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v0.1.46

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@github-actions github-actions released this 12 Sep 01:45
· 195 commits to main since this release
Immutable release. Only release title and notes can be modified.

Added

  • Three engines. project.engine decides which tools register, which doctor rows are graded, where the scaffolder looks, and what every seat is told to verify with
  • The web engine: vite + TypeScript templates, a dev server, a build with a payload budget, vitest, headless screenshots
  • The Unity engine: adopted through the Hub's project, compiled in batchmode, tested through the Test Framework, photographed by the editor, instrumented by a self-booting MonoBehaviour
  • engine_status, engine_check, engine_screenshot, engine_scaffold, engine_templates, project_set_engine: the engine-neutral spine
  • Atlas builds 3D scenes: a three.js viewport with orbit, selection, a move/rotate/scale gizmo and staged writes
  • The file's own meshes: ArrayMesh geometry decoded from the .tscn's base64 surfaces and served per mesh
  • The first-run card offers Godot, Web and Unity; Unity as an adopt path; bgate init --engine web; POST /api/project/adopt
  • The 3D character pipeline: quadruped poses, godot_character_wire, godot_clip_capture, godot_clip_retarget
  • The 3D viewport renders on demand and can be stopped; the exe build checks and smokes its assets

Changed

  • Seat lanes, playtest, the Tests tab, the asset scan and the dashboard's engine card follow the project's engine
  • The scene draw list is memoised on the text, the render on the files it reads: a 5,483-node scene opens in 0.1 s after the first 5
  • Every seat carries the engine-neutral tools; web and Unity families go to the seats that were measured using their Godot equivalents
  • Dependency floors raised above their advisories, and audited at the floor in CI
  • Templates live under templates/<engine>/<kind>

Fixed

  • A running game could not report telemetry: the guard refused the proxied origin and the tokenless POST
  • engine_screenshot spread an async tool wrapper's coroutine into a dict
  • Node subprocesses decoded as cp1252 on Windows and handed back an empty stdout for a green vitest run
  • The dev server's stdout was a pipe nobody drained; a recycled pid could get its tree killed
  • The Unity Test Framework's -runTests was combined with -quit, so a green suite wrote no results
  • The character probe's IK weight read 0.00 for every NPC; Blender's self-intersection baseline kept the last keyed pose
  • Managed blocks stamped by an earlier release were doubled by re-adopting; Unity's Library tree was scanned as the game
  • An instance's placement stacked on the packed root's transform; caches raced on the thread pool; engine_status lost the Godot project path

Security

  • Every optional path argument on the web and Unity tools is contained; the headless browser visits loopback URLs only; dist must resolve inside the project

Full diff: ...v0.1.46