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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_icon tool 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.

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