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Added
- Three engines.
project.enginedecides which tools register, which doctor rows are graded, where the scaffolder looks, and what every seat is told to verify with - The web engine: vite + TypeScript templates, a dev server, a build with a payload budget, vitest, headless screenshots
- The Unity engine: adopted through the Hub's project, compiled in batchmode, tested through the Test Framework, photographed by the editor, instrumented by a self-booting MonoBehaviour
engine_status,engine_check,engine_screenshot,engine_scaffold,engine_templates,project_set_engine: the engine-neutral spine- Atlas builds 3D scenes: a three.js viewport with orbit, selection, a move/rotate/scale gizmo and staged writes
- The file's own meshes: ArrayMesh geometry decoded from the .tscn's base64 surfaces and served per mesh
- The first-run card offers Godot, Web and Unity; Unity as an adopt path;
bgate init --engine web;POST /api/project/adopt - The 3D character pipeline: quadruped poses,
godot_character_wire,godot_clip_capture,godot_clip_retarget - The 3D viewport renders on demand and can be stopped; the exe build checks and smokes its assets
Changed
- Seat lanes, playtest, the Tests tab, the asset scan and the dashboard's engine card follow the project's engine
- The scene draw list is memoised on the text, the render on the files it reads: a 5,483-node scene opens in 0.1 s after the first 5
- Every seat carries the engine-neutral tools; web and Unity families go to the seats that were measured using their Godot equivalents
- Dependency floors raised above their advisories, and audited at the floor in CI
- Templates live under
templates/<engine>/<kind>
Fixed
- A running game could not report telemetry: the guard refused the proxied origin and the tokenless POST
engine_screenshotspread an async tool wrapper's coroutine into a dict- Node subprocesses decoded as cp1252 on Windows and handed back an empty stdout for a green vitest run
- The dev server's stdout was a pipe nobody drained; a recycled pid could get its tree killed
- The Unity Test Framework's
-runTestswas combined with-quit, so a green suite wrote no results - The character probe's IK weight read 0.00 for every NPC; Blender's self-intersection baseline kept the last keyed pose
- Managed blocks stamped by an earlier release were doubled by re-adopting; Unity's Library tree was scanned as the game
- An instance's placement stacked on the packed root's transform; caches raced on the thread pool;
engine_statuslost the Godot project path
Security
- Every optional path argument on the web and Unity tools is contained; the headless browser visits loopback URLs only;
distmust resolve inside the project
Full diff: ...v0.1.46