Changelog
Notable fixes and features, as they ship.
2026-09-30
Mesh-a-human: Standalone Three.js MetaHuman Studio, Live Webcam ARKit Face Tracking & 52 FACS Rig
- Launched Mesh-a-human as a standalone first-class creation tool at /tools/mesh-a-human.
- Complete 52 ARKit FACS facial blendshape rig with automatic anatomical coupling, realistic 3D eyeballs, and 17 sculpting brushes.
- Real-time GPU webcam face tracking: mirrors user facial expressions, smiles, jaw movement, and head pose in browser at 60 FPS via MediaPipe FaceLandmarker.
- Autonomous Subconscious Life Engine: simulates micro-saccades, spontaneous asymmetric Poisson blinks, chest respiration, and VOR gaze stabilization.
- DNA & Complexion Styling: Fitzpatrick I–VI skin tones with subsurface scattering warmth, procedural iris color customizer, pupil dilation, and groom hair integration.
- Seamless cross-tool workflow: 1-click handoffs to Mesh Sculptor (for facial sculpting), Mesh Painter (for skin texturing), and game-ready GLB export.
2026-09-30
World Builder: Master Rooftop Tile Sheet (Sheet 6) & Top Floor Modular Architecture Kit
- Introduced Sheet 6: Master Rooftop & Top Floor Trim Sheet, calibrated to the exact 3.0m modular wall section grid.
- 9 dedicated UV surface bands: Parapet Coping Cap & Drip Edge, Top Floor Architectural Cornice & Frieze, Top Floor Wall Facade, Bitumen Membrane & Gravel Deck (1:1 planar map), Concrete Walkway Pavers, Drainage Scupper & Cant Base, Penthouse Bulkhead Door, Watertight Roof Hatch / Skylight Curb, and HVAC Mechanical Equipment Platform.
- New 3D modular primitives with magnetic snap sockets: Wall (Top Floor Cornice 3m), Wall (Top Floor Window 3m), Wall (Top Floor Corner 90°), Roof Parapet (Straight 3m), Roof Parapet (Corner 90°), Roof Deck Tile (3m Flat Membrane & Drain), Roof Access Bulkhead, and Roof HVAC Mechanical Pad.
- Added 'Sheet 6: Rooftop' tab to the Trim Sheet UV Modal with real-time wireframe overlay, SVG/PNG template downloads, and multi-channel PBR map uploads (albedo, normal, roughness, height, AO).
- Integrated full modular snapping (0.35m radius Sims-style magnetism) and distance culling for all rooftop elements.
2026-09-30
Mesh Sculptor: Maya-style primitive HUD, live Booleans, and Mesh Loom decimation
- Added Maya-style In-View Editor floating HUD: selecting any primitive in Object mode pops open live numeric scrubbers & sliders for subdivisions axis, subdivisions height, radius, tunnel radius (for torus), and height, regenerating geometry in real-time while preserving world transforms.
- Live Watertight Booleans (Manifold 3D CSG): perform Add / Union (Fuse) and Subtract (Difference) directly in Object Mode. The cutter operand is cleanly hidden upon completion, and Ctrl/Cmd+Z completely restores both meshes.
- Multi-mesh workflow: 'Insert +' in the top bar now appends primitives as new submeshes into the scene without wiping your sculpt. Pressing Delete/Backspace in Object mode deletes the selected mesh.
- Integrated Mesh Loom decimation directly into the left tool shelf: reduce polygon counts in ~20ms in-browser via MeshoptSimplifier with curvature and boundary lock.
- Edit mode shading standard: entering Edit mode (Tab or toolbar) automatically defaults view to Clay with Wireframe overlay ON for clear quad topology visualization.
2026-09-30
Mesh Painter: fluid slide-out UV Editor, Photoshop-style layer previews, and multi-channel PBR brushes
- Converted the UV Map Editor from a blocking modal into a fluid animated slide-out side pane (Framer Motion ease-in-out), allowing full inspection of the 3D model while viewing 2D UV charts.
- Zero-freeze UV rasterizer: removed the 400k-segment polygon winding bottleneck and added non-blocking async batching and adaptive LOD, rendering ultra-dense meshes (like scar_brute_2) in <15ms.
- Photoshop-style layer system: each layer card now displays live 32x32px content and mask preview swatches with dark checkerboard transparency, updating in real time as you paint.
- Multi-Channel PBR Painting: stamp Color, Roughness, Metalness, and Relief Depth simultaneously in a single coordinated brush stroke.
- 20+ Procedural Brush Packs: Basic (Soft/Hard Round, Chisel, Airbrush, Needle), Artistic (Bristle, Dry Acrylic, Sponge, Impasto), Grunge (Scratches, Mud Splatter, Rust Pitting, Peeling Paint, Concrete Grain), and Decals (Hex Bolt, Screw, Rivet, Stitches, Vent, Carbon Twill) with stroke spacing, angle jitter, and stylus pressure sensitivity.
- In-browser Mesh Map Baker: bakes Curvature, AO, World Normal, and Position maps client-side in seconds for smart materials and edge wear.
- Triplanar Fill for Layer Masks: fill layer masks directly with seamless 3D procedural noise and grunge without UV seams.
- Replaced native OS select dropdowns with custom NebulaDropdown components.
2026-09-30
Shaderade: transparent 3D PBR shader thumbnails & 4-column responsive library
- Replaced flat SVG orb icons with high-resolution transparent 3D PBR PNG renders for all 33 shader templates, capturing authentic 3D displacement, PBR specular sheen, subsurface scattering, and normal bumps.
- Expanded the Shader Library Modal into a 4-column responsive grid on desktop.
- Automated transparent thumbnail capture: saving or reiterating any shader graph automatically captures an alpha-transparent 3D preview thumbnail into 'My Saved Shaders'.
- Added new AAA Hybrid Road shader template (macro world-position anti-tiling, tire ruts, gutter grit, tar repair patches, dashed stripes) and Layered Blend shader template (3D peeling paint / exposed brick).
2026-09-30
World Builder: 60 FPS open world trimsheet batching & clickable viewport selection
- Unblocked global trimsheet batching for open world maps (Cyberpunk Alley, Desert Bathhouse, and custom levels) in the editor, dropping draw calls from 180+ down to ~4–6 at locked 60 FPS.
- 100% viewport click-selection: BatchedMesh raycasting resolves hits back to object IDs via instanceId, temporarily unbatching selected objects for gizmo translation while the rest of the world stays batched.
- Custom Nebula dropdown styling: replaced browser system select arrows with dark green SVG chevrons and styled option menus on the level picker and graphics quality controls.
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.