Changelog

Changelog

What's new

Notable fixes and features, as they ship.

2026-08-20

Mesh Sculptor: ZBrush-style alpha-imprint brush

  • Added an Alpha brush (shortcut A) — drags a grayscale alpha texture across the surface to imprint fine detail (pores, scales, panel lines, cloth weave) instead of the broad displacement every other brush does.
  • Load an Alpha Pack from a .zip of grayscale PNGs (white = full imprint, black = none) — a real manifest.json-backed pack is optional, a plain folder of PNGs works too. Loaded packs persist to My Assets for reuse across sessions.
  • Pick which alpha in a pack is active and rotate it per-stroke; the alpha's "up" follows your drag direction, closer to how ZBrush's own alpha brushes orient.
  • Paint a mask first (K) to constrain where the alpha can imprint, or leave it unmasked to imprint everywhere. Respects Mirror mode and posed (Rig/Pose mode) meshes. Alt carves inward instead of building up.

2026-08-20

World Builder: Blueprint visual scripting for placed objects

  • Added an Unreal-Blueprint-style node graph for giving any placed object behavior — open it from the object's Inspector panel ("Add Logic" / "Edit Logic").
  • Events: On Place, On Interact, On Tick. Flow control: Branch, Sequence, Delay. Plus per-object variables, basic math/comparison nodes, and world actions: Spawn Asset, Move, Rotate, Set Visible.
  • Graphs are interpreted at run time rather than compiled, so a graph can't execute arbitrary code — safe to build without a sandbox.
  • Saved per-object; runs automatically when the object is placed, clicked, and every frame for On Tick nodes.

2026-08-20

World Builder: procedural city generation along roads

  • Select a road, set lot width/depth and min/max floor count, pick a Trim Sheet Shader, and Generate City subdivides lots along the spline and fills them with code-generated buildings.
  • Generated buildings share one material and one batched mesh via a shared trim-sheet texture layout (ground-floor facade, window strip, wall panel, roof) instead of each needing its own unique texture.
  • Each building's floor height and optional upper-floor setback is deterministic from a per-building seed, so a saved city regenerates identically instead of re-rolling its shape.

2026-08-20

World Builder: real-world terrain import, better noise, and a terrain-duplicate stamp

  • Added Import Real Terrain: fetch real elevation data for any latitude/longitude and extent, and resample it directly onto the editor's terrain chunks, with adjustable vertical exaggeration.
  • Replaced the old value-noise terrain generator (visible grid artifacts up close) with real simplex/fBm noise, under the same Seed / Feature Size / Octaves / Lacunarity / Roughness controls.
  • New terrain-duplicate stamp: Alt+drag to capture a patch of terrain relief, then stamp copies of it elsewhere with rotation, scale, and mirror.
  • Soil/Sand/Grass terrain layers can now use a real baked Shaderade material instead of a flat tint.
  • Added Redo (Ctrl/Cmd+Shift+Z, or Ctrl+Y) alongside the existing Undo.

2026-08-16

Mesh Sculptor: rigging, weight paint, Auto-Rig, and groom/hair; World Builder baked water

  • Mesh Sculptor: joint placement now undoes cleanly, plus a new Channel Box panel for numeric bone/joint transforms.
  • Added corrective skin-weight painting with an explicit Add/Erase toggle — nudges an already-bound mesh's per-vertex bone influences directly, on top of Bind Skin's automatic weights.
  • Auto-Rig: geodesic-distance-field limb detection with bipedal-aware classification, plus facial and finger feature detection.
  • Added groom/hair brushes with preset styles.
  • World Builder: added a baked water simulation (bake once, render cheap), mirroring the existing road-spline workflow.

2026-08-12

Shaderade: normal map Y-flip control, WebGL context-loss recovery

  • Added a Flip Normal Map Y toggle to Output (PBR) — the compiler always supported it, but it was never exposed, so a normal map authored in the opposite convention had no fix: bricks/stone would read as pushed in instead of protruding out with no way to correct it.
  • The preview now recovers from WebGL context loss (GPU driver resets, laptop GPU switching, tab backgrounding) instead of going permanently dark until a full page reload.

2026-08-12

Shaderade: removed a fake sun highlight that ignored the scene light

  • Found the real cause of the lingering "hotspot that doesn't move": the environment reflection's sky had a hardcoded sun direction, unrelated to the actual draggable scene light — so its highlight never moved when the light did. Removed it entirely.
  • Environment reflections (and glass, which shares the same sky function) still get real, direction-dependent ambient — just without the fixed highlight that was causing the confusion.

2026-08-11

Shaderade: fixed the real cause of the SSS hotspot, added terminator tinting

  • Found the actual root cause of the translucency hotspot: the glow math was reading the bump-mapped normal, so pore/wrinkle detail in a normal map was aliasing straight into it. It now reads a separate, un-perturbed normal — surface bump detail no longer affects it at all.
  • Added a terminator tint: a warm color shift right where light fades into shadow, approximating the reddish look real skin gets at the light/shadow line (Unreal's Pre-Integrated Skin Shading signature look) — purely angle-driven, so it can't produce a hotspot.

2026-08-11

Shaderade: fixed a subsurface scattering hotspot, added wrap lighting

  • Fixed the translucency glow showing up as an isolated bright hotspot instead of a soft edge glow — it now blends a broad, smooth term with the tighter one instead of relying on a single specular-shaped term.
  • Thickness now defaults to a grazing-angle estimate instead of a flat "fully translucent everywhere" when nothing's wired, so the glow naturally concentrates at thin silhouette edges without needing a hand-painted mask.
  • Added wrap lighting: the diffuse light/shadow terminator now softens when translucency is on, closer to how real subsurface light transport looks — off (and free) when Translucency Strength is at its default of 0.

2026-08-11

Shaderade: fake subsurface scattering for skin, wax, and leaves

  • Output (PBR) has two new inputs, Subsurface Color and Thickness, plus Translucency Strength/Power sliders — a real-time fake-SSS rim glow for thin, backlit geometry like ears, nose edges, and fingers.
  • The glow is light-direction-aware, not just a flat rim: it only appears on the side facing away from the light, the way real subsurface scattering actually looks.
  • Off by default (Translucency Strength starts at 0) — every existing material renders exactly as before until you turn it on.

2026-08-11

Shaderade: real environment lighting, filmic tonemapping, and shadows

  • PBR materials (brick, stone, anything using Output PBR) now sample real sky/ground environment lighting instead of a flat ambient tint — a rough dielectric finally reflects its surroundings instead of reading as flat plastic.
  • Wiring an Environment Map node now actually affects opaque materials, not just glass — previously it only ever did anything for the transmission/glass branch.
  • Added filmic (ACES) tonemapping so bright highlights roll off smoothly instead of clipping to flat white.
  • The preview now casts real shadows — materials ground themselves with a visible contact shadow instead of floating.

2026-08-11

Mesh Sculptor: selection, edge loops, and camera controls

  • Fixed the purple selection highlight only ever showing the first selected edge — a WebGL rendering issue, not a selection bug.
  • Fixed edge-loop select walking a disconnected ring of parallel edges instead of a true loop that connects end-to-end around the mesh.
  • Fixed extrude leaving an invisible unwelded seam where the new geometry met the rest of the mesh.
  • Vertex-mode selection and hover highlights now use the same purple as edge/face selection.
  • Reworked poly-edit camera and selection controls to match Maya: plain drag orbits, Ctrl/Cmd/Shift+drag marquee-selects (hold Ctrl for a lasso), Shift adds/Alt subtracts.
  • Added a Maya-style XYZ orientation widget in the upper-right of the viewport.
  • Added a live vertex / triangle / quad / selected-count readout in the viewport corner.

2026-08-08

Mesh Sculptor: Mixamo rigs, World Builder Inspector polish, real SEO

  • Mesh Sculptor now recognizes raw Mixamo-exported rigs on import, plus a Create Control Curves button for building Maya-style rig controls by hand.
  • World Builder's Inspector panel now floats at a distance and scale proportional to zoom instead of overlapping or drifting off-screen.
  • Added real per-tool SEO metadata, sitemap entries, and a real mission statement — was placeholder copy before.

2026-08-06

Mesh Sculptor: rig tools and a real Channel Box

  • Added Maya-style rig tools: joint parenting, control circles, and Bind Skin to attach a mesh to a skeleton.
  • Rebuilt control circles as a proper Pose-mode skin over real, raycastable geometry — clicking a ring reliably selects the right bone now.
  • Added a real Channel Box (the Maya-style transform readout panel) with working undo.
  • Fixed Tab kicking users out of Pose/Rig mode, and reworked slider theming for dark mode.

2026-08-03

Mesh Sculptor: animation timeline and real IK; World Builder tall grass

  • Pose mode animation is now keyframeable, with a Maya/Blender-style ruler timeline, After Effects-style zoom navigator, and export of clips into the GLB.
  • IK dragging is now driven by a real CCD IK solver, with pole-vector constraints and auto-detected biped hip/leg/arm controls on import.
  • Fixed corrupted exports from orphaned IK bones and several hip/foot IK compensation issues.
  • World Builder: added paintable, wind-swayed instanced tall grass, and fixed several terrain-brush crashes.

2026-07-29

Mesh Sculptor: Pinch brush, Conform to Reference, Box/Lasso select

  • Added a Pinch brush and a Conform to Reference tool (snap a mesh's surface onto a reference shape).
  • Poly Edit gained Box and Lasso selection, with fixes for camera-drag conflicts and a real Shift ortho-view-snap.
  • Added a Recenter View button and a Perspective/Orthographic toggle.

2026-07-28

Mesh Sculptor: Pose mode, Rig mode, and sealed primitives

  • Added Pose mode, Rig mode, and a human primitive to sculpt from.
  • Primitive geometry is now welded into genuinely sealed meshes instead of leaving hidden seams.
  • Fixed several Extract/mask issues: regions splitting at UV seams, gaps after Extract, and mask desync after subdividing.
  • World Builder: added Body of Water, fixed light/water placement and a shader-crash on unconnected sampler2D uniforms.

2026-07-25

Studio pages, real marketplace, and World Builder's building system

  • Creator studios now have a real follow/posts/feed page and a real asset marketplace, replacing placeholder data.
  • World Builder: added a modular procedural building system (floors, greebles, drag-to-extrude).
  • Shaderade: real environment reflections, thickness-aware glass, celshading, vertex-displaced water (toon and realistic), and starter templates.

2026-07-22

Store rebuild, Steam-style reviews, real SEO

  • Rebuilt the store as a real Steam-style browse/filter page (dropped the earlier "Woven Pass" concept).
  • Added Steam-style game reviews, gated on actually owning and playing the game.
  • Added per-page SEO metadata, sitemap, robots.txt, and Open Graph images site-wide.
  • Added creator game/studio editing with 100-point ratings and a status-aware developer dashboard.

2026-07-19

World Builder launches; Mesh Sculptor gets poly-edit and extrude

  • Added World Builder, a native Three.js level-building tool.
  • Mesh Sculptor: added poly-edit mode (vertex/edge/face selection with a transform gizmo), face and edge-loop extrude, and topology-aware undo.
  • Added brush-radius vertex highlighting so you can see what a stroke will actually touch before you make it.

2026-07-13

Creator publish pipeline and in-browser code editor

  • Added the full creator upload/publish pipeline: Forge tool builds, an in-browser AI code editor, and bring-your-own-API-key support.
  • Added a reviewer preview so admins can play a submitted game before deciding on it, plus cross-linked all three review consoles.

2026-06-30

AI-assisted retopology

  • Added AI-assisted retopology (MeshAnything) as a step in the Mesh Loom pipeline, running on a GPU worker.
  • Mesh Sculptor: added a clay buildup brush and an icon shelf in the toolbar.

2026-06-27

Mesh Sculptor and Shaderade launch; Stripe Connect payouts

  • Added Mesh Sculptor (sculpting/painting/rigging) and Shaderade (a visual shader editor), Woven's first creation tools beyond the asset pipeline.
  • Added Stripe Connect creator payouts with an 88/12 revenue split.
  • Added a ZBrush-style clay shader and a proper view-mode toolbar to Mesh Sculptor.

2026-06-24

Mesh Loom and Substance Weaver: the asset pipeline launches

  • Added Mesh Loom (now Retopology), a 3D asset decimation/retopology pipeline, and Substance Weaver, a texture painting tool — the first tools under a new "Weave Forge" hub.
  • Gave both a consistent warm color theme and fixed several viewer/library refresh bugs.

2026-06-18

Real payments, real data

  • Integrated Stripe for real purchases, replacing the store's earlier fake/mock data with real Supabase-backed queries.

2026-06-10

Creator program and community foundations

  • Added the creator application flow, a staff review console, and role-based access control for admin actions.
  • Added community filters, creator gating, and upload improvements.

2026-06-08

Woven launches

  • Initial build of the Woven platform, with real Google sign-in via Clerk.