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feat(pipeline): add the story.scene and story.asset products - #81

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nichinichisou0609 merged 2 commits into
redesign/depotfrom
redesign/story-scene
Oct 15, 2026
Merged

nichinichisou0609 merged 2 commits into
redesign/depotfrom
redesign/story-scene

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Summary

  • story.scene (storyscenes/default.json): what the ADV screen loads before an episode's first line — the ADV scene, the camera manager, the character and background fields, the global volume, the ADV player and master id settings and the built-in graphics settings. scene.json names them by object id, with the animator clip bindings and the shader name table.
  • story.asset (storyassets/<key with / as ~>.json): the objects of one catalog key a story loads (stage, frame, effect, still, chat window, transition, ...) with the bindings and shader table of what it reaches. An asset several stories load is one product.
  • adv.build is the episode logic for its inputs; content.storyepisode reads those inputs from a product's object table and master rows (command list, shard TextAssets, default transition).
  • content.prefabs.builtin_root looks up a built-in settings root (moved from livescene).

Test plan

  • pytest tests/pipeline/test_story.py tests/content/test_storyscene.py tests/content/test_storyasset.py tests/content/test_storyepisode.py
  • ruff
  • story.scene exported from a real catalog: all seven keys reached, graphics settings and shaders resolved

Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com

nichinichisou0609 and others added 2 commits October 16, 2026 00:12
story.scene (storyscenes/default.json) holds what the ADV screen loads
before an episode's first line: the ADV scene, the camera manager, the
character and background fields, the global volume, the ADV player and
master id settings and the built-in graphics settings. scene.json names
them by object id with the animator clip bindings and the shader name
table; the renderers' shaders and post-processing textures are reached
through the graphics settings.

story.asset (storyassets/<key with / as ~>.json) holds the objects of one
catalog key a story loads, such as a stage, frame, effect or still, with
the bindings and shader table of what it reaches; an asset several
stories load is one product.

The lookup of a built-in settings root moves to content.prefabs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
adv.build is the episode logic (shards, commands, resource closure) for
its inputs; adv.extract reads them from a catalog, and
content.storyepisode from a product's object table and master rows: the
episode's command list, its shard TextAssets and the default transition
of the ADV player settings.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@nichinichisou0609
nichinichisou0609 merged commit f134e21 into redesign/depot Oct 15, 2026
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@nichinichisou0609
nichinichisou0609 deleted the redesign/story-scene branch October 15, 2026 16:41
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