Script editor schema tables, model-rendered item icons, and loot-table triggers
The Script Editor gains data and table editors for server schemas and an undocked window; item icons render straight from the item's 3D model; loot tables accept several triggers per item or object drop.
Script Editor#
- Schema data and table editors. Server schemas (
server/schemas/) now open in dedicated data/table editors inside the Script Editor instead of raw JSON, using the same palette tokens as the code view. - Undocked script window. Script tabs can be popped out into their own window so code and the map or data editor can sit side by side.
- Deleting a script no longer collapses the folder tree.
Data Editor#
- Item icons render from the model, editor-free. An item's inventory icon is produced from its 3D model by the same renderer the MCP
render_item_icontool uses, so icons stay consistent whether they are made in the editor or by an AI agent. - Built-in item properties. Stackable, Tradeable and Droppable are now first-class toggles in the item Properties panel and are enforced by the server.
- NPC definitions written for the client now carry label-only interaction options and project-relative model paths. An NPC whose client row failed to parse was previously invisible in game.
Game Tools#
- Loot tables: multiple triggers. An item or object drop can be fired by several triggers at once — interaction options and item-on-object use — instead of a single trigger per row.
Map Editor#
- Deleting a model from the library no longer leaves ghost entries in a map's
props.bin.
Library#
- Creations folders. Your own cloud uploads can be organised into folders from the Library tab, matching the new Creations page in the dashboard.
More in this area
Editor 1.0.19
The first release since 1.0.18, carrying the 47 commits that landed after it: cloud project sync, viewport-first item authoring, item property toggles, multi-trigger loot tables and schema editors.
Viewport-first item creation, asset category rail, and tiered terrain textures
The item create page authors equipment placement directly in the viewport with a transform gizmo and snapshots the inventory icon from it; the Assets tab gets an icon category rail; terrain textures ship as 128/256/1024 tier files.
Cloud asset library and the import overhaul
The Library tab is now a cloud library with a category tree for 3D, 2D and Misc assets; share models, textures, items, NPCs, maps, interfaces and audio; imports run on a threaded pipeline behind a pre-import screen and land as self-contained .scn files.
