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1.4.6 Playable Flow Update

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@Gruku Gruku released this 22 Sep 20:06
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Code Maestro 1.4.6 — September 2026

A smoother way to make playables: builds that test themselves, a flow that locks in what you've built, and costs you can read before you spend.


🛠️ Builds that test themselves — Improved

The Workbench builder now checks its own work: it plays the build, runs its checks and looks at its own screenshots. Your mock-up guides the look without being a spec it has to match pixel for pixel.

  • Quality notes no longer block a build or an export. Only a playable that is actually broken does.
  • Build checks catch a playable that crashes, is missing a script, or doesn't respond to taps.
  • The AI visual review runs when you ask for it. Use Improve · QA for a full critique.
  • The findings list above Export is gone, so the Workbench stays clean.

🔒 Your build locks in its inputs — New

Once your playable reaches the Workbench, the earlier stages switch to view-only, so the build and its inputs can't drift apart.

  • A View-only banner on References, Questions, Brief, Mock-ups and Visuals, with Create variant one click away
  • Change references, answers or visuals through a variant, and the original stays intact
  • The Workbench link now reads ← View setup

🧭 A clearer path through Simple mode — Improved

  • "Compile brief" now runs inside Define gameplay and no longer has its own step
  • Only one stage spins at a time, and the "Stage N of M" counter always matches the sidebar
  • The mock-ups step no longer gets stuck on "Generating…" when nothing is running

🎨 Generate visuals on one screen — Improved

  • The whole configure step fits on one screen, with a cost on every card and the total plus your balance-after in the header
  • Short on credits? It tells you by how much, instead of showing a zero balance
  • Visuals are made with the models your workspace is set up for, chosen when each asset runs
  • Each asset tile names the model that made it
  • Image options only offer what the chosen model supports
  • If a model's settings can't be loaded, the asset stops and tells you nothing was charged

🗂️ Workbench Assets panel — Improved

  • Drop files onto the panel to add your own assets
  • Drag any asset into the chat to point the agent at it
  • Extra art shows your Asset Studio generations next to the playable's assets
  • Select several assets and reference them all in one message
  • Magic actions open inside the chat box, and your text and attachments are kept if you close or retry them

💳 Credits you can plan around — Improved

  • Credit estimates use the same live pricing as the actual charge, so what you see before a run matches what you pay
  • A Low balance alert appears while work is still running, naming the work at risk, so you can top up before a long generation stops
  • When a cost can't be estimated, you're told so, instead of seeing no warning at all
  • Estimates show "loading" while a price is still being fetched, never a stale figure

💬 Chat that says what happened — Improved

  • If the server or your connection interrupts a reply, you get a clear notice with Retry and Continue. It is no longer treated as though you cancelled
  • No more false "The server didn't respond" errors after switching chat tabs
  • Repeated hand-offs between agents, and tools running side by side, stay visible live and in history
  • Attaching a built playable to chat no longer fails as "too large"

📚 Start in your library — Improved

  • Code Maestro opens on your Playables library
  • A one-row toolbar with search and a sort menu, and Last opened sorting that works
  • If you also have Unity or Unreal projects, the app opens your last engine project instead of the library

Platform

  • One project folder: Code Maestro's hidden per-project folder is now .codemaestro. Older .cmaestro / .cm folders are moved into it automatically, and your .gitignore is added to, not replaced
  • Steadier agent search on big projects: long search results are trimmed, and the agent is told they were trimmed
  • Asset Studio opens image generation on your workspace's default image model

Fixes

  • Retrying a failed asset uses the prompt you edited, and your edits are kept until the retry starts
  • A retried asset that can't rejoin its set waits on a free Re-sync instead of failing
  • When a build is blocked on missing assets, the message says why and offers skip missing and continue
  • Finished asset sets no longer show up as missing when a status file is absent
  • Cancelling asset generation settles every remaining item, and a delivered asset is never overwritten
  • Reopening an older playable returns you to where you left off
  • The Workbench chat row no longer wraps on narrow panels, and Magic cards are all the same size