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Changelog

All notable changes to Yume are documented here. Format follows Keep a Changelog; versions follow SemVer0.x is pre-stable (the 7 primitives + JSON schema are not frozen until 1.0).

0.1.0 — 2026-06-06

First public, open-source release. Yume is a programmable, explicit world model on Godot 4.6.1: worlds are pure JSON (entities + rules), advanced tick by tick by a fixed primitives + interpreter engine; games are one use of it.

Added

  • Seven primitives + interpreter (ADR 0001/0021): Entity, Tag, Rule, Trigger, Effect, Query, Relation; 8 trigger types, ~60 effect verbs, a whitelisted formula evaluator, a deterministic fixed-rate phase-flush tick.
  • 2D + 3D rendering: 8 camera modes, GLB meshes + kit-of-parts composites + MultiMesh decoration + trimesh static world, shaders-as-JSON, multi-biome ground from a semantic map, water, day/night, fog + procedural sky.
  • Opt-in gameplay directors: party, schedule, class, zones, faction, tech-tree, dynasty, lifecycle, vehicles, multi-actor AI, pathfinding, procedural placement, animation.
  • "Complete game" layer: declarative screens/modals, save/load, tutorials, settings, HUD-from-JSON, event→SFX audio, juice.
  • Generation pipeline (ADR 0067): /yume-design orchestrates three disjoint-ownership layers — World (--scene), Game, Assets (--with-assets) — so they compose without clobbering. compose_world is scene-only + flat; compose_scene --no-shell is the World-layer entry point; no flags = a key-free code-drawn game. 38 specialist skills + standalone authors (/yume-create-scene, /yume-hud/screen/map-author).
  • Mesh-fit colliders: solid props get a static box shrink-wrapped to the visual .glb (proportions × per-instance scale + yaw, base on the ground), enforced by a unit-test gate (test_collider_matches_mesh).
  • Networking & I/O (ADR 0060–0066): deterministic gym-like Python stepping env + determinism oracle; lockstep; server-authoritative client-server with data-driven net.json; record-then-replay smooth headless N-player video.
  • Tooling & QA: 25 static validators (sync gate), scenario tests, visual QA (Gemini + Claude vision), tech-director invariant gate.
  • Three committed example games (run on a fresh clone, no API keys): demo_sokoban (2D puzzle), demo_doomarena3d (first-person arena shooter), demo_lanterns (third-person collect-’em-up with generated low-poly meshes).
  • Project docs: README (world-model framing, feature/gap tables, roadmap, pipeline + skill graph), LICENSE (MIT), CONTRIBUTING, INSTALLATION.

Known gaps

See the README "Known gaps / what's lacking" and "Roadmap" sections — most notably: no client-side prediction in multiplayer; tight box colliders can clip on steep slopes (convex-hull follow-up); thin music/BGM; no in-engine editor.