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v0.0.6
Pre-release
Pre-release
What's New
SiegeSmith — the World Builder grew up (the engine is unchanged this release)
- Real editors, not keyholes: triggers and dialogue now edit in full-width bottom panels with resizable panes — trigger list → rows → conditions → actions, and a dialogue editor whose text box is actually big enough to write in. They open automatically when you add one.
- Stitch regions straight from the game: pick any shipped region from a dropdown and click Add — the files come out of the game's own tanks, so there's nothing to hunt for on disk. Browsing remains for custom regions.
- Command palette — Ctrl+Shift+P, the ▤ Commands button, or type
>in search: every editor action, filtered as you type, Enter runs the first hit. - F11 maximizes the viewport; the view toggles live in one checkable View menu.
- More room everywhere: Favorites/Recent and the Custom tab's workflows collapse when unused, the tiny fixed-height lists are gone, and the Effects Lab's dividers all drag.
- The app remembers: window sizes and positions, the shared custom-assets folder (one setting for the World Builder and Effects Lab), and where you last opened meshes, textures, audio, and region files — per purpose.
- Effects Lab hotkeys: Ctrl+S save, F5 play, Shift+F5 stop.
What's Fixed
- No more dead buttons: actions that need the assets folder now ask for it on the spot, and node-anchored adds (triggers, emitters, decals, lights…) land on the anchor node instead of graying out when nothing is selected.
- Trigger rows and dialogue lines now save every flag and field — a binding defect meant the old editor silently dropped them.
- Validate opens the checklist it just filled, and clicking a red row jumps to the offending item.
- The Effects Lab's target slider no longer restarts the effect on every pixel of a drag.
- Static previews no longer show the clickable-looking axis widget; in live viewports (Effects Lab included), clicking it now snaps the camera everywhere.