Clawmation 1.2.5 makes vision-driven actions substantially more reliable
across Watch, Loops, and safeguards.
Verified vision actions
- Every vision action now revalidates its target against current screen data
immediately before input is delivered. - A target that moved is clicked at its new coordinates. A target that vanished
receives no stale input. - After Windows accepts an action, Clawmation checks a newly sampled frame to
confirm that the same target reacted. - If the target is still present, Clawmation reacquires it and performs up to
three verified attempts in total. - Normal, hovered, selected, and other alternate images are treated as
appearances of one target throughout reacquisition and verification.
Serialized and safer input
- Watch, Loops, safeguards, nudges, drags, and direct Loop input nodes now share
one autonomous-action session, preventing mouse and keyboard gestures from
interleaving. - Repeated actions retain the raw-input wake-up movement, hover settle,
foreground verification, frame-spanning press, and release recovery required
by games such as Roblox. - Window changes, lost foreground, cursor-position failures, and delivery
failures clear the warm target before the next attempt. - Waiting for the shared action session is cancellation-aware, keeping Stop
responsive even when another vision action is in progress.
Fresh capture guarantees
- Captures now carry ordered sample and generation metadata so cached DXGI
pixels cannot be mistaken for a newly rendered frame. - Post-action verification waits for a settled capture and falls back to a
direct GDI sample when the desktop has not presented a new DXGI frame. - Detection results that became stale while another source was working are
reacquired before any input is sent.
Loop and safeguard stability
- Productive forever Loops are no longer stopped by a fixed transition limit.
- Invalid zero-progress graph cycles are throttled and stopped safely instead
of consuming a CPU core indefinitely. - A failed safeguard action always restores playback state, does not emit a
successful fire event, and does not consume its cooldown.
Existing macros, Loops, Watch triggers, safeguards, hotkeys, settings,
.clawmation files, and .clawbundle files remain compatible.