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Releases: Wilcus-Industries/liminal

v0.2.3

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@schmarta schmarta released this 28 Jun 20:51

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_game tool now reports an honest success flag (with an error string on failure) instead of always {ok:true}.
  • MCP: stopped registering a global ~/.claude.json entry 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 self is read-only apart from self.name — per-entity state belongs on the module table M / 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

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@schmarta schmarta released this 28 Jun 20:12

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

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@schmarta schmarta released this 27 Jun 04:05

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-lua skill to be agent-first: documents the MCP catalog, the lm Lua API, and the .lscene scene-file schema so the claude in 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.change is honored during play-in-editor (deferred swap).

Housekeeping

  • Removed the bundled sample project and the --sample CLI flag. The liminal-lua skill now lives at editor/skills/liminal-lua/SKILL.md and 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

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@schmarta schmarta released this 26 Jun 04:29

First release of Liminal!

Highlights since v0.1.0

Packaging (macOS)

  • Relocatable Liminal.app / .dmg via the package-mac target
  • App icon (.icns) baked into the bundle

Engine

  • lm.physics raycast + 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 claude can introspect + drive the scene
  • Landing screen, recent projects, Build Game, custom shader discovery

Quality

  • -Wall -Wextra on all first-party code + surfaced-warning fixes
  • Segfault + several logic/safety fixes across procgen, script, audio, editor
  • MCP serverInfo.version now derives from a single version source