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README.md

sceneAuthoring

The scene-change contract — the scene only ever changes by reviewing the pending changes and accepting them.

You build live — spawn entities, edit existing ones, create assets in play, register effects and UI — and the scene stays untouched until you review and accept. There is no silent save anywhere in this flow. A review is composed within the frame it is called in, so it describes that frame, and the session keeps running — on a world several agents share, one agent reading its own pending changes leaves every other agent working. A verdict reached later reconciles what it writes against the scene as it stands then. Accepting writes the reviewed items into the world's source; rejecting keeps them live for the session but never enters them into the scene. A review can be accepted or rejected whole, or narrowed to numbered items, entity names, name parts, or group labels.

The review reports, per numbered item:

  • added entities — clustered so one spawn batch reads as one decision, with component shape, spatial span, and materials on the line.
  • updated entities — field-level diffs against the scene.
  • assets the changes use — play-created ones are saved into the world's source on accept; references with no backing asset are flagged as broken-on-reload.
  • edited source files: code and assets modified during play, saved over the originals on accept. A folder asset is one item, its edited files kept or dropped together.
  • session effects and UI screens — runtime-only registrations that will not come back on reload.

Accepting also saves the play-created assets the accepted entities reference — a scene must never point at files that vanish when play ends.