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0.10.0 — Materials, modules and section workspaces
Pre-releaseMaterials, compound buildings, elevated infrastructure and section workspaces
- Textured game/mod meshes receive the genuine installed native light field, with editor material response, directional geometry shadows and authored-wall depth. Roughness, metalness and sun controls are inside the editor; unavailable assets retain their thumbnails.
- Reusable entrances, stair towers, room sections and annexes can be captured, transformed and assembled into ordinary editable buildings. Complete rooms, furniture/models, resource ownership and signed stair transitions are preserved; invalid transformations and overlaps reject atomically.
- Signed decks, stair access, rails, supports, tunnels and six junction presets preserve underlying roads/water. Group preview/apply/removal and history are reversible. Native-cell seam exports are checked.
- 47 MCP tools include genuine map/world/draft lighting reads and isolated map/world gameplay-zone proposals, revision-protected commits and browser review of zone rectangles.
- Independent section workspaces use atomic manifests and immutable content-addressed files. Open one section, save only that section, retain unchanged neighbors and recover a previous complete revision. Selected exports include clipped shared buildings plus a valid local source/context; whole-world exports write native cells directly into bounded streamed archives.
- English README and step-by-step guide include five new reviewed screenshots. The Windows x64 ZIP includes the .NET Runtime and updated documentation.
Validation: 226 C# and150 JavaScript checks, 23 authentic installed-library lighting scenarios, real browser module/material/infrastructure/workspace/review/history workflows, both supported official MCP protocols, installed native map/stair reader and an extracted self-contained startup without the game or shared runtime. Public source/package path and debug-symbol checks pass.
Native RGB computation is authentic; browser mesh/material/shadow rendering remains an editor preview of it, not the game's FBO/material renderer. Infrastructure uses discrete native floors and pedestrian stairs, with no continuous vehicle ramps. Paths cross native cells inside a section; separate sparse world sections currently own separate paths. Load the complete world to see/edit authoritative shared buildings. No character playthrough, gameplay save or multiplayer validation is claimed.