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Releases: Toastconcern/FrameStudio
Releases · Toastconcern/FrameStudio
Release list
Frame Studio v0.2.0
Frame Studio
- Gaussian splats: open or add 3DGS captures (.ply, .splat, .spz from Polycam, Luma, Scaniverse, Postshot...) as splat objects: listed in the Outliner, picked in the view, moved, rotated and scaled with the gizmo (undoable), hidden or deleted, with a headset budget in Properties (over 400,000 may need Half frame rate; over a million is asked about on Save and Send). Saved into the .fenv as .spz files.
- Newer .spz splat files (version 4, the kind Niantic's current spz tools save) open too.
- A saved environment records which Frame Studio made it, shown in Properties > Environment, on the start screen and by fenv-tool info.
- The version is shown at the bottom left (and in the Help menu), the same number as the release.
- Properties tabs are labelled: each shows its icon and name across the top, the open one underlined.
- The open tab of an area (Properties, Outliner) and the open workspace are underlined, so you can tell which is which.
- Buttons in the World, Environment, Bundle and Headset tabs sit in rows at their own size, as in the Object tab,
instead of stretching across the panel. - Moving things: click to select, then drag the selected item to move it. Clicking something no longer nudges it
(or a large mesh behind it) when the mouse moves a little. - Outliner folders have colours, one for each level of nesting, instead of plain grey.
- Removed "Stop at Meta's invisible walls" from the World tab.
- Help › Join the Discord, and a Discord button on the start screen: https://discord.gg/yJDn59ErgK
- New app icon (a roof over a headset) on Windows, macOS and Linux.
- Opens STL (3D printing, CAD) and PLY (scans, photogrammetry) models, alongside glTF, FBX and OBJ.
- PLY meshes show their own vertex colours (with see-through alpha when the file has it), in Studio and on the
headset. glTF models' vertex colours show too. Models without colours look the same as before. - Environment tab › Sky: pick a 360° panorama (.hdr, .jpg or .png, twice as wide as it is tall) to use as the sky
instead of the home's own. Remove puts the home's sky back. It's saved in the .fenv, so Frame Home shows it as it is. - Pictures can also be TGA, GIF (its first frame) and PSD (the flattened image).
- Meta homes look right in more places (Studio and Frame Home):
- Textures stored uncompressed (8-bit or half-float) load properly. They came out as streaky noise or pixelated
(Focused) or black (Horror's lanterns and bats). - A vista's meshes whose shaders ship in its footprint draw when the footprint is in the same folder (Horror's
front garden, a Calming boulder). - Meshes with no material in the scene use the one they were exported with (Horror's sky and candle flame,
Oceanarium's light rays and surface waves). - Vista (Cascadia)'s floors are matte again instead of mirror-like: its reflection map keeps the blurred levels Meta
made for rough surfaces. Convert an environment made from it before this again to get the fix. - Things placed inside another placed group sit where they belong (Haven2025's teleport spots by each seat were
all in the middle of the room).
- Textures stored uncompressed (8-bit or half-float) load properly. They came out as streaky noise or pixelated
- Environments can say which newer features they need; a Frame Studio or Frame Home too old for one says so instead of
showing it wrong. - Fixed a crash in the Bundle tab: taking an environment out of a bundle (✕) could close Frame Studio, because its
picture was freed while it was still being drawn. - Opening an environment that already has a saved walkable area no longer marks it as changed: the area is shown
exactly as saved until you edit something, so just opening and closing it doesn't ask you to save. - Dragging the gizmo can no longer leave an object, a splat or a world item broken (gone from view) when the gizmo
gives a bad result for a moment, such as a rotate ring dragged edge-on. - Placed surfaces far from the middle of the world join up as reliably as ones near it.
- Updates are checked before they're installed: a download that was cut off, damaged or not the real file is refused
and nothing is changed. The files an update sets aside are cleaned up even when the old copy was still running. - An environment named "." or ".." (typed, or in a .fenv someone sent) could make the 5-minute auto-save delete
environments in My Environments. Names like that, and Windows device names (CON, NUL...), are now changed into
safe file names. - Saving an environment opened from inside a bundle saves it into My Environments; before, Save wrote into a scratch
copy that was emptied the next time a bundle member was opened. - Object edits are found again when the environment's name, or your Windows user name, has letters like é or ü
(they were silently missing, and saving then dropped them), and the edits file is written whole or not at all. - An environment whose splat placement or a carried-over setting became "infinity" or "not a number" could never be
opened again after saving: those values are now saved as safe ones. Typing such a number into a Location, Rotation
or Scale field leaves the value as it was. - Saving a bundle over an existing one no longer loses both when the old file can't be replaced, and a bundle can't
be saved over one of its own environments. - A bundle with many environments no longer leaves the 3D view blank after a resize.
- Running out of memory opening a huge model, or saving a huge home, shows a message instead of closing Frame Studio.
- An OBJ model whose .mtl file is missing opens (without its materials) instead of not at all.
- Damaged or hostile files are handled safely: .spz files that unpack to gigabytes, PLY files with impossible
counts or indices, glTF files with a broken index count, oversized pictures in a .fenv or bundle. - No more freeze after an edit: the walkable area is worked out in the background after you move, delete or undo
something. Big homes used to stop the window for up to 1.5 seconds each time (Hand Tutorial 4). - The 3D view follows the mouse a frame sooner: orbiting, panning, flying and gizmo drags show in the same frame,
instead of one refresh behind the rest of the window. - Frames come at an even pace. On Windows they're timed to the display's refreshes, which cuts the wait between
your input and the screen. - Selecting a big mesh no longer holds up a frame for as long (its outline builds about twice as fast).
- The Bundle tab costs a third as much time per frame.
- Two Frame Studio windows can no longer install an update at the same time (the second says another is installing
it), and an update cut off halfway, by a crash or a power cut, is finished or undone the next time Frame Studio
starts instead of leaving a mix of old and new files. - Closing an environment in the same moment the 3D view is resized no longer shows a frame of garbage in the view.
- An update stopped at the worst moment (a crash or power cut while Frame Studio swaps in the new program) can no
longer leave no program to start: the old program is replaced by the new one in a single step. - On Windows, homes, models and environments in folders over 260 characters deep open, import and save (where
Windows' long paths setting is on). - With letters like é or ü in your Windows user name, compiled shaders are now kept between runs instead of being
compiled again every time Frame Studio starts. - glTF models whose index data doesn't start on an even byte are read safely.
- Copy and paste: Ctrl+C, Ctrl+X (cut), Ctrl+V and Ctrl+D (duplicate), also in the Edit menu and the right-click
menus, for objects, splat objects, spawns, seats, teleport hotspots, surfaces, invisible walls and gravity zones.
Paste puts the copy where the view is looking (at the same height over the floor), or right beside the original if
you're looking at it; Duplicate always puts it beside. It works across environments opened in the same Frame Studio,
and world items also paste into another Frame Studio window. One Ctrl+Z undoes it. Shortcuts do nothing while
you're typing in a text box. - A new seat's "stand up here" spot is now in front of it (the way its arrow points) instead of behind it.
Frame Home
- Sitting down turns you to face the way the seat faces (its arrow in Frame Studio), wherever you were looking when
you pointed at it or teleported onto it. Before, you kept facing the way you were, so you could end up sitting
sideways or backwards. - Gaussian splats: environments with splat captures draw them (sorted back to front as you move, both eyes in one pass); a .fenv that has splats needs this Frame Home (older ones refuse it rather than show it without them). The Environments panel shows which Frame Studio made each environment.
- The Debug page scrolls (mouse wheel and drag).
- Settings shows Frame Home's version at the bottom.
- The dashboard tab has the new icon.
- An environment made by a newer Frame Studio says "Needs a newer Frame Home" on its card.
- Smoother movement at any frame rate: walking and turning step by exactly one display frame's time per frame, so the
speed no longer wobbles with the frame timing. - Half frame rate: frames are timed to the display (every other refresh, not a loose sleep), the frame shown twice is
turned on with your smooth turn instead of standing still, and while you walk, turn, dash or blink every frame is
drawn (when the home is light enough for that). - A frame that comes late, or is shown twice, follows your smooth turning and (approximately) your walking, instead of
lagging behind for a refresh. - Blink teleports fade to black and back in the system environment (they were an unfaded freeze, then a jump).
- Teleporting near chairs and stools goes where you aim: the arc takes a seat only when it comes down onto it, not when
it passes a stool on the way or lands beside a desk (Haven2025 kept sitting you in the desk chair). Every spot of
Haven2025's floor can be teleported to. - Sitting down no longer throws you straig...
Latest build (6d0b4fc)
Frame Studio v0.1.51
Full Changelog: latest...v0.1.51