v0.7.0¶
Release date: 2026-06-14
Added¶
- Added diagnostic logging at
.godotmaker/log_agent_tool_debug.logthat records every phase oflog_agent_tool.pyso the next failure mode is localizable from artifacts. - Added magenta-background cleanup to
asset_image_finalize.pyfor single-image generated assets. - Added an ASSETS.md update helper so generated-art runs can update rows after each completed production unit.
- Added source-aspect validation to
asset_image_finalize.pyso generated scene references and fixed-viewport backgrounds can fail before resize when the source image has the wrong orientation. - Added batch mode to the Codex image claim helper so
/gm-assetcan claim only planned image outputs. - Added authoritative Codex image claim reports for generated-art provider runs.
- Added validation for asset-generation handoff manifests so generated-art runs can detect missing fields and files.
- Added a manifest update helper so generated-art runs can upsert handoff entries through a validated tool.
- Added a layout-guide helper for fixed-grid UI, prop, icon, and action source generation.
- Added a character action processor that turns raw action sheets into normalized frames, transparent sheets, GIF previews, and pipeline metadata.
- Added a character action manifest-entry helper so processed action metadata can produce validated frame-output handoff entries.
- Added a 2D source-sheet processor so generated grids can produce cropped assets and processing reports.
- Added magenta-background and edge-fringe processing support to the 2D source-sheet processor for production-shaped extraction sheets.
- Added action-sheet edge-touch recovery that archives the previous source and repacks autosliced frames into the active source path.
- Added an asset-producer subagent and production-unit entry docs for generated visual asset work.
- Added separate native, Codex, and Gemini image-provider docs for
/gm-asset. - Added a first-pass asset curation contract for generated source sheets, canonical selections, and rejected candidates.
- Added a curation selection helper so accepted candidates can be finalized into runtime asset paths.
- Added a curation manifest-entry helper so selected source-sheet candidates can produce validated runtime handoff entries.
- Split the asset generation reference into runtime pipeline and prompt-contract references.
- Added character animation asset contracts for canonical sources, per-action source sheets, processed frame outputs, action processing metadata, and final runtime handoff validation.
- Added a dedicated card-kit production unit so card frames, portrait frames, rarity frames, card slots, and card-game UI assets no longer share the generic UI component path.
- Added runtime asset handoff rules so build and fixgap stages pass generated final assets and metadata to workers while evaluate checks screenshots against scene contracts.
Changed¶
- Clarified README preview-feature scope and roadmap priorities for art production, Codex runner fallback, 3D support, and audio generation.
/gm-assetnow runs a lightweight user-asset preflight before generation so CLI-driven runs can notice files already placed underassets/./gm-assetnow plans generated art as source, final, and curation artifacts so runs keep clearer asset handoff records./gm-assetnow acts as an asset-stage manager that dispatches generated visual production units instead of producing raw art in the manager context.asset_sheet_process.pycan now extract the largest connected component from UI, icon, and prop sheets to avoid neighboring-cell fragments.asset_sheet_process.pycan now autoslice separated source sheets before assigning candidates back to grid names./gm-assetnow routes visual source planning through asset-family pipelines so UI, icon, and prop sheets default to autoslice curation instead of fixed-grid slicing.- Asset-generation manifests now allow multiple runtime assets to share one source sheet and prompt.
/gm-assetnow plans important character and enemy art as canonical references plus one action source per body action, with detached FX generated separately.asset_action_process.pynow exposes a smaller CLI surface built aroundbodyandfxaction kinds, rejects edge-touch frames by default, and records body-scale reference checks.- Worker visual briefs now require final runtime asset paths from ASSETS.md or the manifest and prohibit replacing available assets with placeholders.
/gm-assetnow creates a foundation screen reference before parallel visual production when a tag has no visual anchor./gm-assetnow readsasset_producer_modelfrom project config so asset production subagents can run on Sonnet by default./gm-assetnow keeps ASSETS.md generation params as manifest pointers while storing atlas and animation details in runtime metadata JSON files.- Claude Code orchestration now starts Codex asset-image subprocesses with full unattended permissions for generated-path reporting.
/gm-assetnow treats exhausted image-provider failures as asset-production failures instead of allowing placeholder sources to be marked generated.- Scaffold and planning now default to 2D project structure instead of asking for unsupported project dimensions.
- Character planning now requires gameplay actors to include character art and action-source assets instead of static-only sprite rows.
- Character UI display assets now use dedicated portrait rows instead of reusing small gameplay runtime sprites.
- GDD display specs now determine pixel/non-pixel mode and target viewport while scaffold keeps a neutral 2D default.
- GDD and asset planning now record gameplay actor screen presence so generated character art is sized for runtime display.
- Evaluate and fixgap now separate E2E test-interface requests from normal gameplay changes.
- Game planning now keeps TileMap terrain deferred and uses sprite-based placement for current playable units.
Fixed¶
- Rewired Agent prompt/output trace capture to
PreToolUse/PostToolUsebecause theSubagentStartpayload has nopromptfield and silently wrote 0-byte traces. - Clarified
/gm-assetasset-producer provider handoff rules. /gm-assetnow commits asset-stage outputs before completion so the clean-workspace stop hook can advance to/gm-build.- Made
asset_action_process.pywrite runtime action frames with the final prefix so different characters cannot overwrite shared names likeidle_0.png. /gm-assetnow requires runtime-ready foreground artifacts for UI, icon, prop, projectile, pickup, and scene-object assets, with atlas or animation metadata when the final output is a sheet.
Removed¶
- Removed the legacy
tools/asset_gen.pyhelper in favor of the spec-driven asset source generator. - Removed the legacy asset group report checker and standalone grid slicer from the active asset pipeline.
- Removed stale gm-asset reference pages for scene visual targets and rembg-specific guidance.
- Removed unused rembg and loop-frame helpers from the active toolchain, which also removes the heavy rembg / onnxruntime dependency chain from default tool installation.