frames, shared between the cooks and the plan by the read-backs each made), `dispatches` (device dispatches queued), `readbacks` (read-backs the substrate counted) and `frames` (frames that passed during the evaluation). A Field in an output is read over the Geometry its side was given, a Column by its values, and a Bool answers 1 or 0. The cost ratio of `tolerance` is applied to `cookMs` against `oldMs`; the read-back count is asserted against the op's budget on its own, so a read-back removed from a node shows as `frames` falling to zero. Times are the median of three runs; counts are the last run's. A comparison states its values and its cost apart. `result.valueFindings` are the differences in what the node answers and `result.costFindings` the cost and read-back findings (`result.findings` holds both). `verdict(assessed, result)` reads them as `value` (`equal`, `differ`, `missing` for an attribute, layer or column the new output lacks, `raised` for a node that failed on the case's inputs, `harness` for a case whose inputs could not be made, `skipped`, `decided`) and `cost` (`within`, `over`, `none`); `summary(scan)` counts every entry under exactly one of `pass`, `costOver`, `differ`, `missing`, `raised`, `harness`, `skipped` and `decided` and reports the same per family (the nodebox of the entry's first new node) with the median and worst cost ratio. What is compared where the two libraries carry a value differently: a Geometry by its live counts (a domain allocated at a capacity compares its live front), a Raster layer by layer at the grid's cell centres, a Texture by size, channel count and texels (bytes scaled to 0 to 1 and held to half a byte step), a count the new library holds on the device as a one-word column by its value, a Population against the instanced points by instance count, and a list of numbers against a list of records of numbers as one layout finding that says whether the numbers agree.
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nodebox · born here
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# prefab (nodebox) Prefabs: the entity records a spawned hierarchy is made of, as record and list values. prefab.empty makes a root, prefab.entity, prefab.parent, prefab.add_component and prefab.link shape the hierarchy (each calls prefab.edit, which holds the record-list edits and the name lookup that prefab.find answers), and prefab.from_geometry, prefab.from_geometries, prefab.from_instances, prefab.from_population and prefab.from_asset make prefabs from what a graph built. The output node shows a prefab and the export node saves it as a bundle. prefab.record and prefab.find are the parts the others are built from: one entity record, and a lookup of an entity by name.
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procnode · born here
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# field.distance (procNode) How far each element's position is from a target, as a Float field. It makes the target the wired `b` field or, when `b` is left unwired, the fixed `point` as a constant field (`value.fallback`, `field.constant`), then measures with `field.vector_math` in `distance` mode from `a` to that target. The result compiles to the device with the rest of the field chain. ## Inputs - `a` (`Field<Vec3> | Vec3`): the positions being measured, one per element. - `b` (`Field<Vec3> | Vec3`): what each element is measured to, per element, so the target can move with the element. Wired, it stands in for `point`. - `point` (`Vec3`, default `{ 0, 0, 0 }`): one fixed position every element is measured to when `b` is unwired. It is how a radial falloff around a place is built. ## Outputs - `field`: the distance, a Float field.
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# instances (nodebox) Instances: pack a geometry into a piece (instances.pack), place a piece set on target points (instances.to_points) and take a population or piece set apart (instances.unpack). A piece is one point whose `Mesh` holds a geometry whole; `geometry.merge` with `pack` puts several together into a piece set. The copies `instances.to_points` makes are a population, which the output node draws as instanced draws, one per piece and material, and export saves as a population asset; any other points stand as one entity each. instances.pack, instances.to_points and instances.unpack are the nodes of that chain, with `points.pose` composing the instance attributes (`P`, `orient`, `scale`, `N`, `v`, `up`, `pscale`, `rot`, `trans`, `pivot`) the copies stand at. Earlier nodes of the nodebox stand a source on points (instances.on_points), deal one of several sources to each point (instances.pick_random, instances.pick_by_attribute), vary and move the copies (instances.randomize_transform, instances.transform, instances.set_material) and merge them into one geometry (instances.realize). The points they make carry a `Mesh` and stand as entities through the output node. instances.place, instances.variants, instances.turn and instances.sources are the parts the others are built from: a transform written onto points, a variant index written onto points, the product of two rotations, and the geometries a population stands (the ones given, else the ones its points carry).
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# part (nodebox) part.merge packs several values into one part, each piece keeping what it is; part.unpack gives one piece back by its name.
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# math One node per operator and function of the authoring surface: add, sub, mul, div, mod, pow, neg, abs, min, max, floor, ceil, sqrt, sin, cos, tan, acos, atan, log, sign, deg, rad, clamp, lerp, smoothstep, length, normalize, dot, cross, vec2, vec3, vec4, the comparisons (lt, le, gt, ge, eq, ne, and `compare` over them), `where`, the integer functions (to_int, to_float, bor, bxor, shl, floordiv), and `concat` for text. Operators and `math.*` over sockets resolve to these nodes. Each calls an operation of `proc.fieldc.operators`: over plain numbers and vectors it answers the plain result, over a Column or a Field it answers a Field (a fieldc template), so a chain of math nodes is one expression that the node consuming it evaluates in a single dispatch (`fieldc.evaluate`).
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# core The parts the other procgen nodes are built from: connectivity (edges, boundary, adjacency, islands, owner, corners), normals, weld, select, stitch, curve measure and resample, sampling, neighbours, realize, the raster set (`raster.new`, `raster.read`, `raster.stencil`, `raster.sample`, `raster.add_layer`, `raster.remove_layer`, `raster.reduce`, `raster.column`, `raster.resolve`, `raster.blend`, and `raster.cells` under them), `column`, and `entity.read`, which brings scene entities in (assets come in through `io.import`). Each is a graph of the four ops, the kernels of `kernels/` and other core nodes. `join` holds the module that places the parts of a join, called by `concat` and `realize`. A graph calls them as `g.core.<name>`, for instance `g.core.edges`. A node with several outputs answers a record: `local faces = g.core.normals.face(...)` then `faces.geometry`, `faces.scaled`. Every node's README states its inputs and outputs.
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# Scatter (node) A scattering node: its `init.luau` holds the graph that does the work, so the declared inputs are this node's inputs and the declared output is this node's output. The node is its pipeline, in one self-contained asset. It makes points on the surface (`points.on_surface`, area-weighted), gives every point its own random yaw, lean and scale (`instances.randomize_transform`), and places the source on those points (`instances.on_points`). The transform is read from the same point cloud the instances sit on, so each copy takes the pose of its own point. A node is findable by what it does: the `procgen` toolbox's `ops` with the query `scatter` lists it beside `points.on_surface` and `instances.on_points`. Editing this node's `init.luau` cooks again every graph that calls it. ## Inputs - `surface` (Geometry): what the copies land on. - `source` (Geometry): the shape being copied. - `count` (Int, default 200): how many. - `seed` (Int, default 1): changes the arrangement. - `scaleMin` / `scaleMax` (Float, defaults 0.8 and 1.4): per-copy size range. - `tilt` (Float, default 0.15): radians of random lean. ## Output - `instances`: a population, the points each carrying the source as its `Mesh`. ## Authoring a node A node is a graph returned from a `.procNode`'s `init.luau` (`proc.define`). `asset.create("procNode", name)` scaffolds that shape, and `procNode.assetType/README.md` describes what a node states and how graphs call it.
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# field.ramp (procNode) A ramp read at every element by a value it carries: a particle's colour, size or opacity following its age. It takes the value each element reads by (the wired `t`, else the element's own `by` attribute, through `value.fallback` and `field.attribute`), maps it from `range` onto 0..1 (`field.map_range`, the ends read off `range` by `value.get`), and reads the ramp there with `ramp.sample`, compiled into the element's dispatch. A value past either end of `range` reads that end of the ramp. ## Inputs - `ramp` (`Ramp`): the ramp to read. - `t` (`Field<Float> | Float`): where along the ramp each element reads. Unwired, it is the element's own `by` attribute. - `by` (`String`, default `"life"`): the Float attribute each element reads the ramp by when `t` is unwired. A particle solver's particles carry `life`, 0 at birth to 1 at death. - `range` (`Vec2`, default `{ 0, 1 }`): the values of `t` that land at 0 and at 1 on the ramp, so a speed from 0 to 20 or a temperature from 300 to 3000 reads the whole ramp. ## Outputs - `field`: the ramp's value at each element.
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# debug (nodebox) debug.dump summarizes any graph value into a record; debug.validate checks a Geometry's structure and reports every issue it finds.
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# geometry.recalculate_normals (procNode) Every vertex's normal averaged, by area, over the faces meeting it. The node is `geometry.smooth_normals` with a crease angle of 180 degrees and area weighting, so no vertex splits: a vertex shared by two faces is smooth across them, and one already split between two copies stays a hard edge. ## Inputs - `geometry` (`Geometry`): whose surface the normals are read off. Attributes and material carry to the result. ## Outputs - `geometry`: the geometry with recomputed per-vertex normals.
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# material (nodebox) Materials as records: material.pbrMat is the standard metallic-roughness material made from its PBR maps (base colour, metallic-roughness, normal, occlusion, emissive) and their factors, and material.shader a material of any surface shader, holding every property and slot to what the shader declares. Each answers one element holding the record of the material kind (`records/material.procRecord`), which geometry.set_material, instances.set_material and the other inputs that take a material put on what draws; the output node shows it and the export node saves it as a `.material`.
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procnode · born here
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# instances.cull (procNode) Keeps the instances a test says to. An instance survives when the value it is judged by is strictly above `threshold`; `invert` keeps the rest instead. The value is the `mask` field when it is wired, else the named point `attribute` (`field.attribute`). `elements.keep` on the points carries every attribute onto the instances that stay, so a culled set realizes as the whole one would have. With nothing to judge by, every instance stays, and inverted, none does. ## Inputs - `instances` (`Points`): the set to thin out, points carrying a Mesh. - `mask` (`Field`): the value each instance is judged by. Wired, it outranks `attribute`. - `threshold` (`Float`, default 0.5): an instance survives when its value reads strictly above this. Raising it thins the set, lowering it fills it back in. - `attribute` (`String`): a point attribute on the set to judge by, read while `mask` is unwired. A name the points do not carry is refused. - `invert` (`Bool`, default false): true keeps the complement, every instance the test dropped. ## Outputs - `instances`: the surviving instances.
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procnode · born here
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# points.box (procNode) A 3D lattice of points filling a box centred on the origin. Each count is at least 1, and the extent the lattice spans is the counts times `spacing` (`value.math`). `grid.box` lays out the cells, x fastest, then y, then z, on the device, and each cell's centre is one point. `attribute.remove` takes the cell layout off the detail so the lattice reads as Points, and each point carries its own number as `id`. ## Inputs - `countX` (`Int`, default 3): how many points along X. The lattice holds countX x countY x countZ points and stays centred on the origin on every axis. Below 1 reads as 1. - `countY` (`Int`, default 3): how many points along Y, the layers the lattice is stacked in. 1 collapses it to a single flat sheet at y = 0. Below 1 reads as 1. - `countZ` (`Int`, default 3): how many points along Z. Below 1 reads as 1. - `spacing` (`Float`, default 1.0): distance between neighbouring points, the same on all three axes. The lattice spans (count - 1) x spacing per axis. ## Outputs - `points`: the lattice, with `id` numbering each point.
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# component (nodebox) component.set gives every element of a class a component with the fields given.
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# texture (nodebox) Textures: images drawn on the device as Texture values, a width, a height and one colour per texel. texture.noise and texture.gradient draw from a formula, texture.from_shader from an author's compute shader and texture.from_raster from the layers of a raster. A material takes a Texture in a slot, and the output node shows one. texture.cells is the part the first two are built from: one point per texel carrying its column and row.
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nodebox · born here
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# geometry Nodes that move, join, cut, round, thicken and sample meshes. A graph transforms a geometry (`geometry.transform`, `geometry.set_position`, `geometry.merge`), welds and shades it (`geometry.weld`, `geometry.smooth_normals`), models it (`geometry.extrude`, `geometry.solidify`, `geometry.bevel`, `geometry.subdivide`, `geometry.decimate`), builds surfaces from outlines (`geometry.sweep`, `geometry.revolve`, `geometry.loft`, `geometry.ribbon`) and reads it into volumes (`geometry.voxelize`, `geometry.to_sdf`). Each is built from the core nodes and the kernels of the library. ## Nodes - `geometry.transform`, `geometry.set_position`, `geometry.set_material`, `geometry.merge`, `geometry.triangulate`, `geometry.measure`: the basic edits and the measurement of a geometry. - `geometry.weld` (with `match = "position+normal"` it keeps hard edges), `geometry.smooth_normals`: merging points and shading normals. - `geometry.extrude`, `geometry.solidify`, `geometry.bevel`, `geometry.subdivide`, `geometry.decimate`: modelling. - `geometry.sweep`, `geometry.revolve`, `geometry.loft`, `geometry.ribbon`: surfaces from outlines and paths. - `geometry.voxelize`, `geometry.to_sdf`: a mesh as cells and as a distance field. - `geometry.boolean`: union, subtract or intersect of two closed meshes, over the `intersect` kernels. - `geometry.selected`, `geometry.flip`, `geometry.profile`, `geometry.tangents`, `geometry.sides`, `geometry.shared`, `geometry.bvh`, `geometry.rings`, `geometry.first`: the parts the nodes above are built from, each usable on its own. - `geometry.unit`, `geometry.perpendicular`, `geometry.rotate`, `geometry.transport`: vector arithmetic over sockets that the nodes which orient points and normals share. ## Conventions - Each node's folder name is its call name inside the box: `geometry.<folder>`. - Inputs and outputs carry the names of the op each node replaces. - A node that answers a Data table from numbers read back off the device holds the Luau for it in a `readings.module` inside its own folder. - A node with one output answers that output's value; a node with several answers a record by output name. - A fold's index runs from 1: the first pass is 1, so a pass that works on level, chunk or step `n` reads `index - 1` when it counts from 0 (`geometry.bvh`, `geometry.to_sdf`, `geometry.sweep`, `geometry.loft`). - A field bound to a kernel takes the length of that dispatch, so a node writes a value out as a column (a gather with an explicit `count`) before it binds one whose length differs from the dispatch's.
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nodebox · born here
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# sdf (nodebox) Signed distance field nodes: shapes, smooth combines, round and shell, space warps (transform, twist, bend, taper, elongate, mirror, repeat), displacement, grids and fields in and out, and sdf.mesh, which contours a shape into a closed mesh.
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procnode · born here
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# points.grid (procNode) A flat lattice of points in the XZ plane, centred on the origin. Each count is at least 1, and the extent the lattice spans is the counts times `spacing` (`value.math`). `grid.box`, one cell thick at height `y`, lays out the cells, x fastest, then z, on the device, and each cell's centre is one point. `attribute.remove` takes the cell layout off the detail so the lattice reads as Points, and each point carries its own number as `id`. ## Inputs - `countX` (`Int`, default 4): how many points along X. The grid holds countX x countZ points and stays centred on the origin, so each one added widens it by `spacing`, half of that to either side. Below 1 reads as 1. - `countZ` (`Int`, default 4): how many points along Z. A count of 1 leaves a single row running along X. Below 1 reads as 1. - `spacing` (`Float`, default 1.0): distance between neighbouring points, the same on both axes. The grid spans (countX - 1) x spacing by (countZ - 1) x spacing. - `y` (`Float`, default 0.0): the height the whole lattice sits at. Every point takes this as its y. ## Outputs - `points`: the lattice, with `id` numbering each point.
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procnode · born here
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# points.filter (procNode) Keeps the points a test says to. The value each point is tested by is the `mask` field when it is wired, else the named `attribute`'s values (`attribute.labels`). The test is a comparison (`field.compare`): above `threshold`, or, when `equals` is given, equal to the index that value or label names. `elements.keep` on the points carries every attribute and the detail onto the points that stay, counted on the device. Given neither a mask nor an attribute, the points come back as they are. ## Inputs - `points` (`Geometry`): the cloud to thin. Every point attribute and every detail value is carried onto the survivors, so a colour or an index still belongs to the point it started on. - `mask` (`Field`): the per-point value tested; a point stays when it is above `threshold`. Wired, it decides, and `attribute` is read only when this is empty. - `threshold` (`Float`, default 0.5): a point stays when its value is strictly above this. Raising it keeps fewer points. - `attribute` (`String`): a point attribute to test instead of wiring `mask`. A name the points do not carry is refused, naming the ones they do. - `equals` (`String | Float`): keeps the points whose `attribute` equals this instead of testing it against `threshold`. It is a number, or a label: one of the texts a text attribute holds, or one of the names the points' detail `labels` gives a numeric one (how one solver's particles are split back by the `stream` their source named). ## Outputs - `points`: the points that stay.
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nodebox · born here
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procnode · born here
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# geometry.delete (procNode) Deletes the triangles a test selects. A triangle is selected when its value is strictly above `threshold`. The value each triangle is tested by is the `mask` field when it is wired, else the named primitive `attribute` (`field.attribute`), else 0. `invert` deletes the triangles the test did not select. `elements.keep` on the primitives does the removal: every point stays, and the triangles that remain keep their corners and attributes, counted on the device. ## Inputs - `geometry` (`Curves | Surface`): whose triangles are thinned. Point and detail attributes carry over as they are; primitive and vertex attributes stay with the triangles that survive. - `mask` (`Field`): read once per triangle for whether it goes. Wired, it is what the selection reads, and `attribute` is read only when this is empty. - `threshold` (`Float`, default 0.5): a triangle is selected when its value is strictly above this. Raising it deletes less. - `attribute` (`String`): a primitive attribute on the geometry to read the selection from, instead of a wired mask. A name the triangles do not carry is refused. - `invert` (`Bool`, default false): true deletes every triangle the test did not select, so a mask naming what to keep cuts away the rest. ## Outputs - `geometry`: the geometry with the selected triangles removed.
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nodebox · born here
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# shader (nodebox) An author's own compute shaders as nodes. shader.compute runs a .computeShader over the elements of a geometry through the device.kernel op: each buffer binding is a column of the geometry, each param a knob of the node, and what the shader writes comes out as columns.
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nodebox · born here
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# scene (nodebox) scene.query finds entity ids by name, component and hierarchy, scene.fetch brings entities in as points carrying their pose and components, scene.input is the entity the graph stands on, and scene.water is the water the scene holds.
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procnode · born here
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# geometry.separate (procNode) Splits a geometry's triangles in two by a test. The value each triangle is tested by is the `mask` field when it is wired, else the named primitive `attribute` (`field.attribute`), else 0. Two comparisons against `threshold` follow (`field.compare`): strictly above, and at or below. `elements.keep` on the primitives runs once for each, so `a` holds the triangles above and `b` the rest. Both keep every point, and between them they hold every triangle once. ## Inputs - `geometry` (`Curves | Surface`): whose triangles are divided. Point and detail attributes carry to both halves as they are; primitive and vertex attributes stay with each half's own triangles. - `mask` (`Field`): read once per triangle for which half it joins. Wired, it is what the split reads, and `attribute` is read only when this is empty. - `threshold` (`Float`, default 0.5): a triangle goes to `a` when its value is strictly above this, and to `b` otherwise. - `attribute` (`String`): a primitive attribute on the geometry to read the split from, instead of a wired mask. A name the triangles do not carry is refused. ## Outputs - `a`: the triangles whose value is strictly above `threshold`. - `b`: the rest. A call answers both as a record by output name.
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nodebox · born here
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# sim (nodebox) Simulation nodes: sim.spawn, sim.force, sim.collider, sim.scene_colliders, sim.particles and sim.shader, built on the runtime's g:state and g:step.
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nodebox · born here
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nodebox · born here
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# abiBox A node for the procgenAbi suite: it is called through the builder and written out in a graph.
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nodebox · born here
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nodebox · born here
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# mesh The primitive solids and sheets a graph starts from: `mesh.box`, `mesh.sphere`, `mesh.cylinder`, `mesh.cone`, `mesh.capsule`, `mesh.octahedron`, `mesh.torus`, `mesh.rounded_box`, `mesh.plane` and `mesh.grid`. Each is made on the device from lattices and fans of the `make` kernel, with positions, normals and texture coordinates written as formulas over the lattice, and answers triangles centred on the origin that fill the box its parameters name. ## Conventions - Each node's folder name is its call name inside the box: `mesh.<folder>`. - Parameters keep the names and defaults of the op each node replaces. - `mesh.lattice` makes the lattices and fans the presets share, `mesh.spherical` the point of a sphere and `mesh.cube_faces` the faces of a cube; a preset writes its positions, normals and texture coordinates as formulas over the lattice.
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nodebox · born here
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# io The ways in and out of a graph: `luau` runs a function of a Luau module on the CPU, `output` shows a value in the world and answers a Handle, `export` saves a value as an asset, and `engine` calls the engine bridge the core reading nodes and `export` use. `output` holds `show.module` and `engine` holds `engine.module`, the functions they call.
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nodebox · born here
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# entity (nodebox) entity.transform and entity.bounds read one entity's pose and bounds as values, entity.points reads a set of entities as points, and entity.geometry reads the mesh an entity's Model draws as a Geometry.
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package · born here
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# oceans A sea and the ground under it, as one package: the wave simulation, the surface that renders it, the seabed it is seen through, and the answer to "how high is the water here" that gameplay needs to float things on it. ```lua local Ocean = require("@builtin::systems.oceans.modules.ocean") Ocean.create({ preset = "gale" }) ``` That is a whole ocean — waves out to the horizon, foam on the breaking crests, a seabed below, and a surface that follows whoever is looking at it. To float something on it: ```lua local ocean = Ocean.forEntity(oceanEntityId) boat.position = { x, ocean:sampleHeight(x, z), z } ``` It is a building block. The sun the water glitters under, the ambient its foam sits in and the sky it reflects all come from the scene, through the same directional light and reflection probes every other material in the engine reads — so an ocean drops into a world that already has lighting instead of bringing a second set, and changing the scene's light changes the water with it. ## What it does The simulation is **spectral**: instead of animating individual waves, it builds the sea's energy across every wavelength and direction from an oceanographic spectrum, then inverse-transforms that into a height field. A real sea is what comes out — wind speed alone decides wave height, and it rises with wind the way a fully developed sea does, following the Pierson–Moskowitz law. It runs in **cascades** — independent wave fields over different patch sizes, each band-limited to its own range of wavelengths. A tile of roughly two kilometres carries the long waves and one of a few hundred metres the short ones; they sum into a surface with detail at every scale, and because the bands are disjoint no wavelength is synthesised twice. Above them a **Gerstner bank** adds the swell analytically, which no cascade can hold: a wave longer than its own patch has nowhere to live, and swell arrives from a distant storm on its own heading anyway. **Foam** is not painted on. It comes from the Jacobian of the wave displacement: where the surface folds over itself, the wave is breaking. Whitecaps appear where and when the geometry actually breaks, accumulate into a persistent world-space field, and streak behind the crest as they decay. **Colour and transparency are the same mechanism.** Per-channel Beer–Lambert extinction over the distance light travelled through water gives both — red dies within a metre, blue survives tens. That is why shallow water over sand reads turquoise and the open sea reads near-black blue without switching materials. **The seabed** is one noise field read twice: scaled it is the terrain's relief, unscaled it picks between sand and rock, so outcrops stand on the high ground and sand fills the hollows. The sun's caustic web moves over both, bent by the horizontal displacement of the water directly above it. Bodies land on it: the pass that raises the ground writes the same field out as a height patch that travels with the viewer, so what a body stands on is what the frame drew. Nothing here ships an image. Every map the surface and the seabed sample — the foam patterns, the sand, the rock, the caustics — is grown on the GPU at startup. ## The pieces | Asset | What it is | |---|---| | `components/Ocean` | Puts a sea on an entity. Its fields are the sea state; the simulation is rebuilt from them, so an ocean survives a scene reload. | | `modules/ocean` | The substrate: `attach`, `create`, `forEntity`, `sampleHeight`, `sampleDisplacement`. | | `components/Buoyancy` | Floats a rigid body on the sea. Its fields are the hull: how dense it is, how steady, and what box displaces water. | | `modules/buoyancy` | The forces: `attach`, `forEntity`, `columns`, `submergedFraction`, `restingY`. | | `modules/oceanPresets` | Nine named sea states, from `calmClear` through `gale`. | | `modules/oceanQuality` | The four tiers — how finely a sea is resolved, as distinct from what sea it is. | | `modules/oceanClipmap` | The camera-following ring geometry both the surface and the seabed are built on. | | `modules/oceanFloor` | The seabed: terrain, ground materials, caustics and the ground physics collides with. | | `modules/oceanScene` | The seam between the scene capture and the materials that sample it. | | `shaders/oceanSurface` | The water: cascade normals, absorption, exact dielectric Fresnel, subsurface scattering, sun glitter, foam, and the view from below. | | `shaders/oceanFloor` | The seabed: sand and rock blended by terrain noise, under a caustic web. | | `materials/oceanWater`, `materials/oceanSeabed` | The default looks. | | `renderFeatures/oceanScene` | Copies the frame's colour and depth so the surface can refract what is behind it and measure its own water column. | | `computeShaders/ocean_*` | The ten-stage GPU pipeline. | ## Wind is the control Significant wave height goes as the **square** of wind speed, so that one field does most of the work: | Wind | Sea | Wave height | |---|---|---| | 3 m/s | glassy, a mirror | ~0.2 m | | 11 m/s | working sea, occasional whitecap | ~2.5 m | | 24 m/s | gale, breaking and streaked | ~12 m | Everything else shapes character rather than size: `choppiness` pinches crests into peaks, `standingWaveRatio` runs waves both ways instead of only downwind, `jonswapGamma` sharpens a fetch-limited sea, and the foam layers decide how readily a breaking crest whitens and how long it streaks. Read `documentation/oceans.guide` for the full walkthrough, including the seabed, buoyancy, reflections and what each tier costs.
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procgraph · born here
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# Scatter Strews copies of one shape over the surface of another, each with its own turn, lean and size. Both the surface and the thing scattered are inputs, so this covers rocks on a hillside, crates on a deck, bushes along a bank or rubble across a floor: wire it a different `source` and it is a different field. It makes points on the surface (`points.on_surface`, area-weighted), gives every point its own random yaw, lean and scale (`instances.randomize_transform`), and places the source on those points (`instances.on_points`). The transform is read from the same point cloud the instances sit on, so each copy takes the pose of its own point. ## Inputs | Input | Type | Default | What it does | |-------|------|---------|--------------| | `surface` | Geometry | none | What the copies land on. Points are area-weighted, so a bigger face gets proportionally more. | | `source` | Geometry | none | The shape being copied. | | `count` | Int | 200 | How many copies. | | `seed` | Int | 1 | Changes the arrangement. The same seed always gives the same field. | | `scaleMin` | Float | 0.8 | Smallest per-copy size multiplier. | | `scaleMax` | Float | 1.4 | Largest per-copy size multiplier. Equal to `scaleMin` means uniform. | | `tilt` | Float | 0.15 | Radians of random lean off vertical. `0` stands every copy upright. | ## Output `instances`: a population, the points each carrying the source as its `Mesh`. A Generator draws it as one hardware-instanced draw call per source; `instances.realize` merges it into a single Geometry. ## Calling it Another graph calls a `.procGraph` as it calls a node, by its path or identity, naming the inputs in a table; the call answers what the graph outputs (`instances`). Its declared inputs are the call's inputs.
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toolbox · born here
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# probe Get told when something happens in the running world, without editing anything. A probe attaches to code that is already running. You say what to watch, what condition matters, and what to compute at that instant; you get a notice on a later tool call saying it happened and carrying the value. You never wait, you never guess a delay, and there is nothing to remember to undo — no source file is touched, nothing reloads, and cancelling removes every trace. This is what to reach for instead of adding a log line to a component and reloading it, and instead of running a script, waiting, and capturing in the hope the timing was right. ## The three things you can watch | Tool | Fires when | |---|---| | `onCall` | A named function runs. Sees its arguments and what it returned. | | `onLine` | Execution reaches a file and a line. Sees that frame's locals. | | `onChange` | A value becomes different from what it was. | And three to manage them: `list` (what is armed and what it has seen), `hits` (the detail behind the notices), `cancel` (take one off, or all). ## What a probe tells you Three parts, every time: 1. **Where it came from** — which probe, and what it is attached to. Written by the probe, so several armed at once never blur together. 2. **What it is about** — your `notice` text. Required. A value with no idea what it is about is not a report. 3. **What your body returned** — a string becomes the line, a table becomes the values beside it. ```lua probe.onCall("modules.combat.applyDamage", { notice = "a hit killed something", when = "ret.killed", run = "return ret.target .. ' at ' .. tostring(ret.hp) .. 'hp'", }) ``` That reads back as its source, then "a hit killed something", then `goblin at -40hp`. Repeat hits collapse into one line with a count and the values that differed, which is why the text stays fixed and the value varies. ## Seeing the moment Pass `capture` to have a hit bring back a picture as well: Luau, read against the hit's context the way `run` is, that aims a capture tool at what the hit is about and returns the picture. ```lua probe.onCall("modules.combat.applyDamage", { notice = "a hit killed something", when = "ret.killed", capture = "return tools.use('capture', 'fromEntity', { entity = args[1], angle = { 30, 20 } })", freeze = true, }) ``` A capture waits for the renderer, so it runs as the hit is recorded rather than inside the code the probe is attached to; the hit's notice goes out once the picture is back and carries it under `shot`, delivered to you as a picture beside the line, and the picture says which frame it is of. `probe.hits` holds the same picture on the hit's row. On `onCall`, `freeze` also stops the world at the hit. A capture that fails still reports the hit, with `captureError` saying why. ## Picking a target - A function on a required module — `onCall`, by `module.field`. - A local inside a module, or a helper a component keeps to itself — `onLine`, by chunk and line. This is the one that reaches code no name can address. - A value: a component field, a light's intensity, a position — `onChange`. Pair any of them with `when` to name the moment rather than every step toward it. `when = "value >= 5"` fires the first time it reaches five. A line probe's `when` is evaluated inside the frame it stopped in, so it reads that frame's variables by their own names and with their own types — `doubled >= 6`. The other two read the context: `ret.killed`, `value >= 5`. ## What it costs - `onCall` costs one extra call on the wrapped function, and nothing anywhere else. - `onLine` costs nothing on an unarmed line, but a breakpoint drops the enclosing function out of native code until that script reloads. On a function that runs every frame that is real, so cancel it when done. - `onChange` reads its expression once per frame while armed, which is also its limit: something that changes and changes back within a frame is not a change it can see. Probe the code that sets it with `onLine` instead. Every probe carries a hit limit and a cooldown, both defaulted low. A probe that reaches its limit disarms and says so; hits the cooldown held back are counted and shown by `list`, so a busy probe never leaves you believing it fired only as often as it spoke. ## Where it stops Nothing about a probe is written to disk and nothing survives the engine stopping. A body runs inside a protected call and must not yield; three errors in a row disarm the probe and report why. Globals are sealed read-only, so `onCall` cannot wrap one. A component's own method is not a field on a module either — reach it with `onLine`.
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module · born here
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# discovery Content search in this engine. One question — `discovery.search { q, assetType, match, mode, limit }` — answered in one shape, in one of two modes. `match` belongs to keyword mode. **Keyword** reads the files each asset type's `type.yaml` names under `indexing.data` for the slot `match` selects: `identity` is the identity role (a README, usually); `capability` is the capability, interface and implementation roles together (code, guide bodies); `any` is either and `all` is both. It matches the query's words against those files verbatim and each hit says which role and file matched. It runs on this engine's own files, so unpushed content and a private world's own content are in it. **Semantic** is ZeroMind's ranking over what ZeroMind may embed: the builtin library, the origin worlds of installed libraries and imported assets, and this world itself when it is public. Say what you need in `q`, in plain words. The search decides which asset types the words are about, and a judge reads every candidate against the query; the hits it keeps come back best first. `match` does not apply to it. Leave `assetType` out: naming one replaces the search's own choice of types, so only the named types are searched and a type guessed wrong answers nothing even when the library holds what you asked for. Name a type only when the task fixes it. A private world's own content is out of its reach, and the answer's note says what it searched and that keyword mode searches the world's own files. The two modes never fall back to each other; the answer names the other one when it cannot answer. **The library corpus.** `library = true` asks the semantic ranking over the whole published library instead of the content this engine can reach (`discovery.libraryScope()` names no world, so the request carries no world filter). Each hit carries `local_` when this world already holds it. The same question is then asked of this world's own content by keyword mode (`keyword { own = true }`, which reads only assets `discovery.worldOwn` holds to be this world's: not the builtin library, not an installed library, not a dependency, not anything `world.installedAssets()` lists), and those matches are appended after the library's hits (`discovery.withWorldMatches`): a hit the library already returned stays where the library put it, every other one is listed after, marked `from = "world"`. The library's hits keep the order the search core gave them; no score is changed or combined. When ZeroMind cannot be asked (`resting`, `unavailable`), the world's own matches still answer and the note says the library was not searched and why. An engine bound to no world answers as before. Keyword mode refuses `library`. `discovery.searchGuides` asks the same question the way a `guides { query }` call does: the documentation types `DOC_TYPES` names, `guide`, `agentskill` and `assettype`. `discovery.searchTools` asks it the way a `search_tools { query }` call does: the types `TOOL_TYPES` names, `tool`, `toolbox` and `workflow`. Three surfaces mean three things (`guides` is the docs, `search_tools` is what an agent runs, `discovery.search` is the content), so a `guides` query answers out of the docs alone, and an answer holding no hit carries `NO_DOCS_NOTE`, which names `discovery.search` as the surface that reads modules, components, render features, shaders and the rest. Both MCP tools ask with `library = true` whenever the engine is bound to a world. Naming no `assetType`, keyword mode walks `discovery.guideTypes()` — the types `discovery.types()` lists that `DOC_TYPES` names — and semantic mode asks ZeroMind over them (`discovery.semanticKinds`, each type by the guid of its `.assetType`) for `SEMANTIC_FETCH_MAX` hits (100, the most one call answers) and keeps the first `limit` of those kinds (`discovery.onlyKinds`). Naming an `assetType`, it searches exactly those types; a list naming `tool`, `toolbox` or `workflow` is refused with a sentence that points to `search_tools`, and one naming any other type `discovery.types()` lists with a sentence that points to `discovery.search`. `searchTools` refuses a documentation type by pointing to `guides`, and a content type by pointing to `discovery.search`. The hits stay in the search's own rank order. ## The answer ``` { mode: "keyword" | "semantic", -- the mode that ran; absent on a refusal match: "identity" | "capability" | "any" | "all", -- keyword answers only from: "bound" | "library", -- the scope that ran status: "answered" | "private_world" | "resting" | "unavailable" | "refused", results: { { q, hits } }, -- one entry per query, in the order asked world: { guid, title, private }, -- the world this ran from, when one is bound searched: { { guid, title, why } }, -- the worlds it covered note: string, -- the reach this answer had, and where else to look scanned: number, -- keyword: the most assets one query read cut: boolean, -- keyword: whether a walk stopped at KEYWORD_SCAN_MAX } ``` `private` is stated once the world's visibility has been read. Semantic mode reads it — through `discovery.visibility`, which asks ZeroMind once per world and holds the answer — because it decides what ZeroMind is asked over. A keyword answer and a refusal ask ZeroMind nothing: they name the world from what the engine holds (`discovery.worldHere()`), so an unreachable backend never delays them. `private_world` is the status of an answered semantic search from a private world; a `resting` or `unavailable` one keeps that status and its `retry_in_s` or `error`. `note` is what an answered search says about its own reach. `PRIVATE_WORLD_NOTE` is what a private world's semantic search covered and which mode reads that world's own files; `ALL_KINDS_NOTE` is the semantic search that named no kind, so ZeroMind ranked over every kind it holds and a row can be of any of them; `NO_DOCS_NOTE` is the `guides` query the documentation held nothing for, and names the surface that searches every other kind. They stand in the one `note` when more than one applies, the private-world sentence first — `status` reads `private_world` there, so the sentence that status names opens what the answer carries. `why` is `builtin`, `this world`, `library` or `import`. A semantic answer's `searched` is the scope ZeroMind was asked over; a keyword answer's is the corpus it actually read — the builtin library when builtin assets were in it, this world when the world's own were. A `library` or `import` entry's `title` is read from the install record that brought its guid into this world; an install whose record carries none names that origin by guid alone. A hit carries `guid`, `assetType` (the server's wire field `kind`, renamed where a hit is read), `name`, `summary` — the first line of the asset's README that is neither blank nor a heading — and `local_`, the form of the asset this engine holds: `path`, plus `tool` for a tool (the identity a call names, from the tool registry through `tools.callable`), `toolbox` for a tool and for a toolbox (the name a drill-in lists the toolbox by), or `guide` for a guide or an assetType (the identity `guides { path }` reads), `workflow` for a workflow (the identity `workflow.start` runs), `skill` for an agent skill (the identity `agent_skill` opens), and `readme`, the VFS path of the asset's README when it holds one. A tool or toolbox hit also carries `local_.registered`, which says whether the registry holds what the hit names: the function a call to the tool would run (`tools.callable`), or the toolbox a drill-in would list (`tools.registeredToolbox`). A `.tool` folder whose source registered none has `tool = nil` and `registered = false`; a toolbox folder the registry holds nothing for keeps its `toolbox` name and has `registered = false`. `discovery.identityOf(hit)` is the one name the surface acting on a tool-family hit takes: a tool's `<toolbox>.<tool>`, a toolbox's drill-in name. A hit from keyword mode carries `matched = { role, file, terms, words, together }`: the role and file that carried the query's words best, how many of those words the asset carried anywhere in its text, how many it carried as words of their own, and the most it carried side by side in the query's order. A hit from semantic mode carries `score`, ZeroMind's own rank for it, and what the search core stated: `p` (the judge's probability, which is the order of a library answer), `type_key` and `system_key` (keys into the result's `types` and `systems`, which a library result carries beside its hits), `owning_world`, and `preview_description` when the server sends one. A semantic request names its types through `discovery.kindParam`: every registered type by the guid of its `.assetType`, builtin types included, which is the identity ZeroMind files a type under. A name no registered type answers to travels as written, so ZeroMind can say which name it does not know. `discovery.semanticKinds(names)` spells the ones of `names` that resolve. A search that names no kind where its surface documents some — none of them resolving — answers with `ALL_KINDS_NOTE`, so a caller reads the ranking's reach off the answer rather than off the rows. `discovery.shape(answer, "guides", query)` lists a guide or assetType hit with its `assetType`, the `path` `guides { path }` reads and its `summary`; a hit of any other type with its `assetType`, `name`, a one-line `purpose` and `vfs_path`, the README `read_file` opens. `discovery.shape(answer, "tools")` lists each hit with its `assetType` (tool, toolbox or workflow), its `identity` (`discovery.identityOf`), its `toolbox`, a one-line `purpose` and `registered`; a tool row also carries `tool`, the `use_tool` identity while the registry holds it and empty while it does not. Every row of both forms carries `guid`, `installed` (whether this world holds it), `use` (`discovery.nextCall`: the one call that acts on it, `use_tool { toolbox, tool }`, `search_tools { toolbox }`, the `workflow` toolbox's `start`, `guides { path }`, `agent_skill { name }` or `read_file { path }` for a hit this world holds, `zeromind_install { guid }` for one it does not), `p` when the search core judged it, and `from = "world"` on a match from this world's own content. ## Ranking Hits fall by `matched.weight`, what the query's words the asset carried as words of their own weigh together: `hand` in "hand it over" and `spawn` in "spawns" or "spawning" count, `off` inside "offline" does not (`matched.words` is how many of them there were). A word weighs `ln((read + 1) / (carriers + 0.5))`, where `read` is how many assets the walk read and `carriers` how many of them carry the word, so a word few assets carry outweighs several that nearly every asset carries: in "roster who is here" the tool saying "roster" ranks above the hundreds saying "who is here". Then by `matched.together`, the most of the query's words the asset carried side by side in the query's order (separated by spaces or hyphens), so "hand off" ranks above "hand" and "off" apart. Then by `matched.terms`, how many of the words the asset carried anywhere in its text, inside longer words included. Each word counts once however many of the asset's files carry it. Then by the order the type declares the role that matched in its `indexing.data`, then by name. `match: "all"` keeps only assets whose identity files and whose capability files each carried at least one of the words. A keyword answer's `results[i].total` is how many assets matched that query, of which `hits` are the best `limit`. ## The frames a search takes A keyword walk reads the files of up to `KEYWORD_SCAN_MAX` assets, which on a cold cache is thousands of reads. Called from code that can yield (a task, an `execute`, the engine shell, `search_tools`), it gives the frame back every `SLICE_MS` (8 ms) of reading, so the engine keeps stepping and drawing while it searches. `discovery.newSlice()` is that rule as a function, for any other walk to call between its pieces. Called from code that cannot yield, the walk reads everything within the one call. ## What it reads, what it holds, and what it reads twice A keyword query reads the files the recipe names for every asset of every type it covers. One copy of each file is kept — lowercased, which is what the match reads, plus the one line a README answers for — against the checksum the asset index reports for its asset (`asset.meta(ref).checksum`, the tree hash over the asset's own files). So a second identical query reads nothing, and an asset whose bytes changed is read again on the next query that reaches it. What is held is bounded by `TEXT_BUDGET_BYTES`, **16 MiB**; past it the least recently read asset's text is dropped, and a query that reaches it again reads it again. `discovery.stats()` reports `reads`, the number of `vfs.read` calls the module has made, and `bytes`, what it is holding right now. `discovery.forget()` drops all of it. Past the budget, the least recently read text is dropped until `TEXT_KEEP_FRACTION` (three quarters) of it is held, so the ordering that picks what goes is paid once per pass rather than once per read. ## How much one query reads A keyword query reads at most `KEYWORD_SCAN_MAX` assets, **500**. The walk takes this world's own assets first and the library's after them, since no other search answers for what the world holds; within each, it takes the types' assets in turn — the first of each type, then the second of each — so a bound walk samples every type instead of reading the first few types whole. A `tools.search` drilled into a toolbox (`{ toolbox = ... }`) walks the tools under that toolbox's folder and no others (`within`). The answer states `scanned`, how many it read, and `cut`, whether the types held more. The bound holds whatever the query names: `assetType` narrows which assets the 500 are, so a type holding more than 500 is cut too. `search_tools` asks for `tool,toolbox` (440 builtin assets), which fits inside the bound on the builtin library. A `guides` query that names no `assetType` covers `guideTypes()` — `guide` and `assettype`, 125 builtin assets — so its walk reads both types whole. A name no registered type answers to is refused, naming it and the types that surface reads, and so is a name whose type declares no indexing recipe, since no search reads its assets; `discovery.types()` is the whole list a `discovery.search` can read. Measured on a native headless offline engine, `dev` profile (optimized + debuginfo), Windows, `--dev` over the checkout, 2026-09-14. "Cold" follows `discovery.forget()`; "warm" repeats the same query. Every row but the fresh-engine one ran on an engine whose earlier walks had already read the same files once, so its cold figure is the module's cost without the first read of each file from disk. The builtin library holds 2,172 assets across the 42 types that declare a recipe and more than 46 MB of lowercased text; `module` (15.6 MB) and `testSuite` (past the 16 MiB budget on its own) are the largest. | Query | Assets read | Cold | Warm | |---|---|---|---| | builtin, no `assetType`, no bound | 2,172 | 28,558 ms, 6,051 reads | 19,309 ms, 6,002 reads (the text passes the budget, so it is read again) | | builtin, no `assetType`, bound 500, first query of a fresh engine | 500, cut | 8,328 ms, 1,283 reads | 159 ms, 0 reads | | builtin, `tool,toolbox` | 440 | 383 ms, 1,224 reads | 38 ms, 0 reads | | builtin, `guide,assettype` | 125 | 541 ms, 348 reads | 11 ms, 0 reads | | builtin, `searchGuides` naming `guide`, after `forget()` | 76 | 436 ms, 152 reads | 34 ms, 0 reads | | builtin + 1,500 world guides, no `assetType` | 500, cut | 8,320 ms, 1,192 reads | 136 ms, 0 reads | | builtin + 1,500 world guides, `guide` | 500 of 1,576, cut | 607 ms, 1,000 reads | 27 ms, 0 reads | The world guides were authored into the session's `/source` with `asset.create("guide", name)`, each carrying a two-line `README.md` and `guide.md`. What a read costs depends on the file: a guide's two small files read in 0.6 to 1.6 ms each, while an `animation`, `font` or `texture` asset's recipe files cost 17 to 42 ms each, which is why the bounded unfiltered walk — which reaches every type — costs more per asset than a family walk.
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module · born here
❒asset
# preview Render an asset's preview in the preview studio: an isolated camera, lit only by its own three-point rig, over a neutral backdrop, that nothing in the scene reaches. `ref:preview()` renders any asset by the recipe its type declares under `preview:` in its `type.yaml`, and these are the primitives it calls: they spawn temporary entities, frame an offscreen camera over them, render one frame, read it back as a PNG, and tear the entities down. ## Surface - `preview.fromEntities(makeFn, opts?) -> PreviewResult` — run `makeFn` to instantiate entities, frame a camera to their bounds, render one offscreen frame, and return the still PNG. - `preview.fromRecipe(ref, recipe, opts?) -> PreviewResult` — render `ref` by a declared recipe: `instantiate` stands it through its own `instantiate`, `surface` paints the material its type's `ref.previewMaterial` returns on the recipe's mesh, and `image` fits a file the asset holds to the frame on the studio backdrop without rendering anything. - `preview.backdrop() -> { r, g, b }` — the studio backdrop's colour in a finished preview, 0-255. `PreviewResult` is `{ available, imageBase64?, rendered?, width?, height?, bounds?, stats?, reason? }` — `imageBase64` is the rendered PNG when `available` is true, and `reason` explains why when it is false. `opts` is `{ size? = { width, height }, angle? = { yaw, pitch } }`. ## Example local result = asset.resolve("gold", "material"):preview({ size = { width = 512, height = 512 } }) -- result.imageBase64 holds the rendered PNG (base64)
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# frame_bounds Bounds union and exact frustum fitting — the math behind "put this subject in frame". `fit` solves for the camera distance that keeps every corner of a box inside the frustum at a given orbit angle. That is exact for any shape at any angle, which a circumscribed sphere is not: a sphere frames the DIAGONAL of the box from every direction, so a 14 x 0.5 x 14 plate backs the camera off nearly 1.4x further than its silhouette needs. Two consumers share this one implementation: the capture toolbox's framed shots and editor frame-selection. Toolboxes are self-contained and never cross-require, so the math lives here as a module rather than inside either. ```lua local FrameBounds = require("@builtin::modules.frame_bounds") local box = FrameBounds.union({ FrameBounds.ofEntity(entity.find("player")), FrameBounds.ofEntity(entity.find("prop")), }) local framed = FrameBounds.fit(box, { fov = 60, aspect = 16 / 9, angle = { 0, 20 } }) -- framed.px/py/pz is where the camera goes, framed.cx/cy/cz is what it looks at. ``` ## Exports - `FrameBounds.union(boxes) -> Aabb?` — the AABB enclosing every box in the list. `nil` when the list is empty (or holds nothing with `min`/`max`), which is the signal that there is nothing to frame. - `FrameBounds.ofEntity(target) -> Aabb?` — world-space bounds of an entity and its descendants (`hierarchyBounds`, covering a character root plus its skinned mesh and bones), falling back to the entity's own mesh `bounds`. `nil` when the target has no renderable geometry. - `FrameBounds.fit(box, opts?) -> Framed` — a camera pose that frames `box`. `opts` is `{ fov = 60, aspect = 16/9, margin = 1.15, angle = { yawDeg, pitchDeg } }`; `angle` also accepts `{ yaw = , pitch = }`. Returns `{ px, py, pz, cx, cy, cz, distance, radius, fov, near, far, center, size }` — camera position, look-at point (the box centre), the fitted distance, the bounding-sphere radius, geometry-derived near/far clip planes, and the box's centre and full size. A degenerate (point) box gets a short fixed distance so the camera is not sitting inside the subject. - `FrameBounds.fitDistance(hx, hy, hz, dx, dy, dz, tanH, tanV) -> number` — the corner projection itself: the smallest distance along the orbit direction `(dx, dy, dz)` (subject toward camera, unit length) that keeps all eight corners of the half-extent box inside a frustum with half-angle tangents `tanH` / `tanV`. `fit` applies `margin` to this; call it directly when you already have a direction and want the raw fit.
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module · born here
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# shared Module Cross-tool helpers for the `capture` toolbox. Every tool inside this toolbox can pull these in with `require(".shared")`. ## Purpose This module holds the small set of helpers that more than one tool in the toolbox needs — typically the `ok(value, formatted?)` / `fail(message, exitCode?)` constructors that produce the canonical `captureToolResult` shape, plus any toolbox-wide parsers, validators, or shared state. Keep it focused: per-tool implementation stays inside each `<x>.tool/init.luau` (with its own `--!desc` / `--!arg` / `--!return` / `--!example` annotations). ## Usage ```luau local shared = require(".shared") function M.someTool(...) if not ok then return shared.fail("reason", 1) end return shared.ok(value, "") end ``` ## Exports See `init.luau` for the full export surface. Typical exports include `shared.ok(value, formatted?)` and `shared.fail(message, exitCode?)` for building the toolbox's standard result envelope.
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module · born here
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# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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toolbox · born here
❒asset
# ik Look at a rig's bones and at what an IK solve is actually doing. Debugging IK means answering three questions, and none of them can be answered from a screenshot: what are this rig's bones called, where are they right now, and is the chain reaching its target or merely near it. `bones` lists a body's bones with their world positions and parents — the names you need before naming a chain, and the positions you measure against when checking a solve from outside the component. Rigs rarely use the word you would guess: the standard humanoid here calls its feet `Ankle_L` and `Ankle_R`, with no bone containing "foot" anywhere. `reach` reports how far a limb can extend and how far away a point is, both in the same units. A target beyond a limb's reach has no solution — the chain extends straight toward it and stops, which is correct and looks exactly like a broken solver. This is the first thing to check when a solve looks inert. `state` gathers every IK component on an entity and reports what each one is doing, so "is anything solving at all" is one call rather than five.
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module · born here
❒asset
# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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backing path · systems/procgen.package/procgen.toolbox

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Inside

2 problems across 1 item
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dep.unresolved · L312
could not resolve `Effect`
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dep.unresolved · L337
could not resolve `Effect`
⌬ZeroMind agent review · awaiting first pass
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quality—
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performance—
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+ quality × 0.35
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