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Releases: empty-sekai/moly

moly 0.0.4

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@github-actions github-actions released this 24 Oct 15:31

0.0.4 - 2026-10-24

Features

  • control: Add moly.camera.free and moly.camera.reset
  • mcp: Add the layout_place_many tool
  • net: Add the protocol, server session and client link crates
  • server: Add the moly-server native host
  • link: Keep trying to reach a server that is still starting
  • launcher: Start the game's server before the game
  • app: Connect the native game to its server
  • server: Run the server model in moly-server and answer protocol calls
  • link: Answer every feature call through the server process
  • mcp: Expose the server control port and server_rpc
  • server: Share the master table loader and serve the npc panel
  • director: Wait for entry control and refuse unreachable walk goals
  • layout: Add the moly-layout crate skeleton
  • craft: Show the fixture bonus, rank-up, new site and status dialogs
  • bgm: Add the change-vocal and filter dialogs to the record screen
  • layout: Apply batched placement ops over moly.layout.apply
  • sitemap: Expose site icons as tap targets in ui views
  • bgm-select: Show the search, sort, view toggle and empty state
  • ui: Add stamina, weather and bgm dialogs; report system errors at startup
  • assets: Read asset packs over HTTP on native targets with a local cache
  • server-host: Expose the server as a library that binds and serves
  • craft: Carry the blueprint term on craft requests and in user data
  • ui: Number dialog types as the 7.0.0 client does and name them at call sites
  • assets: Read master tables as the JP set plus each enabled region's own rows
  • android: Package the game and its server as a native Android app
  • npc: Add the 7.0.0 NPC controller phases beside the current decision loop
  • npc: Add the controller's upper and lower bases, plans and decider rows
  • server: Serve the convert machine and model the mission sheets
  • npc: Run the controller's upper states and lower dispatch
  • server: Normal mission rewards, convert and the home mission panel
  • net: Send the binary protocol over HTTP requests
  • features: Add the mission and convert furniture screens
  • server: Close administration and validate user ids
  • convert: Add the convert dialogs
  • link: Connect browsers and Android to the public server
  • link: Let the browser stage play without a server
  • server: Answer one request through the hub
  • link: Host the server inside the browser stage
  • convert: Receive converted resources and play reward lotteries
  • store: Add locations, relocation, upgrades and program updates
  • launcher: Manage folders and update the programs

Bug fixes

  • site-expansion: Return the room to the normal state and camera after a level release
  • server-panel: Clamp invalid starter texture ids and log a refused starter layout
  • assets: Read HTTP assets and remote tables inside a web worker
  • walk: Bake collider surfaces as height spans so raised decks are walkable
  • director: Reach the craft apply button and close follow-up dialogs
  • server: Face the starter gate toward the site
  • inventory: Create the catalogue state when the screen loads
  • game: Order the unsaved-layout flag after the editor commands only
  • web: Time the walk-face bake with the platform clock
  • stage: Load the empty stage scene without a server
  • stage: Resolve the empty level and draw the talk window
  • stage: Publish preview ownership before balloon cleanup
  • server: Name the save file when a stored document is refused
  • userdata: Keep the rank when two replies arrive in the same frame
  • player: Map the auto-move destination with the agent query box
  • server: Send the party rows and materials with the delivery reply

Performance

  • walk: Skip full-grid passes the span bake does not need

Refactoring

  • protocol: Move the user data rows, requests and replies into moly-protocol
  • game: Keep the game's copies of user data in a userdata module
  • Share the server's wire types and master tables through their own crates
  • game: Read every server value through the link
  • masters: Load harvest catalog tables through the shared loader
  • masters: Serve fixture, tool and record rows from the shared loader
  • layout: Move the tile rules and the put resolver into moly-layout
  • talk: Draw the talk window as a prefab view
  • game: Move shared types into vocabulary modules
  • game: Invert the remaining world-to-feature references
  • game: Keep each module's files beside the module
  • game: Split moly-game into one crate per layer

Documentation

  • Describe the server process, android, master sources and crates
  • roadmap: Describe the HTTP transport and the Android status
  • Restructure the README and move details into topic documents
  • Drop the browser deployment link from the quick start
  • Split the README into topic documents and rewrite the roadmap

Tests

  • game: Census of every fixture's walkable area

Build

  • Package and start moly-server wherever the game is shipped or launched
  • android: Use Kotlin, NDK r30 and rustls web roots for native HTTPS

CI

  • Cache native builds and add server, linux and macos packages

Miscellaneous

  • web: Align the runtime limits table

Reverts

  • Restore conversion resource handling

moly 0.0.3

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@github-actions github-actions released this 17 Oct 07:48

0.0.3 - 2026-10-17

Features

  • harvest: Generate harvest maps from built-in spawn rules

Bug fixes

  • harvest: Place harvest objects at the navigation surface height

CI

  • Generate the changelog and release notes with git-cliff

moly 0.0.2

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@github-actions github-actions released this 16 Oct 22:27

moly 0.0.2

Control surface

  • moly.time pauses, steps and scales the game clock and can fix the frame
    time; moly.events reads the event stream; moly.observe reads the site,
    gatherables, bag, tools, recipes, fixtures, characters, weather and time as
    structured data. All three are documented in tools/mcp/README.md.
  • A method whose parameter schema closes its properties now refuses unknown
    parameters instead of ignoring them, e.g. moly.observe: unknown parameter "sections"; it takes what.
  • A world seed fixes every random stream for a run (MOLY_SEED).

Director and MCP tools

  • New steps: player.gather, player.craft, dialog.answer, key.back
    (existing) plus player.deliver and layout.place; all are listed in
    moly.director.schema and in the MCP tool schemas.
  • dialog.answer answers the dialog a harvest site opens on arrival, so a
    script can walk and gather without a human.
  • tools/mcp/agent/ adds a reference agent, a replay tool and a batch runner
    over tools/mcp/tasks/ (gather wood, craft and place, talk to a visitor);
    runs are recorded as JSONL and can be replayed to compare event sequences.
  • A native run can start with its window hidden (MOLY_WINDOW_HIDDEN), which
    the batch runner uses.

Simulation

  • Room visitors first walk to the door of the site they stand on, each on that
    site's navigation, so they arrive one by one; the talk list judges a talk
    against every site of its site group; a removed character's balloon is
    dismissed with it.
  • The joystick releases the stick while the window has no drawable area, so
    minimizing the window no longer produces NaN animation speeds.

Settings and server model

  • The settings panel's Home site row raises the player's Mysekai rank to the
    highest the master rank table holds, which rebuilds the home at every site
    level the source server releases.
  • An extension policy, policies.siteLevelReleases = "everyAuthoredLevel",
    releases every authored level of a housing site at the highest rank; the
    default rankReleases is what the source server serves.