Releases: Wilcus-Industries/liminal
Releases · Wilcus-Industries/liminal
Release list
v0.2.3
v0.2.3
- Build Game fixes: relative output paths resolve against the project dir, directory targets get a sensible filename, the player binary copies reliably on macOS (no more "Operation not supported"), and a build placed in the project root no longer produces an empty pak. The MCP
build_gametool now reports an honest success flag (with an error string on failure) instead of always{ok:true}. - MCP: stopped registering a global
~/.claude.jsonentry that failed to connect whenever the editor was closed; stale entries from prior installs are now removed automatically on--install-skill. Per-project.mcp.json+ the headless/curl bootstrap are unchanged. - Docs: the scripting skills now warn that
selfis read-only apart fromself.name— per-entity state belongs on the module tableM/ file-scope locals.
macOS: download Liminal-0.2.3-macOS.dmg below. It is ad-hoc signed; Gatekeeper may require right-click → Open on first launch.
v0.2.2
What's new
- Headless mode — run the editor with no GUI, driven entirely over MCP. Plus a display-less offscreen rendering backend (EGL/OSMesa) for bare CI/SSH boxes with no display server.
- Agent bootstrap skill + global MCP auto-connect — a fresh agent in any directory can discover and launch Liminal.
- Agent synthetic input — an agent can now "play" a running game by injecting keyboard/mouse input over MCP.
- Docs: headless mode, compatibility, install sections; canonical camera/coordinate basis to fix FPS handedness (#6).
Full changelog: v0.2.1...v0.2.2
v0.2.1
Highlights since v0.2.0
Agent integration
- Expanded the in-editor MCP server to ~30 tools — scene/asset/shader discovery (
list_*,validate_scene),screenshot,raycast, and live scene mutation (create/destroy/duplicate entities, set/remove components). - Rewrote the bundled
liminal-luaskill to be agent-first: documents the MCP catalog, thelmLua API, and the.lscenescene-file schema so theclaudein the editor Terminal can drive the editor end-to-end.
Editor
- Self-update warning — probes GitHub's latest release and surfaces a clickable banner when a newer version is out.
- Dock layout now persists across launches, plus a Tools → Reset Layout.
lm.scene.changeis honored during play-in-editor (deferred swap).
Housekeeping
- Removed the bundled sample project and the
--sampleCLI flag. Theliminal-luaskill now lives ateditor/skills/liminal-lua/SKILL.mdand is still seeded into every opened project + shipped in the.app.
macOS: the .dmg is ad-hoc signed — it runs locally, but distribution to other Macs needs a Developer ID signature + notarization. Shipped games remain an executable + .pak sidecar pair on macOS.
v0.2.0
First release of Liminal!
Highlights since v0.1.0
Packaging (macOS)
- Relocatable
Liminal.app/.dmgvia thepackage-mactarget - App icon (
.icns) baked into the bundle
Engine
lm.physicsraycast + entity AABB overlap- Immediate-mode 2D UI (
lm.ui) with a baked 8x8 bitmap font - Centered local origins for architectural built-in meshes (DCC/agent-friendly)
Editor
- Closable + multi-instance panels via a new Tools menu
- Theme-aware terminal with color emoji (FreeType / Noto)
- Scene undo/redo (Edit mode)
- In-editor MCP server so the bundled
claudecan introspect + drive the scene - Landing screen, recent projects, Build Game, custom shader discovery
Quality
-Wall -Wextraon all first-party code + surfaced-warning fixes- Segfault + several logic/safety fixes across procgen, script, audio, editor
- MCP
serverInfo.versionnow derives from a single version source