Editor 1.0.19
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.
Why this release matters#
1.0.18 shipped on 13 August and main kept moving: 47 user-facing commits landed after it. This release closes that gap, so the features the documentation describes are the features you can actually download.
The editor updates itself — open it and take the prompt, or install fresh from the dashboard.
Projects#
- Save Project to Cloud in the Project menu uploads the project source under its game id, so another signed-in machine can pull it down. See Cloud project sync.
Data Editor#
- Viewport-first item authoring. Position equipment on the character with a Move/Rotate/Scale gizmo instead of typing numbers, and see exactly what the client will draw. The placement is stored as a base pose plus your deltas, so re-finalising never double-bakes a transform.
- Inventory-icon snapshots are captured straight from the viewport and carried into Finalize; the gizmo works in icon mode too.
- Stackable, Tradeable and Droppable are first-class toggles in the item Properties tab, and the server enforces them.
- Item icons render from the item's own 3D model, with no editor session required.
.objdrops convert with their textures and go through the import screen.
Game Tools#
- Loot tables accept several triggers per row — interaction options and item-on-object use — instead of one trigger per drop.
Script Editor#
- Schema data and table editors: server schemas open in real editors rather than raw JSON.
- Script tabs pop out into their own window.
- Deleting a script no longer collapses the folder tree.
Assets and terrain#
- Assets tab gains an icon category rail, and every category gets the folder view.
- Terrain textures are stored as id-keyed 128/256/1024 tier files with PBR set packing, and round-trip the cloud as tier zips.
- Per-map texture quality survives saves and asset rescues.
- Linked-folder browsing copes with very large asset stashes, and stale
.gltfpaths resolve to their.scnsiblings.
Fixes#
- Deleting a model no longer leaves ghost props behind in a map's
props.bin. - Every 3D preview renders in its own world, so one preview can no longer leak into another's thumbnail.
- NPC skin binds carry bone names, so the client's skeleton graft maps correctly.
More in this area
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.
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.
