Changes

What changed, release by release.

Every release of the Windows app, newest first, and what it changed for the people using it. A new release downloads from your account page.

  1. Version 0.2.7

    Current

    Unity assets saved by the app are named the way Unity expects.

    • An asset saved into a Unity project takes its file's name as its internal name, so the Inspector no longer warns that the main object name should match the asset filename. The object's display name is still in its own field.
  2. Version 0.2.6

    Unreal projects are read and written correctly in more of the ways people write them.

    • Unreal row structs whose properties are written with braces, such as int32 Damage{};, are read in full. They used to come back with no fields at all, and that is how the app's own Unreal code writes them.
    • The first property after GENERATED_BODY() is no longer dropped when a comment sits above it. It is usually the row's Id.
    • A new DataTable sheet starts with a row-name column headed ---, as Unreal's own export does, so a declared Id keeps its value when the sheet is imported.
    • A field called Id or ID is taken as the object's identity, not only one called id.
    • Saving works for a Unity or Godot type that has exactly one existing file. It used to fail.
  3. Version 0.2.5

    Retune changes each value in the file it came from, and nothing else.

    • Applying a retune changes only the value that moved, in the file its object came from. It used to write each object to a file named after its id, so an object whose file was named any other way got a second copy with the new value while the original kept the old one.
    • A retune never touches a Unity .meta file. It used to give an asset whose file name matched its id a new guid, which breaks every reference to that asset in scenes and prefabs.
    • If any value cannot be written, or a file has changed since the plan was made, nothing is written and the app says why.
  4. Version 0.2.4

    A batch is no longer lost when the model sends it in an unexpected form.

    • A batch the model sends as text rather than as a list is read instead of dropped. A run of twelve had come back empty with its model time already spent.
  5. Version 0.2.3

    Rulers that tell the truth, and nothing spent without being asked.

    • On built-in shapes, a ruler's band is the stated range, so a value inside the range is no longer flagged. Each card opens with a one-line verdict on its numbers.
    • The viewer opens on the free blockout and renders an image only when you ask. A failed render says why, where it happened.
    • Model time shows as a meter in the sidebar.
    • A run can be stopped.
    • Sign-out and every confirmation that deletes or rewrites something open on Cancel.
  6. Version 0.2.2

    Code that compiles on every target, and drop tables.

    • The code for all ten targets is now built or run in its real toolchain, for every built-in shape. That found and fixed problems in the Unreal, GDScript, Python, TypeScript, C++ and C# output.
    • Enemies, bosses and mob families carry drop tables, gathering nodes say what they yield, and recipes, quests and achievements carry quantities.
    • Writing into a Godot or Unity project keeps each object's own values, and stores enums as the numbers the engine reads.
    • Each object is checked against the request that asked for it: ask for a legendary that drops its pelt and get a rare with no drops, and the card says so.
    • The app shows the file name each piece of code has to be saved as, which Unity and Unreal both require.
  7. Version 0.2.1

    Image renders come with the plan.

    • Image renders run on your plan's model time. Your own Gemini key is no longer needed for them.
    • Your plan is the default. A key that happens to be set on the machine no longer takes over; a key saved in Settings still does, and Settings can now remove it.
  8. Version 0.2.0

    Model time comes with the plan.

    • Making objects runs on the model time in your plan, with no provider key to set up. The provider key stays on our servers and is never inside the app.
    • Your allowance shows in the app as how much of it is used.
    • When a run on your plan fails, the message says why and what to do about it.
    • 21 built-in shapes, including Summon, Mob family and Boss encounter, on four shelves on the welcome screen.
  9. Version 0.1.0

    The first build.

    • It made objects only on your own provider key.

Try 0.2.7 on your own project.

The evaluation is the whole app for 14 days, with no card. The demo needs no account at all.

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