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v1.3.0

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@wfbcargo wfbcargo released this 11 Aug 20:36
· 13 commits to main since this release

First tagged release. Everything in this version is about closing the quality gap between what an agent builds through this server and what Savi builds in the Spawn studio. Two causes, addressed separately.

The engine's craft lives in its ~60 skills, not in the API reference, and an agent that never loads them writes code that validates and pushes but lands as untextured primitives and default DOM. Rather than add a prompt telling the model to go read them, the endpoints themselves are now shaped to pull skills in.

Added

  • spawn_getting_started: the whole workflow in one tool call, plus a checklist of what the project already has (token, variant, game.json, docs) and which step is next. Needs no credentials. Most MCP clients never surface prompts to the model, so the spawn_session prompt was effectively unread; both now serve the same text from one constant.
  • spawn_skills: the menu of skill ids with descriptions, so a build can be planned against what actually exists. Reads .spawn/skills.json when spawn_init or spawn_docs already saved it, so browsing costs no network call and no credentials, and falls back to the API. Supports search, detail: full|brief, and refresh.
  • CHANGELOG.md (this file).

Changed

  • spawn_skill now takes ids: [...] and loads a set in one call, each skill labelled in the response. Passing several is the natural shape rather than something to repeat. id still works as a single-value alias, and duplicates collapse.
  • A wrong skill id answers with the full menu, so guessing costs one call instead of two and there is no reason to skip loading for want of an id. A partial miss keeps whatever did load and reports the rest.
  • Tool descriptions name the missing craft at the moment it shows up. spawn_play_screenshot says that grey boxes or default browser UI is a missing skill rather than a missing feature; spawn_push says a successful push only proves the spec parsed; spawn_validate says schema-valid is not the same as good; spawn_init hands over a concrete spawn_skill call.
  • The session guide gained an art, UI, and look section, including the fact that image generation and model conjuring are not available through this server at all. That lane belongs to Savi in the studio, so an agent's levers are code-drawn textures, scripted materials, composed primitives, and existing cdn/ assets.
  • spawn_savi is now described accurately as a one-way note into the creator's studio chat. There is no reply channel and no way to hand Savi a task from here, so an agent should not wait on one.
  • README gained an "Art and UI" section; the getting-started guide gained the plain-language version of the same two limits.

Notes

  • Skills are long documents, roughly 7k tokens each, so spawn_skill asks for 2 to 4 ids for the work in front of you rather than the whole menu.
  • Tool count goes from 25 to 27.