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* fix(ci): disable Nx Cloud to unblock e2e and build pipelines Remove the expired nxCloudAccessToken from nx.json — the free plan is exceeded, causing all nx commands without --no-cloud to hard-fail with "organization has been disabled". Also add --no-cloud to the Docker publish workflow, the only CI workflow that was missing it. * fix(ci): add NX_NO_CLOUD=true env var to all workflow jobs The --no-cloud flag on outer nx commands does not propagate to nested nx invocations (e.g. cryptothrone:e2e spawning nx test axum-cryptothrone). Setting NX_NO_CLOUD=true at job level ensures all nx processes in the workflow tree skip cloud auth regardless of nesting depth.
* feat(astro-kbve): add weekly NX report and graph workflow Add ci-weekly-nx-report.yml that runs every Tuesday on arc-runner-set to generate an NX workspace report (parsed into MDX) and a dependency graph (mermaid diagram + project index). Both pages live under dashboard/ in Starlight. The workflow auto-creates a PR to dev. * feat(nx-graph-to-mdx): add visual styling with Starlight components Use CardGrid, Cards, Tabs, and color-coded mermaid nodes (blue=app, green=lib, amber=e2e). Add top-hub cards, sanitize mermaid node IDs for names with special characters like @kbve/source. * chore(nx): disable NX Cloud connection Set neverConnectToCloud to true in nx.json to prevent unintentional cloud connections during local and CI runs. * chore(ci): add safety guards to weekly NX report workflow - Fork guard job (mirrors utils-self-hosted-job pattern) - Validate NX report output is non-empty and contains expected fields - Validate NX graph JSON is non-empty and has >0 nodes - Validate generated MDX files have frontmatter and expected components - Guard against pushing to an already-existing remote branch - Add set -euo pipefail to all run steps - Clean up temp files in always() cleanup step
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) * fix(isometric): use correct WebSocket URL in production and protect shader assets Production was connecting to ws://127.0.0.1:5000 instead of the real game server. Refactor networking to use full WebSocket URLs — JS now detects localhost vs production and passes wss://hostname/ws accordingly. Switch from lightyear from_addr() to from_url() to support URL paths. Also add exclude for .wgsl files in vite compression config to prevent shader files from being deleted during the build. * fix(isometric): preserve raw shader files in build and deploy WASM assets The vite-plugin-compression2 gzip pass was deleting all original assets including .wgsl shader files that Bevy needs at runtime. Changed deleteOriginalAssets from true to a /\.wasm$/i regex so only WASM originals are removed. Added a post-build cp step as a safety net. Includes rebuilt WASM + JS/CSS deploy to astro-kbve.
Atlas was migrated into pydesk. The workflow was already fully disabled (if: false stub). Removing dead file. Co-authored-by: Al @h0lybyte <5599058+h0lybyte@users.noreply.github.com>
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Release: Dev → Main
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e4f85f8)9b017db)This PR is automatically maintained by CI — KBVE Studio