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v0.3.0
Added
importcommand: convert images (any format Pillow can read: PNG, BMP, GIF, TIFF, WebP, JPEG, PSD, and more) into grid.txt + palette.txt format. Three modes: single image, single tile from tilesheet, and whole tilesheet split into individual sprites. Supports atlas index.json for named sprite extraction with metadata.tagcommand: interactive tileset tagger for labeling tiles in existing spritesheet PNGs (gridfab tag <tileset.png>). Keyboard-driven workflow with AI-assisted name/description generation via Claude Code CLI.gridfab-taggerstandalone entry point (same asgridfab tag, available as independent binary in release builds)- Tagger
tile_typefield: auto-fills from active tags (single tag = tag name, multiple = "multi") - Tagger empty tile persistence: user-marked and auto-detected empty tiles saved as merged rectangles across sessions
- Tagger duplicate name detection with status bar notification
atlascommand: pack multiple sprites into a spritesheet with multi-tile support, stable ordering via index.json, glob-based sprite discovery, and configurable tile size/columnsatlas --atlas-nameand--index-nameflags for custom output filenames- Atlas index semantic fields:
description,tags, andtile_typeper sprite for LLM/game engine discoverability - GUI palette editing: add colors via color picker, edit by double-clicking, remove via right-click menu, copy hex to clipboard
- GUI multi-column swatch grid with contrast-aware text labels
- GUI "Open" button to browse and open existing sprite folders
- GUI "Import" button to import images into new sprite folders
- GUI enhanced "New" button with choice between resize and new sprite
- GUI action buttons in 2-column grid layout
Changed
- Reworked tagger default tags to broader categories (prop, equipment, terrain, hazard, path, etc.)
- Tagger AI feedback mode:
@:prefix triggers fresh AI-generated results
Fixed
- GUI Refresh button now rebuilds palette sidebar, so external palette changes appear after refresh
Full Changelog: v0.2.0...v0.3.0