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chore(release): 0.1.1 - #2
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`nnnotes config init` writes the config template, which now ships with the package. In a terminal it asks for each setting, reading the keys without echo; otherwise it takes `--set SECTION.KEY=VALUE` values and asks nothing. `config set` / `config unset` change one value in place and keep the file's comments; a value `-` is read from standard input. `config check [--json]` reports each setting's origin and status (ok, unset, invalid, not found, unknown) without its value, and `config path [--json]` lists where the config file is looked up. A per-user config file (%APPDATA% on Windows, $XDG_CONFIG_HOME elsewhere) is read after ./nnnotes.toml, and a missing setting's error points to `config init` when no config file was read.
`nnnotes web` writes the compressible assets (json, glsl, moc3, atlas, skel, bin, wav, glb) gzip encoded by default, and brotli with `--compress br`; `--compress none` keeps them as they are. An asset is encoded only when that makes it smaller. Its name stays the sha256 of the decoded bytes, with `.gz` or `.br` appended, and its manifest entry gains `stored`, the byte length on disk, next to the decoded `size`; split JSON parts gain it as a fourth item. The gzip bytes carry a fixed header, so the same data gives the same file on every Python version with the same zlib. An existing encoded file that decodes to the same data is kept. Chart manifests become format 3, and the site summary reports the decoded and stored bytes. BREAKING CHANGE: chart manifests are format 3 and may name encoded assets; a player must decode them.
A room's glTF now holds one image per distinct PNG, shared by the textures that draw it; each texture keeps its own sampler and gets its Unity name. Textures, materials, mesh filters and renderers are keyed by their serialized file and path id, so two files that reuse a path id no longer share an entry. room.json `textures` lists one name per glTF texture, and the home host's room materials use the same keys.
…ng them A story no longer exports its Live2D models into its own directory. `nnnotes web` builds the models the selected stories use once, as models of the site (listed in models.json), and each story manifest (`ournotes.story-manifest/2`) names them in `models` and gives the site root in `root`. `nnnotes story -o DIR` exports the models into a shared models directory (`--models`, default `live2d/` next to DIR), where a model already exported is reused. A model's model.json (format 2) records `motionSync`, and its shaders include the variants the story renderer draws with at the best quality. The story's shaders and scene no longer carry the models' shaders and mask materials. A model manifest of an older format is rebuilt by the next build; model manifests are format 3. BREAKING CHANGE: story manifests are `ournotes.story-manifest/2` and story.json `models` maps a model key to a model id.
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nnnotes config init/set/unset/check/path; the config template ships with the package; a per-user config file.web --compress gzip|br|none); chart and model manifests format 3.ournotes.story-manifest/2);story -o DIR --models.