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recursively checks `.posecode` libraries, with `--strict` and `--json` modes
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for CI.
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-**Embed compatibility metadata**: the CDN bundle exports `version`,
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`languageVersion`, and `validatePosecode()`. Player ready/error events now
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include structured version and diagnostic details, while host elements expose
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a machine-readable loading/ready/error state.
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-**Release contract checks**: CI builds the publishable package chain so a
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source-only language change cannot land without a valid CDN bundle.
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-**Realistic human figure**: the playground, landing hero, and `<posecode-player>` embeds now render a fully rigged, textured human character (hands with articulated fingers, sneakers, face) instead of the procedural capsule mannequin. All solving (FK, ground-lock, pins, reach-IK) still runs on the driver skeleton, rebuilt to the character's exact proportions and retargeted bone-for-bone every frame; the procedural figure remains as an automatic fallback (and via `?figure=classic` / `character="off"`).
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-**Self-collision resolution**: a capsule-based de-penetration pass keeps forearms/hands out of the torso, head, and legs (and shins out of each other), clamped to healthy ROM, so limbs no longer pass through the body mid-movement.
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-**Solid props**: props now declare blocking faces (the wall's surface, the chair's backrest and seat edge, the box's near face) and a contact pass keeps the body out of them — translating the whole figure along the face normal, or bending the offending leg's hip clear (ROM-clamped). Limbs pinned/gripped/reached to a prop anchor stay exempt as declared support. A new `solid-props` eval invariant (independent geometry re-derivation) guards every prop movement against this bug class.
Copy file name to clipboardExpand all lines: editors/vscode/package.json
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"private": true,
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"displayName": "Posecode",
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"description": "Language support for the Posecode (.posecode) kinematic motion DSL: syntax highlighting, range-of-motion diagnostics, completion, and hover.",
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