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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.
  • .obj drops 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 .gltf paths resolve to their .scn siblings.

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.

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