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zStudio 0.6.3
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Resize the top-right inspection panel from its bottom grip or keyboard, with a saved shared height, a normal minimum of 216 DIP and a maximum of 80% of the viewport. Keep fixed readout/action headers and scrollable details; hide Rotate for placements without rotation. Share height control/readback through MCP, preserving transform drafts and newer layout choices when an older resize gesture ends.
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Anchor inspection at the top right with a permanent live hover readout and selected-object details expanding below it. Clear hit coordinates to placeholders over empty space, preserve independent selection/drafts and keep the view cube clear. Hide Move/Rotate icons until Edit while retaining their layout space; show all supported pickup XYZ axes and vehicle Y heading.
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Gate Whole world cards and bounds with Unlock editing. Show whole-instance selection bounds before Edit; enable Move/Rotate handles only in the card's shared draft. Add pickup XYZ rotation and AIV vehicle Y heading in degrees, preserving native units and untouched bytes. Typed transforms and handle drags preview until one combined confirmation, with drag-only Escape and full-draft Cancel. Extend the shared MCP draft schema and verified archive saves to rotation.
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Keep out-of-range coordinate errors inline, require coordinate provenance when remapping vehicles without a verified counterpart scope, and reject cross-family model snapshots before acceptance. Cover mixed model/placement edits, publication, undo/redo and saves in both edit orders.
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Keep inspection-card Edit/Confirm, Copy all and Close in a fixed header. Enable persistent authored XYZ fields in place, retain read-only world origins, and reserve a separate scrollbar gutter so it cannot overlap copy buttons.
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Keep wheel scrolling and native controls inside floating inspection cards separate from camera navigation, including at scroll limits.
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Rename the map lock to Unlock editing and share it across pickup, AI-node and supported AIV tank coordinates, preserving draft guards and the existing MCP command/state identities.
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Add an expandable Document scene hierarchy for active previews, including mission placements, shared/partition references and unlinked nodes. Synchronize viewport selection, preserve expansion by provenance, retain stable animation scene structure, and expose the same hierarchy through
zstudio_scene_tree. -
Add shared 3D hover information and floating node cards to Whole world, model and animation previews. Show exact surface coordinates separately from object origins, source node/model/material identities, soil and region flags, AI links and mission metadata, with full-precision copy actions.
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Add explicit XYZ editing for mission pickups, AI navigation nodes and supported AIV tanks. Preserve source identities, linked unique difficulty counterparts, pending drafts, chronological undo and verified coordinate-only archive saves.
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Expose inspection, card selection/copy, coordinate drafts and the node hierarchy through three shared MCP tools, with typed validation, revision/draft checks and windowless discovery for all 73 tools.
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Retain all requested destinations after partial coordinate Save As. Ordinary Save retries unpublished copies as new files, keeping source archives and competing files protected.
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Keep ambiguous or shadowed tank records read-only and match difficulty counterparts by original placement and template provenance.
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Frame the selected animation copy, expire inspection targets when runtime slots change source/model, and respect later source-tree selections. Update camera-facing sprite hit transforms before immediate camera queries.
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Restore source framing and inspection after compatible hierarchy refreshes, clear stale tree selection when closing a card, and keep pickup-child isolation consistent between the toolbar and MCP.
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Give reopened XYZ drafts new conflict tokens, reject scene-selection changes during Fly, and keep geometry shared by multiple mission actors read-only instead of choosing an arbitrary editable instance.
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Clear unrelated rendered cards when selecting nodes without geometry, and open Properties for the current source after viewport selection while retaining independently pinned windows until explicitly retargeted.
Download the win-x64 ZIP, extract it, and run zStudio.exe beside dependencies/. SHA256SUMS verifies the download. Game files are not included.