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Roadmap and Known Issues

Deepratna Awale edited this page Oct 6, 2026 · 6 revisions

Roadmap and known issues

A summary of the plan and the open items across the design documents. The order of work: finish what is most implemented first, then what is partly implemented, then what isn't; within each area, smaller items first.

Done

  • Audio capture lifecycle, translator regressions, stable signing, no permission prompt spam.
  • Guidelines, reorganisation, tests and CI.
  • Effects and shaders through WE's own shaders, with the in-process compiler (run in a helper copy of the app, so a crash or hang can't take the app down) and the pipeline binary archive; bounded pipeline compiles.
  • Composition, fullscreen and solid layers; _rt_FullFrameBuffer; effects on text; object draw order.
  • User properties on every field, per-wallpaper stores, sidebar conditions, web properties and audio.
  • Parent transforms, image alignment, WE's text layout and colour; Retina scene targets.
  • SceneScript (WP0–WP11 and their gaps): one runtime per instance, sound layers, createLayer, JIT.
  • Timelines (T0–T7): WE's format and maths bit for bit, the script API, sprite sheets.
  • Particles: children, instance overrides, audio response, collision, WE's defaults, GPU stage batching, the particle budget.
  • Lighting (roadmap area 5): lights, lit images, bloom, HDR and display HDR, volumetrics, reflections, shadows (lit particles included); the scene's clear, ambient and skylight colours.
  • 3D models and puppets (roadmap areas 6 and 7): .mdl, perspective cameras, depth, skinning, morph targets, root motion, animation layers and the script bone API, bone physics, attachments, planar reflection, particle collisionmodel.
  • One instance per wallpaper across displays; per-display pause; the maximized-window rule.
  • Resolution settings: Texture Resolution, Render Resolution, Scene Detail.
  • WebM video through WebKit; WE's assets from the user's Steam copy, SteamCMD installed by the app, 15 translations, Liquid Glass.

Next

  1. WE-authored values everywhere: audit and fix remaining invented constants.
  2. Shaders: base image materials fully through WE's shaders for every layer; geometry-shader emulation coverage.
  3. Particles through WE's genericparticle materials everywhere (blend modes, sprite/trail options, refraction); simulating in the system's units under a scaled object.
  4. Music-sync settings keyed by stable identity, not the path.
  5. Text with effects, blend modes or emoji through WE's font path.
  6. A performance pass (frame time, load time, memory) after each area.

Known open issues

Issue Area
A property change on a particle system rebuilds the content, restarting the particles Particles
Particle velocities/gravity aren't scaled by the object's scale (WE simulates in the system's units) Particles
Boids and an instanced rope's neighbour search are O(n²) Particles
Layers without effects have no mipmap level (minification aliases); Desktop resolution could use a sharper upscale Rendering
A particle rate bound to a script can cost 0.5–4 ms a frame SceneScript
Where WE fills g_PointerState's other components is unknown Built-ins
The library's Source filter isn't matched against wallpapers yet UI
application wallpapers Out of scope

Blocked on WE ground truth: see "needs WE ground truth" in docs/test-risks.md.

User guide: Troubleshooting

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