CartoVox 0.8.3
Shape the world, then draw inside it
Version 0.8.3 includes every CartoVox change implemented after 0.8.2. The application has a new name and identity, while this release also adds a complete map-and-scene authoring system, world-derived settlement planning, reviewed world rebuild continuity, stronger manuscript interchange and focused world-generation improvements.
The application is now called CartoVox
- New name and new artwork throughout: the window and browser-tab title, the header mark, the home logo, the installers, the desktop entry and every platform icon. The logo is supplied as two paintings, one for the dark theme and one for the parchment theme, because the plate behind the gold belongs to the drawing.
- The dark theme is now called CartoVox Dark.
- The portable Linux launcher is
./run-cartovox, renamed so the script and theCartoVoxpayload directory beside it cannot collide on a case-insensitive filesystem. - The Atlas tab, Atlas plates, Atlas lettering and the illustrated-atlas settings keep their names: those name the publication atlas the app draws, not the app.
Settings, saved files and data move to the new name
There is no automatic migration. Worlds and settings kept under the old name stay where they are and the new build will not read them; move them across by hand if you want them.
- Worlds, settings, logs and update downloads now live under
CartoVoxin the per-user application-data directory, and under~/.local/share/cartovoxon Linux. The override variable isCARTOVOX_DATA_DIR. - Stored interface preferences use
cartovox.*keys, so a browser profile that used the old build starts from defaults. - Existing signed beta access keys remain valid after the CartoVox rename. The verifier accepts both the established Atlas Studio audience and newly issued CartoVox keys while continuing to reject keys for any other product.
- Project backups are
project_backup.cartovoxand coastline tracing drafts are.cartovox-trace.json. World recipes, art packs, tracing drafts, project backups and voxel samples declarecartovox-*formats, so files exported by 0.8.2 or earlier are not accepted.
Settlement files and links carry the CartoVox name
- Saved settlement geometry is
cartovox-settlement-scene, source packages arecartovox-settlement-source, and artwork skins arecartovox-settlement-skin. - Recipe links use a
#cartovox=fragment. Older settlement links and files are refused with an explanation rather than being misread. - Generator metadata uses
cartovox-native, feature identities begincartovox:, and exported SVG identifiers use the same prefix. - Downloads use CartoVox names for settlement recipes, scenes, tiles, PNGs, rendered SVGs and artwork catalogs.
More natural generation and direct world drawing
- Mercator is available as a live saved-world view as well as an export, with the same geographic data and explicit polar limits.
- Mountain belts grow as connected systems of ranges with their own internal grain and irregular margins instead of reading as one repeated ridge.
- Drawn cities keep the exact location chosen on the canvas. A drawn realm absorbs settlements inside its border rather than generating a competing capital over the same ground.
- The terrain-brush size slider uses a ratio scale with a practical upper bound, giving precise control over small edits without sacrificing broad strokes.
- Generated-world Tectonics and Weather tools now read their saved evidence reliably, and compact class panels fit without hiding controls or forcing horizontal scrolling.
- Labels use plain geographic wording for the share of land in the largest connected region.
Manuscript import and formatting fidelity
- Manuscript import recognises chapter structure across varied headings and applies size limits to the actual writing rather than a small set of form fields.
- Italics and other emphasis survive manuscript import, world-to-manuscript transfers and supported exports instead of appearing as typed markup.
- Imported notes become native manuscript notes. Word export emits real footnotes, while tracked changes deliver revised prose as readers see it.
- Thesis vocabulary analysis reads the complete manuscript sheet rather than only the visible editor controls.
Villages and towns are planned street-first
Settlements are rebuilt from the ground up. The generator used to choose an outline and scatter buildings inside it, so every village came out as the same blob of unaligned boxes. It now lays the street network first, takes the blocks enclosed by those streets, divides each block into plots, and fits a building to each plot facing its street. The settlement's outline is whatever the finished blocks add up to.
- Eight plans that differ in structure rather than in jitter: street village, green, crossroads, radial, organic, harbour, hilltop and twin neighbourhoods. The plan is chosen from the approach roads, water and relief a saved world already records.
- Every plot faces a street, and every building on one side of a street sits on a shared frontage line, so a row reads as a row.
- Quarters differ: market, green, craft, townhouse, gentry, manor, temple, dockside, poor quarter and crofts each set their own plot size, coverage, setback and building forms. Poor quarters deliberately do not line up, and are grown as one district.
- The sheet is sized from the settlement instead of from the annual land budget. A village used to occupy under one percent of its own map. Fields are now drawn as a working belt around the town, with a depth control, and the hectares beyond the sheet are reported rather than drawn.
- A 40,000-person city generates in about a tenth of the time it used to take.
Settlement artwork is drawn, not stretched
- Roofs are built from each building's own footprint, with ridges, hips and courses, so an L-shaped or long narrow house gets a roof that fits it. Previously one of six drawings was squashed to whatever rectangle it was given.
- The catalogue grows from 30 to 57 pieces: eleven tree species, windmills, watermills, granaries, forges, chapels, gatehouses, fountains and troughs, beehives, livestock pens, woodpiles, fences, shrines, stocks, boats, jetties, and vineyard, flax and fallow field treatments.
- Settlement colours now match the application's own art directions. Illustrated adventure is the default, with engraved and tabletop alongside it.
- Fixed: artwork packs exported from the shared library could not be imported into Render Studio, because the two used different format names.
- Fixed: recolouring a wood changed its backdrop but left the canopy in the old palette.
Designing a settlement by hand
- Steer the generator directly: street density, plot size, building coverage, irregularity, the share given to poor quarters, and how far the countryside reaches.
- Choose artwork by looking at it. The flat list of every asset is replaced by a picker showing the drawings themselves, filtered to what the chosen feature can actually use, with search and an explicit automatic option.
- Place features on the canvas and have them turn to face the nearest street, or scatter a copse of trees in one click that undoes as a single step.
- Draw a quarter on the map and rebuild only that part. The streets and every building outside it stay exactly where they are.
- The settlement form explains itself: it says which planner is active and why a control is unavailable, the scene name sits beside Save instead of inside the import panel, colour channels are named for what they paint, and an unsaved draft can be restored from the first screen rather than from a panel you cannot open yet.
Additional map, scene and world authoring work
- Open standalone scenes reliably even when a world-only feature-lettering helper is unavailable. Scene creation now keeps its shared recipe editor active instead of falling back to a form reload, while the world editor reports an explicit missing-tool error if that required helper fails to load.
- Label saved realms, terrain regions, major rivers, roads and sea lanes directly in Render Studio. The guided chooser loads automatically from the open world's masks, hydrology and route geometry, then creates ordinary editable captions with appropriate hierarchy, typeface, spacing and role ink. Names follow evidence-backed interior or feature paths, stay upright automatically and can slide along or beside the line. Undo, documents, recipes, backups, previews, PNG/tiles and editable SVG retain the result without renaming or moving canonical geography. Render bundles now also receive the active editor composition instead of a browser click-event default.
- Turn generated world terrain into editable native artwork from Render Studio. Light, Balanced and Rich conversion reads saved relief, tectonics, biome, canopy, wetlands and snowline, preserves natural feature proportions, places mountains, hills, volcanoes, trees and reeds on their own drawing layer, and turns off the matching procedural layers. Every converted mark supports the existing move/style/mask/group/delete tools; repeated conversions avoid duplicates and one Undo restores the procedural map without changing simulation data.
- Track the complete six-map showcase as one world-and-linked-scenes cohort. Render Studio now shows Ready, Needs correction and Missing for every brief, recommends the next unfinished map, and ranks explicitly chosen composition, artwork, painting, lettering, isometric or table-usability gaps. Version-2 review evidence travels with documents, recipes, manifests and bundle notes; older reviews remain readable.
- Integrate the map, scene and settlement authoring work with the current CartoVox shell. The four-workspace dashboard, Map Gallery, manuscript tools and current saved-world navigation remain in place; Library now presents Scenes, Map Gallery and project import together with responsive wrapping. Standalone authoring pages and project backup filenames use CartoVox identity, while established atlas interchange contracts remain compatible.
- Coordinate an entire world map or local scene with Illustrated adventure, Engraved parchment or Clear tabletop art directions. Preview the real result without changing the document, apply palette/linework/lettering/markers/atmosphere as one Undo step, optionally harmonize editable vectors, and retain authored content, geometry, lights, textures, canvas scale and imported images through recipes, saved maps, backups and render manifests. The scene control lives under Layers & style, while the world control leads Render Studio.
- Place saved geographic names with an adaptive hierarchy-aware layout. Primary, Secondary and Supporting labels try eight sides before lower-priority names are omitted; Spacious, Balanced and Detailed density presets control map-wide crowding. Filter placement diagnostics, promote or demote names, choose a side, force an intentional overlap, add leader lines or move text directly on the preview. Settings use unified Undo/Redo and persist through maps, recipes, backups, seamless PNG tiles and editable
labels.svgoutput without changing canonical world places.
- Light scenes directly on the map with saved Warm interior, Moonlit exterior and Dusk starting moods. Add, drag, name and tune up to 32 lights; adjust overall darkness and shadow colour; Undo/Redo every change; and retain the lighting layer through maps, versions, recipes, backups, PNG tiles and editable SVG. The controls stay grouped in the scene Layers inspector and explain that this is authored atmosphere rather than simulated visibility.
- Compose drawing layers independently in scenes and Render Studio. Each layer now has saved opacity, Normal/Multiply/Screen blending and non-destructive canvas-space erase/restore masks. Erasers stay inside their layer; editor preview, PNG/tiles, editable SVG, recipes, documents, versions and backups use the same result. Old layers migrate automatically, and advanced controls stay in one explained disclosure.
- Work beside the scene canvas instead of hunting through a long control stack. Draw and arrange now has direct Select, Stamp, Path / wall, Area, Brush and Erase tools plus a contextual Tool/Objects/Arrange/Look/Layers inspector. It reports the active object and instruction, opens the right context from tool search, supports keyboard tabs, and stacks cleanly on compact screens while preserving the existing editing, Undo, save and export behavior.
- Review a versioned local-regeneration boundary before rebuilding a sculpted world. CartoVox now records the saved-grid footprint, date-line-safe bounds, affected pipeline stages, protection overlap, concrete partial-solve blockers, revision and edit SHA-256; the same portable JSON evidence remains available in comparison drafts. Apply still runs the full-world solver until checkpoints, boundary conditions, blending and independent feature locks are implemented.
- Review and transfer authored culture, faith and place-of-power canon when saving a rebuilt copy. Search destinations using hearth, environment, sacred-site, kind and location context; preview exact field changes behind concise disclosures; retain generated and measured anchors; and resolve occupied fields through the existing atomic swap/chain workflow. Lore, Codex pages, handbooks, exports and the reconciliation archive update inside the temporary-copy transaction while the original world remains unchanged.
- Resolve occupied realm-canon destinations as reviewed swaps or chains. The first move remains visibly blocked until its related owner moves, with a direct review shortcut and one combined plan. Accepted copies vacate and refill ruler/motto fields atomically; competing fields and unsupported owners remain blocked.
- Review realm ruler and motto transfers after a world rebuild: search for a destination, preview generated and authored values, and explicitly include the move. Other canon fields stay put; unsupported occupancy and stale evidence are blocked. Supported occupied destinations use the coordinated workflow above. Accepted copies refresh lore/exports and retain a revision-backed audit record, with the original world unchanged.
- Reconnect individual scenes after accepting a rebuilt world: preview current and proposed context, explicitly retain or clear the regional map, and save against confirmed identity evidence. Former context is retained; stale previews are blocked and successful retries are safe. Scene artwork and both worlds stay unchanged.
- Resolve copied settlement-name owners during rebuild review: propose keeping or archiving an unresolved name, preview the combined final labels, and include releases with related transfers. Accepted copies retain released choices, locks and notes in their reconciliation archive; lore and exports update atomically. Identity decisions remain separate and the original world stays unchanged.
- Scale settlement countryside by population and an editable agricultural land budget. Generate extensive connected farms, readable crop types, dense orchards and connected biome woodland; report local acreage and regional food-supply needs. New Town/Countryside views keep expanded maps navigable. Field edits recalculate the report. These are explicit planning assumptions, not measured food yields.
- Use one 40-step Undo/Redo history across world maps and scenes: artwork, captions, drawing layers, masks, place lettering, appearance, recipes, canvas/grid and output settings now follow one clearly labelled timeline. Object edits restore their selection and active layer, keyboard shortcuts work from the canvas, divergent edits clear Redo, and reopening a saved map starts a fresh session while retaining saved content and versions.
- Load and apply settlement data automatically when choosing a place; preserve layout overrides when changing season, and prevent stale responses from changing the active selection. Replace repeated rectangular defaults and bent grids with varied terrain-biased plans and branching street networks. Add connected farm groups with strip fields, furrows, orchards, editable hedges and working buildings, retaining access identities and placement diagnostics in saved/exported geometry.
- Generate villages and cities from saved world settlements with paged search, seasonal terrain/climate/farming evidence and editable design suggestions. Add varied footprints and direct editing of buildings, trees, fields, roads, water and defences: move, reshape, style, label, add/delete and undo. Edited geometry stays paired with SVG/PNG/tiles, recovery and saved scenes; source evidence travels with the map. Matching world identities link automatically. Regional data guides local design; exact street-level terrain and river banks remain authored approximations.
- Make settlement scenery more natural: orchard trees keep their proportions in irregular plots, crop rows follow field boundaries, woodland forms uneven groves, and useful scenery sits near buildings or fields. Continuous ground replaces the hard green circle. Wall gates now appear where roads actually cross, fixing repeated gate tiles along the perimeter. Generate a new plan to use these changes.
- Enrich generated villages and towns with 28 native vector assets: layered oak, birch, pine, palm and acacia trees; varied roofs and civic landmarks; wells, carts, barrels, gardens and orchards. Groves and scenery follow the landscape and avoid occupied or wet ground. Browse the artwork in a categorized gallery, inspect it with map zoom, and retain detail in SVG/PNG, tiles and saved scenes.
- Replace the settlement dependency and its artwork with CartoVox-native generation, geometric artwork and file codecs. Choose winding lanes, grids, ring towns or roadside plans; use native medieval/technological/crystal styles, custom polygon skins, landmarks, water recipes and complete native recipe URLs. Generation, scene saving, recovery, map navigation and vector/tile exports remain available. Earlier experimental formats are intentionally unsupported on this branch. The previous GPL component is removed from the current distribution; original notices remain in Git history.
- Use CartoVox Settlement Studio with zoom, Fit map and directional pan controls inside the map view. Drag, scroll or use keyboard shortcuts to inspect details; preview navigation leaves saved geometry unchanged. Everyday labels use CartoVox naming.
- Browse filtered rebuild identity results across all pages on a map. Nearby records share numbered markers with paged, keyboard-accessible choices. Open a result or preview a manual-pair candidate by location; confirmation remains separate. Original/rebuilt geography, pan/zoom and missing-location explanations stay inside optional map sections.
- Compare original and rebuilt settlement locations or route paths on synchronized maps inside identity review and manual-pair previews. Fit/world views, zoom, drag and keyboard panning, date-line wrapping, distinct symbols and self-contained SVG downloads keep the evidence accessible. Map snapshots survive saved reviews, revisions and backups. Missing geometry and preview simplification are disclosed; viewing maps never confirms identity.
- Review and apply confirmed settlement-name swaps, cycles and chains together. The collapsed preview shows every owner, destination, lock and final label; one include/remove action handles the complete group. Metadata stays with each name, unresolved owners stay blocked, and later lore saves do not swap exported labels back. Existing background preparation, rollback and revision/backup recovery apply.
- Apply eligible reviewed settlement names when saving a rebuilt copy. Name choices and matching rename overrides move together; the old ID regains its verified generated name. Background acceptance uses a temporary full-world copy, strictly rebuilds lore, Codex, handbooks, existing city plans and text/vector exports, preserves confirmed identities, and publishes only the completed result. Progress, disk/time disclosure, app-close awareness, stale-file guards and retry recovery are included. Release records survive revisions and backup imports without rewriting original generation provenance. Rendered atlas labels still need refresh; unconfirmed occupied destinations and ambiguous names remain blocked. Reviewed swaps/chains use the grouped workflow above.
- Preserve generation naming baselines through full rebuilds, revisions and project backup imports. Author-name reviews now distinguish verified generated fallbacks and actual lore-input names from older registry estimates, with explicit changed/incomplete evidence. Repeat renames follow chosen minor-town names through generated prose and existing text/vector exports. Coverage stays collapsed. Eligible reviewed name transfers use the workflow above; rendered labels retain their existing refresh workflow.
- Preview author-name transfers in rebuild reviews. Filter Author names, inspect confirmed destinations and recorded fallback labels, and see conflicts between saved name records, occupied/locked destinations and duplicate text. Related records and coverage details stay collapsed. Previews update with identity decisions and persist in JSON exports and saved-copy reports. Previewing alone changes no names. Eligible selected transfers use the workflow above; rendered labels still require refresh.
- Apply selected campaign and regional reference changes when saving a rebuilt copy. Review each confirmed destination, include or remove the change, and inspect the selected count before saving. Duplicate list destinations block acceptance until resolved; identity changes clear selections for re-review. Stale-file checks and journaled recovery protect interrupted saves. Applied changes and their report persist through revisions and backups. Eligible settlement names and their lore use the transfer workflow above; other canon, historical snapshots and scene context still require separate reconciliation.
- Review reference impacts before saving a rebuilt world. A collapsed, searchable report shows checked name choices, campaign reveals, regional/lore references and scene links alongside confirmed destinations or unresolved issues. Filter and page results, inspect coverage warnings, and download the full JSON report. Identity decisions update recommendations, and accepted copies retain the evidence. Selected campaign/regional changes and eligible settlement names can now be applied through the flows above; other references still need reconciliation and existing scenes stay with the original world.
- Correct a rejected automatic settlement/route match by releasing both records for manual pairing. Review the consequences before release; choose new partners and confirm identities separately. Keep the original proposal as evidence and restore it as rejected only when both records are free. Existing endpoint, one-to-one, stale-source and accepted-copy guards remain enforced; saved decisions and evidence persist through reload, JSON export, revisions and backups.
- Pair unmatched original settlements and routes with searched, paged rebuilt candidates and a before/after review. Settlements can change tier; routes require the same travel type and confirmed endpoint correspondence. Manual proposals need separate identity confirmation, exclude already-paired records, and can be removed to restore unmatched rows and clear dependent route confirmations. Pairings persist across reload, accepted-copy review and JSON export. Rejected automatic proposals can be released for reassignment.
- Keep new rebuild drafts reviewable when generated map display caches refresh. Authored files, saved world data and referenced simulation inputs still invalidate stale comparisons. Existing drafts retain their original freshness checks.
- Confirm, reject or clear proposed settlement/route identity matches before accepting a rebuilt copy. Review up to 20 eligible unchanged pairs on the visible page; earlier rejections are preserved. Routes require confirmed endpoints, and changing an endpoint clears dependent route confirmations. Confirmed identities and review evidence persist in the accepted copy, revisions and backups; unreviewed records receive separate identities. Original canon and scene links remain unchanged.
- Review which settlements and routes correspond across completed rebuilds. Search and filter 20 results per page, inspect before/after evidence, and download the full JSON report. Nearby-name matches and ambiguous or missing records remain explicit; generated list IDs never establish identity by themselves. No canon or scene links are automatically changed.
- See where a completed rebuild changed terrain, climate, coasts, rivers, lakes and biomes. Expand Where did things change, select a field and download a PNG with its legend. Changed-cell counts use the original grid; reduced previews retain isolated changes and mark mixed directions. Older reports explain when spatial maps are unavailable.
- Build an isolated completed-world comparison draft from pending sculpt edits. Inspect measured elevation, land/sea, climate, biome, river and lake changes plus paired map thumbnails; then save a separate rebuilt world or discard it. The original world, pending edits and scene links remain available. Drafts survive reload, support safe cancellation, reject changed sources, and recover interrupted acceptance without duplicating the new world. This is a full rebuild, with extra time and disk cost; selective local regeneration remains future work; reviewed entity correspondence is supported above.
- Organize Scenes and encounter maps into six tasks: canvas/grid, drawing, text, layers/appearance, connections and export/backups. Search opens nested settings and moves focus to the result. Keep Save and Preview together, put the drawing canvas before secondary controls, collapse exact properties/effects/recipes, and explain ambiguous units and multipliers with keyboard/touch Help. Button rows wrap on narrow screens. Existing artwork and backup formats are retained.
- Calibrate a full-detail reference image on a whole-world sheet using two image landmarks and two clicked or entered world locations. Review the Plate Carrée placement before Apply; position, rotation and uniform scale preserve image proportions. Control points travel with maps, saved versions, recipes, backups, render manifests and SVG metadata. Undo restores placement/calibration; manual transform edits clear stale calibration. Local scenes keep canvas alignment. Other projections, date-line wrapping, regional crops and warping remain unsupported; two matches do not establish accuracy elsewhere.
- Connect authored lore records across imported batches in the same world: choose the exact target batch/record, review both identities and save. Links belong to their source batch; incoming navigation, persistent history and JSON external target IDs/status travel with world backups. Missing, trashed or unreadable targets retain their saved identity; restoring the original batch reconnects them. Reviews reject intervening target/source changes. Existing local links keep their identities; the first external link upgrades its owner to relationship state v2, which older v1-only builds cannot edit. Automatic source relationship conversion remains separate work.
- Connect typed lore records within an imported batch using reviewed, directed relationships: Related to, Member of, Located in and Participated in. Search names/aliases, choose the exact source-numbered target, review and save; duplicate names and source wiki links never pick targets automatically. Incoming/outgoing links support navigation, removal, persistent batch-wide Undo/Redo and structured JSON export. Stale reviews reject, retries do not duplicate links, and batch trash/world backups retain links and history. Cross-batch links are supported above; automatic source relationship conversion remains separate work.
- Review CSV/Markdown rows as notes or explicit place, character, faction and event records before importing. Typed authored records retain names, aliases, source provenance and Markdown, with per-batch filtering and structured JSON export. Places can copy validated latitude/longitude only when selected; pins, location Undo/Redo, GeoJSON and typed exports share the same saved positions. Imports retain originals and reports, reject stale reviews, retry without duplicate records and travel with recoverable batches/world backups. Generated canon and simulation entities are unchanged; relationship conversion remains separate work.
- Move complete artwork groups between parents by dragging hierarchy rows or using the searchable, keyboard-accessible parent picker. Top level removes the parent. Positions, drawing layers, object order, names, hidden members and inner groups are preserved; moves support one-step Undo and existing saved maps, recipes and scene backups. Cycles, paths deeper than eight levels, locked source/destination artwork and stale drags are rejected. Empty ancestors disappear when no objects retain them.
- Optionally snap dragged artwork and complete groups to visible object/group frame edges and centers, with temporary alignment guides and a six-screen-pixel threshold that follows canvas zoom. Hold Alt to bypass artwork snapping; existing grid snapping remains available. Locked artwork can be an alignment target; hidden artwork and erasers are excluded as targets. Translation stays in preview until release, supports Escape/pointer-cancel/lost-capture recovery and one-step Undo, and preserves group spacing through saved maps, recipes and backups. Guides and the per-open-map switch are not exported or saved.
- Browse artwork groups in a collapsible hierarchy with Expand/Collapse All, Show Selected Group, keyboard navigation and separate focus/selection states. Search finds full parent paths even inside collapsed branches; paging keeps at most 100 shown groups on screen. Rows retain descendant counts and hidden/locked feedback. Collapsing changes navigation only: selection, artwork, Undo, saved maps and portable exports are preserved; branch state resets when reopening or switching maps.
- Add Stone fortifications to Original artwork kits: curtain wall, corner wall, ruined wall, square tower, round tower, twin-tower gatehouse, stone bridge and stone stairs. The catalog now has 32 editable pieces in four collections and three palettes, with wall, tower and crossing categories. Copies use the existing editing, structure-library, Undo/Redo, saved-map, backup and PNG/SVG workflows. Walls and gates are independent artwork without automatic joining, door state or simulation effects.
- Add Terrain and landscape to Original artwork kits: broadleaf grove, conifer stand, fallen log, brush patch, boulder cluster, rocky outcrop, reed pond and stepping-stone ford. The catalog now includes 24 editable assemblies across three collections and three palettes, with vegetation, rock and water filters. Placed pieces support existing group editing, library reuse, Undo/Redo, saved scenes, backups and PNG/SVG exports. These illustrations do not change simulated terrain, water or vegetation.
- World-backup imports now reconnect parent/child scene relationships and scene-map hotspots between included scenes, using original identities and creation times. External or mismatched references remain available for manual reconnection. Every linked scene is validated before publication; interrupted imports recover as a set with their world, and ownership checks protect existing projects. Saved maps and versions retain their artwork. World backups still include only active scenes explicitly linked to that world, excluding unlinked descendants and trash.
- Add eight original editable interior pieces: linen bed, dining table and benches, round table and stools, stone hearth, filled bookcase, barrel pair, travel chest and woven rug. Original artwork kits now offer Village exteriors and Rooms and furnishings, with collection-specific categories and three palettes. Place independent copies, customize parts, reuse them through the structure library, and retain existing Undo, saved maps, backups and PNG/SVG export support.
- Copy an active artwork object's style and preview it on selected objects or complete visible, unlocked groups. Choose colors, line settings, opacity and effects independently; blending is opt-in. Apply supports one-step Undo/Redo and existing saved maps, recipes and backups. Preview stays out of autosave and exports; targets keep geometry, names, groups, textures, image pixels and masks. Copied values last while the editor is open.
- Name nested artwork groups and find them in a searchable hierarchy list, with 100 groups per page, complete descendant selection, parent paths and hidden/locked member counts. Rename supports Undo/Redo; new objects inherit group names, and duplicates/structures keep independent identities and names through saved maps, recipes, backups and SVG metadata. Names do not change geometry or lock/visibility behavior.
- Rotate reference images with quarter-turn buttons or an exact angle, and align two image landmarks with two canvas destinations to set position, angle and scale together. Alignment supports a temporary preview, keyboard placement, backtracking, cancellation and one-step Undo/Redo. Rotated fit, saved maps, recipes, backups, SVG and tiled PNG exports preserve the transform without resampling the stored image. Alignment is to the canvas; geographic metadata, warping and terrain are not imported.
- Place imported Codex notes on the world map with click placement, zoom, keyboard controls and optional exact coordinates. Each page has one optional pin with persistent batch Undo/Redo, map-to-note navigation and GeoJSON export. Moving an import to trash hides its pins; restore and project backups retain locations and history. Original notes and terrain stay intact.
- Import CSV lore rows and Markdown files from Write → Codex → Import lore. Review and select pages, inspect duplicates and wiki-link matches, and retain skipped/invalid rows in a downloadable preservation report. Imports create independent author-owned vault pages with lossless original-file downloads, bounded storage, retry protection and recoverable batch trash/restore. Kinds, aliases and extra fields remain readable notes; generated lore and terrain are unchanged. Project backups retain active and trashed batches.
- Import a full-detail PNG/JPEG reference beneath editable map artwork, with canvas placement, fit, opacity, independent editor/export visibility and Undo/Redo. Original pixel dimensions are retained within 8 MiB, 8192-pixel-side and 16-million-pixel limits; images travel with saved versions, recipes and backups. Image metadata and editable source layers are not imported. PNG/SVG inclusion is optional; recipes and render manifests always retain the reference. Portable recipes now accept up to 32 MiB; art packs and structures remain at 16 MiB.
- Nest artwork groups up to eight levels without flattening their children. Enter a group to edit, transform or arrange its contents; return to its parent or the whole map. Ungroup removes one level, duplicates and placed structures keep independent ancestry, and Undo/Redo, saved maps, recipes, structures, scene backups and SVG metadata preserve nesting. Invalid depth/parent relationships are rejected; rejected object edits now restore the selection immediately. Files saved with group ancestry require a build that supports it.
- Choose a fixed transform pivot by clicking the canvas, selecting the selection/canvas center, or entering exact percentages. Rotation, proportional resize, side stretching and numeric transforms use that origin; the crosshair supports keyboard movement. The guide stays fixed while editing the current selection, resets on selection/map/canvas-shape changes, and stays out of saved artwork and exports. Transformed geometry supports existing Undo/Redo, saved maps, recipes and backups.
- Resize selection width or height with side handles. Rotated objects and complete groups sharing axes (including quarter turns) get an oriented frame; mixed-angle selections retain proportional corners. Side resizing anchors the opposite edge, respects shared size/aspect/canvas limits, and supports keyboard controls, cancellation, Undo/Redo and existing saved/exported formats.
- Add clickable scene-map hotspots with direct preview placement, keyboard position controls, editable labels/destinations and Undo. Pins belong to individual saved map documents; navigation saves map edits and opens the destination preview. Trashed destinations retain recoverable references. Scene-tree imports reconnect internal hotspot destinations, while single-scene imports retain original destinations for explicit reconnection. Navigation pins are excluded from artwork exports.
- Export and import connected scene trees, including saved map versions and artwork. Imported copies use new scene identities and reconnect internal parents; external parent/world context is retained for explicit reconnection. Packages validate checksums, hierarchy and capacity before publication, with rollback and interrupted-import recovery. Tree backups support 24 MiB compressed, 512 MiB expanded and 10,000 files. Trash branches are excluded.
- Organize scenes into parent/child hierarchies with up to eight levels, breadcrumbs, child navigation and child-scene creation. Reparenting rejects cycles, excessive depth and stale edits. Trashed parents leave their children available; restoration reconnects durable references. Individual scene backups retain original parent context for explicit reconnection after import.
- Build villages with an original eight-piece vector kit: cottages, longhouses, workshops, shrines, market stalls, wells, gardens and carts. Browse previews in three palettes, place independent grouped copies, edit their parts, and save variants using the shared structure library. Undo, drawing layers, recipes, backups and PNG/SVG exports use existing map objects.
- Align selected objects and complete groups by edges or centers, using selection bounds, the active object/group or the canvas. Equal horizontal/vertical gaps keep outer items fixed, groups retain their internal layout, and each arrangement supports Undo/Redo and saved maps. Locked/hidden selections, insufficient space and out-of-bounds moves cannot cause partial changes; unchanged arrangements do not add Undo entries.
- Resize and rotate selected stamps, shapes and complete groups directly on the canvas. Corner handles resize proportionally; the rotation handle supports 15-degree Shift snapping. Keyboard controls, Escape/pointer cancellation and Undo/Redo are supported. Transform previews stay unsaved until release, honor locks and bounds, and retain masks, curves, textures and existing portable formats. Canvas focus no longer scrolls tall scenes during a drag.
- Save individual artwork in a shared local catalog, search names/packs/tags, and reuse it across worlds and scenes as stamps or shape textures. Preview, rename, export art packs, and recover entries from trash. Map copies stay independent; reuse supports Undo and respects layer locks and capacity. Art imports now clear stale success messages when switching maps and show when a pack is being read.
- Save reusable structures to a shared on-device library with previews, names, tags and source labels. Search, reload and place them in any scene or world; export portable files and recover entries from trash. Library removal leaves placed copies intact, stale updates are rejected, and changing the save folder copies the catalog.
- Organize stamps, shapes and reusable structures in up to 32 named drawing layers. Reorder, show/hide, lock and move selections between layers; removing a layer keeps its objects on Base. Layer edits support Undo/Redo, saved versions, portable recipes and backups, with matching PNG/SVG stack and visibility.
- Scene links explain empty regional-map choices, provide a Create a regional map shortcut, and refresh map/place choices without discarding selections. Regional child-map creation waits for the latest lens summary, preventing stale locations after quick region changes.
- Save selected artwork as reusable structure files and place copies in other maps by clicking the canvas or choosing Place at center. Copies preserve masks, curves, hidden objects and locks; use fresh IDs, reuse matching images and undo together. Spacing survives canvas-shape changes, with adjustable placement scale.
- Map compositions support 1,000 objects, searchable and filtered object pages, and faster ordinary dragging that retains existing SVG artwork. Group edits work across pages; add and copy actions explain capacity limits. Deep eraser stacks export without recursive serialization, and undoing back to a saved composition clears stale saving feedback.
- Custom art libraries support 96 assets and 8 MiB of PNG data, with batch image import, pack/usage filters, capacity feedback and undoable unused-art cleanup. Repeated SVG stamps share their embedded image, and undo avoids copying PNG strings. Art-pack imports accept up to 16 MiB; portable recipes now accept 32 MiB.
- Link standalone scenes to worlds, regional maps and mapped lore places. Open linked scenes from the world or place, return to their context, and keep references when targets disappear. World backups include linked scenes and reconnect imported copies; standalone scene imports retain their source context for explicit reconnection.
- Create scenes and encounter maps directly from the World Library without generating a world. Standalone scenes have saved documents and versions, PNG/SVG rendering, portable scene backups, and recoverable trash. Their workspace shows local scene controls and rejects geographic recipes.
- Encounter scenes support square, landscape and portrait canvas proportions. Previews, saved maps, PNG/SVG exports and tiles preserve the chosen shape and local author coordinates. Scene views no longer offer geographic measurement.
- Render Studio maps now save with their world, including artwork and map textures. Save named copies, reopen maps, and restore recent versions. Project backups include these documents; conflicting saves preserve open edits and desktop closing waits for pending map saves.
- Fixed the More menu beside Compare on candidate world cards being clipped by the card.
- Drawing tool options and brush controls now scroll within their own rows on smaller screens; history, Close, and save controls remain reachable.
- Added a visible Change map action in the import review, including while reading a file or after an import error.
- Improved painted-map imports with textured blue water and land touching the image edges. Dark interface borders are detected and excluded, with a full-image option in the review; preview, tracing, generation, and saved recipes use the same map area.
- Coastline review keeps open correction and reading sections and their scroll position while recalculating. Applying a traced coastline keeps the preview open for further editing.
- Coastline tracing now saves recoverable drafts on the device, including unfinished outlines, the reference image, zoom/pan and recent undo history. Resume tracing from Create, or save/load portable .atlas-trace.json files. Desktop closing waits for the final tracing save.
- Added GeoJSON land-outline import and ASCII/binary STL and OBJ terrain import through the coastline review workflow.
- GeoJSON export now includes land outlines, including for existing saved worlds. Added saved-world STL and OBJ terrain-surface downloads.
- Draw your world can save PNG, GeoJSON, STL, and OBJ. Complete project saves remain available as .cartovox backups.
Terrain interchange transfers outlines or elevation surfaces; simulation and project content are preserved by .cartovox backups. STL/OBJ exports are open Z-up surfaces in metres. See docs/terrain-interchange.md for supported geometry, working resolutions, and printing preparation.
- Protect sculpt areas from later terrain brushes using World → Sculpt → Protect area. Circular boundaries support preview, Undo/Redo, reload and saved applied-edit disable/remove. Earlier sculpt edits remain. Erosion, climate, rivers and settlements still regenerate; this does not yet freeze terrain through a full local rebuild.
- Preserve saved terrain through regeneration with World → Sculpt → Preserve terrain. Saved elevation survives terrain brushes, glaciation and erosion, including earlier pending brushes. Versioned snapshots retain protected heights through revision restore and project backups. Rivers and other world systems still regenerate across the full world. Ordinary Protect area retains its sculpt-only behavior.
- Review sculpt rebuilds before Apply: see measured pending terrain changes, preserved/released areas, full rebuild scope, local runtime estimates and accurate revision recovery wording. Cancelling preserves the draft and starts no job. Changed applied history is marked unmeasured; edits or world changes during review require a fresh review. Rivers and other downstream outcomes are not predicted by this lightweight review.
- Build settlement water systems from editable rivers, lakes, coasts, ponds, reservoirs, springs, wells, cisterns and groundwater areas. Saved-world hydrology, seasonal flow and aquifer evidence load with the selected place; a visible report explains regional context, local sources, demand, modeled well capacity and limitations across exports and saved scenes.
- Make saved-world settlement water and approach roads visibly automatic. Manual fields stay inside an explicit override section, changes receive an override badge, and Reset restores current world evidence. Settlement Studio click targets now have consistent pointer and hover feedback, with distinct text, map-pan, drawing and disabled cursors.
- Fix saved-world settlement generation for fractional river bearings and widths. Selecting a place now opens its automatic water overview, keeps every water/road value available under Change, and reveals any invalid field instead of making Generate appear unresponsive.
- Grow automatic settlement boundaries from overlapping seeded neighbourhoods instead of recurring geometric envelopes. Terrain, water and street context guide irregular, clustered, valley, waterside, hillside and twin forms; exact round and planned rectangular towns remain explicit choices, and the clearing, streets, buildings, walls and gates use the same editable footprint.
- Stop settlement roads and walls at exact water boundaries, and draw ordinary roads beneath surface water. River crossings are now a limited, spaced set chosen by road importance and span length, with editable bridge features linked to their source roads; ponds, lakes and coasts no longer acquire arbitrary automatic bridges.
- Build a reproducible six-map visual release cohort from one saved world and four native-vector scenes, with retained review scores, machine timings, checksums and source-world immutability checks.
- Keep local scene captions visible by default above opaque scene paper, artwork, lighting and the encounter grid while preserving explicit authored layer orders.
Release validation
- The integrated non-E2E product gate passes 4,863 checks with 8 expected skips; all eight require the optional native
atlas_allocextension, which is not built in the test environment. - The desktop Chromium gate collected 279 cases. Across ordered gate segments, all 278 runnable cases passed; one private-reference painted-map case was skipped because its optional local image was not supplied.
- The final CartoVox settlement naming merge was followed by 101 focused checks, 22 settlement browser cases and 23 affected adjacent browser cases. The final import, showcase and object-editor group passed 33 responsive cases across desktop, laptop and compact layouts.