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v0.7.0

Release date: 2026-06-14

Added

  • Added diagnostic logging at .godotmaker/log_agent_tool_debug.log that records every phase of log_agent_tool.py so the next failure mode is localizable from artifacts.
  • Added magenta-background cleanup to asset_image_finalize.py for 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.py so 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-asset can 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-asset now runs a lightweight user-asset preflight before generation so CLI-driven runs can notice files already placed under assets/.
  • /gm-asset now plans generated art as source, final, and curation artifacts so runs keep clearer asset handoff records.
  • /gm-asset now acts as an asset-stage manager that dispatches generated visual production units instead of producing raw art in the manager context.
  • asset_sheet_process.py can now extract the largest connected component from UI, icon, and prop sheets to avoid neighboring-cell fragments.
  • asset_sheet_process.py can now autoslice separated source sheets before assigning candidates back to grid names.
  • /gm-asset now 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-asset now plans important character and enemy art as canonical references plus one action source per body action, with detached FX generated separately.
  • asset_action_process.py now exposes a smaller CLI surface built around body and fx action 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-asset now creates a foundation screen reference before parallel visual production when a tag has no visual anchor.
  • /gm-asset now reads asset_producer_model from project config so asset production subagents can run on Sonnet by default.
  • /gm-asset now 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-asset now 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/PostToolUse because the SubagentStart payload has no prompt field and silently wrote 0-byte traces.
  • Clarified /gm-asset asset-producer provider handoff rules.
  • /gm-asset now commits asset-stage outputs before completion so the clean-workspace stop hook can advance to /gm-build.
  • Made asset_action_process.py write runtime action frames with the final prefix so different characters cannot overwrite shared names like idle_0.png.
  • /gm-asset now 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.py helper 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.