DEVELOPMENT, IN THE OPEN

Developer changelog

What changed in Guassia, what we tested, and what still needs work.

Last updated · Dates use America/Denver.

How to read release dates and status

Dates use America/Denver. Source checkpoints, local tests, historical delivery and newly verified delivery are recorded separately. Older entries were reconstructed from dated source and QA records; no earlier public release date is inferred from a commit alone.

“Included with this site release” describes the features shipped alongside this page. “Verified public release” records a separate public-destination check. Reconstructed historical entries keep their original source and delivery evidence; we do not backdate new work.

Included with this site release

Deeper NPC authoring, precise selection tools and 2,048 object slots

Create patrols, companions and look-away figures, edit several shared Gaussian instances together, and build larger layouts. The learning page now has readable cards and illustrated lessons for the new controls.

Source checkpoint 9d7db313Source availability and destination verification are separate.

NPCs with editable attention and routes

  • Game tools → NPC movement offers stationary, patrol, patrol-and-pursue, look-away, follow and flee behavior. Four behavior presets fill a draft; Apply saves the chosen settings. No NPC is inserted into a new world.
  • Draw a route on the room map, drag its numbered points, or edit and reorder the XYZ list. Routes support up to 24 points, looping, back-and-forth or one-shot travel, with optional waypoint pauses.
  • Advanced controls expose separate route and active speeds, turning speed, home boundary, following/fleeing distance, field of view, detection distance, optional line of sight, last-seen memory, contact cooldown and reset conditions.
  • Sight memory follows only the last observed position. Fleeing stops at the chosen safety distance. Restart clears behavior state; leaving a room can return its NPCs home. Optional diagnostics show behavior state, route index, sight and blocked movement.
  • Typed route coordinates are collected and validated directly when Apply is pressed, preventing loss when a blur event has not fired. Invalid route edits cannot partially change the saved world.

Precise editing of shared Gaussian instances

  • Selection & transform tools can select one or more objects in the current room, move them, snap origins to a grid, rotate or uniformly scale around the selection center, align origins, distribute at least three origins evenly, and apply tint/opacity overrides.
  • Yaw composes with the existing object rotation. Owned NPC route points follow their object transforms. Separate proximity zones, transition areas and sound emitters keep their own positions.
  • Each selection operation validates before committing and creates one object-undo step. Shared source Gaussian arrays are not rewritten by these placement or appearance edits. Alignment uses object origins, not surface-to-surface spacing.
  • Object undo history is cleared when later game-authoring changes would make restoring an older snapshot unsafe. Blocked deletion reports its explanation, and individual position edits or duplication carry the owning NPC route along.

Larger layouts with explicit budgets

  • The placed-object limit increases from 128 to 2,048, a 16-fold increase in authoring slots. Source assets can be reused without duplicating their Gaussian data.
  • Object count and rendering detail remain separate budgets: 300,000 instantiated object Gaussians, 50,000 per imported asset, 16 NPCs, 16 asset definitions and 24 rooms. A scene may reach its detail budget before its object-slot limit. The workshop shows both object and Gaussian usage.
  • The bounded draft description limit increases from 256 KiB to 2 MiB so large valid layouts can be saved, exported and reimported. The player reserves separate instance slots for room shells and optional music visuals.
  • Runtime lookups use object IDs and room-local lists to avoid repeatedly scanning unrelated rooms. This improves CPU bookkeeping; it does not establish full asset streaming, hierarchical LOD or a frame-rate guarantee.

Readable tutorials and architecture reference

  • Fixed the pale cards under Optional paths through your world: headings and body text now use dark, readable colors. NPC panels and route coordinate fields receive matching contrast and responsive layout fixes.
  • Added illustrated, hands-on lessons for selection transforms and NPC patrol/sight/memory, with direct links to the relevant builder panels.
  • A downloadable Gaussian toolset audit maps 30 Blender/Unreal workflow domains to current Guassia features, existing lower-level foundations and proposed work. It links to official documentation and sets dependency and validation gates; it is not an exhaustive operator list or a feature-parity claim.
  • Every subsequent engine or site update must include changelog notes, including fixes. Release instructions now state that missing notes mean the update is incomplete.
  • Release packaging removes obsolete generated, hashed JavaScript chunks from the fixed hub output directory, keeping unused older runtimes out of new uploads. World assets and unrelated files are preserved.

Compatibility and upgrade notes

  • Existing version-1 drafts retain their behavior defaults. New worlds remain empty, with music, NPCs, story and objectives optional.
  • Re-export downloaded games to obtain the new runtime and limits. Existing offline ZIPs do not update automatically. Keep the complete ZIP for asset/audio backup; a project JSON is not an asset archive.
  • Current developer lessons and release notes are English. The existing globe language picker remains available; partial interface dictionaries do not imply that all new technical copy is translated.

What was checked

  • Regression checks cover NPC behavior, collision and last-seen memory, route persistence, validation, source immutability, multi-object transforms and export boundaries.
  • Browser checks exercised the actual preset, visual-route dragging, numeric edit and Apply workflow, multi-object Move and Undo, NPC pursuit/contact reset, optional diagnostics, readable lesson cards and a 390-pixel layout.
  • A private 2,048-object world imported and rendered in Chrome using two rooms and one shared 100-Gaussian source (204,800 object Gaussians). The active 1,024-object room at 1181 × 780 produced isolated running frame-work readings of 162.8 and 248.1 ms on this host, so this dense scene was not smooth. These are CPU-plus-awaited-render measurements, not GPU timestamps or percentiles.
  • CPU bookkeeping is measured separately: the synthetic Node fixture validated in a median 5.37 ms, dispatched a single transform edit in a median 0.014 ms with a counting bridge, and sent no updates for unchanged static frames. This excludes actual GPU rendering. Exact test totals and destination checks are saved in the release receipt.

Known limits and unfinished work

  • NPCs are rigid Gaussian groups with ground-plane steering and mathematical collision/sight proxies. They do not yet have skeletal walking animation, navigation meshes, automatic obstacle routing or a behavior-tree editor.
  • The 2,048-object authoring ceiling is not a promise that every 2,048-object scene renders smoothly. Gaussian count, transparency, active simulation and device capability still matter.
  • Full relighting, dynamic shadows, articulated characters, arbitrary visual scripting and hierarchical streamed worlds remain separate engineering work. No Blender/Unreal parity, universal 4K/8K frame rate or 100x improvement is claimed.
Source records and delivery evidence

Record names identify the development evidence behind this entry. A source commit or successful build alone is not proof of a public release.

Editor and runtime source checkpoint · 9d7db313
Immutable source checkpoint for this update; public delivery is checked separately.
Scope and limits · BUILD-STATUS.md
Implemented authoring features and remaining engineering work.
Gaussian architecture audit · GAUSSIAN-TOOLSET-AUDIT.md
Thirty workflow domains with official Blender and Epic documentation references.
Automated validation · guassia-editor-release-tests.txt
Full release regression output saved locally.
Browser workflow checks · guassia-editor-browser-qa.json
Actual UI observations; does not establish a hardware fleet benchmark.

Earlier updates

Documented checkpoints from the first browser prototype onward. Older limits describe that version, not necessarily today’s builder.

A blank engine with optional gameplay, better controls and language choices

Historical public delivery verified

A blank engine with optional gameplay, better controls and language choices

The builder starts with an empty room. Creators can add assets, story progression, movement, spatial sound and visual effects only when their project needs them.

Source checkpoint de15e0dPublic delivery checked

Starting a project and building a game

  • New projects contain one empty room. The music example, soundtrack, effects and gameplay systems are optional; no club or quest is inserted automatically.
  • Creators can require specific collectible objects, lock an exit, write an ending and restart with the original world state restored.
  • Optional achievements, room gates and transition zones support progression between authored spaces. Destination gates are checked, and the starting room cannot be locked behind a progression requirement.
  • Readable notes, a journal, proximity events, reveal/hide actions and opening doors turn a layout into a sequence of interactions.

Input, movement and sound

  • Mouse capture has a click-and-drag fallback for embedded browsers, with sensitivity and invert-Y settings. Desktop movement and mobile controls remain available.
  • NPC controls expose basic patrol, pursuit and move-only-when-unseen behavior, with bounded detection and reset settings. Figures move as rigid Gaussian objects; this is not skeletal character import.
  • Spatial emitters, one-shot cues and room soundscape fades are authorable. Active audio uses a bounded 128 MB decoded cache and a 16-voice limit.
  • Optional diagnostics report input mode, room, loading errors and CPU/awaited-render timing. Those timings are not measurements of GPU execution time.

Gaussian assets and close inspection

  • The workshop imports static GLB surface samples, anisotropic Gaussian PLY, native GAsset files and flat image art. A photograph does not become a reconstructed 3D scene.
  • Explicit adaptive import reduction retains spatial coverage and prioritizes local color variation and smaller source splats. Preserve mode refuses an excessive PLY count instead of silently discarding points.
  • Cleanup can preview low-opacity, oversized and isolated-splat removal, then save a separate copy. Floater removal starts off to preserve thin authored features, and the original asset remains available.
  • The 3D inspection view starts only when opened. Full-asset, player-eye and arm-length views help inspect signs, doors, thin edges and overlapping surfaces at actual object scale.

Appearance, collision and budgets

  • Visible assets remain Gaussian source data. Object transforms, tint, opacity and dissolve overrides operate on instances rather than rewriting source positions.
  • Compound mathematical collision boxes are separate from appearance, so an opening can remain walkable. Groups preserve shared source assets and individual behaviors; grouping does not bypass budgets.
  • The current authoring limits are 128 objects, 16 NPCs, 24 rooms, 16 asset definitions and 300,000 instantiated Gaussians. Individual imported assets remain capped at 50,000 Gaussians.
  • Distance fog and silhouette dissolve are optional. Auto, 1080p and 4K render choices are accompanied by explicit advanced 8K eligibility checks. A larger framebuffer does not add missing asset detail or guarantee frame rate.

Saving, exporting and rebuilding

  • Website ZIP export and reimport preserve Gaussian assets, authored relationships and selected original audio bytes. Sound manifests and chunks are checked before imported sources are saved.
  • Missing or corrupted sources are reported instead of producing a silent or incomplete success. Oversized authored project descriptions are rejected before an unimportable package is generated.
  • Local Save stores data on the current device. Downloading a draft or website ZIP does not publish a world. Website packages need HTTPS hosting; they are distinct from compiled Windows applications.

Language access and learning

  • A visible globe-marked language control at the top of site pages offers 21 locale choices representing 20 distinct languages, including Simplified and Traditional Chinese. Language selection is also available in portable and paused players. Arabic and Urdu support right-to-left layout.
  • The dictionaries cover 93 navigation, builder, accessibility, gameplay and help strings. Only the selected first-party locale loads; English remains the fallback and the selected language can persist on the device.
  • Translations are machine-authored and await fluent human review. Coverage is partial: creator content is unchanged, some interface and tutorial material remains English, and legal terms remain in their original English.
  • Guides explain empty projects, importing and inspecting assets, optional objectives and story events, movement and sound, testing, and the difference between a local draft and a published website.

Compatibility and upgrade notes

  • Existing version-1 drafts remain supported. Starting a new world creates an empty room; loading an older draft preserves that draft's authored rooms and content.
  • Re-export an existing game from the current builder to include the new runtime, bundled languages and authoring behavior. Previously downloaded ZIPs keep their original code and do not update automatically.
  • Keep the whole website package together, including models, audio, i18n and license folders. Import the complete ZIP to restore its assets; project JSON alone is not an asset backup.
  • The language control changes the supported interface labels. Creator-written dialogue and titles stay intact, and current developer release notes and legal copy remain in English.

Education and platform services

  • An optional signed education-entitlement verifier and export notice/branding hooks are a development foundation only.
  • Public education onboarding, entitlement issuance, hosted accounts and payment or protected-build delivery are not activated by this update.

What was checked

  • Automated checks cover input fallback, story state, locked destinations, restart, NPC behavior, spatial audio, import cleanup, export corruption handling and localization safety.
  • The build-status record reports browser checks for an empty world, ZIP import, a 3840 × 2160 framebuffer, collection, an ending and restart, achievement journal, close asset inspection, room-gate authoring and a 390-pixel Arabic layout.
  • Included with this site release identifies the source features bundled with this changelog. A public deployment receipt is recorded separately after matching destination readback; the source checkpoint alone does not prove live delivery.

Known limits and unfinished work

  • Captured PLY appearance still uses baked/DC color. Full view-dependent SH preservation, relightable PBR materials, dynamic shadows and articulated/skinned Gaussian characters remain substantial work.
  • Current room visibility and audio caching are not full asset streaming or hierarchical Gaussian LOD. GPU memory/time adaptation, fleet performance and universal 4K/8K performance are not established.
  • This is not feature parity with Blender or Unreal, and it does not establish a 100× editing advantage.
Source records and delivery evidence

Record names identify the development evidence behind this entry. A source commit or successful build alone is not proof of a public release.

Source checkpoint · de15e0d
Commit dated September 20, 2026 at 21:34 America/Denver; a source checkpoint is not a live-delivery receipt.
Authoring build status · BUILD-STATUS.md
Implemented scope, browser verification boundaries and unfinished engineering work.
Localization validation · i18n.test.mjs
Dictionary completeness, text-only insertion, RTL, fallback, persistence and visible language-control behavior; not linguistic certification.
Authoring export validation · authoring-export.test.mjs
Audio byte preservation, authored references, empty defaults, corruption handling and project-size limits.
Previous production release · guassia-authoring-release-receipt.json
The prior deployment and HTTPS readback verified the preceding authoring and language release. This does not cover the new NPC and capacity work.
Gaussian asset workshop, export clarification and club lighting

Historical public delivery verified

Gaussian asset workshop, export clarification and club lighting

The builder gained reusable imported objects and a guided asset workflow. Website packages were labeled more clearly, while separate Windows prototypes were built and inspected as packages.

Source checkpoint 6e22b68Public delivery checked

Creation and reuse

  • Added GLB, Gaussian PLY, GAsset and PNG/JPEG import, native Gaussian shapes, shared-source instances, object transforms and appearance controls.
  • Added duplicate/combine operations, undo/redo, simple spin/bob/collect behaviors, collision boxes, six illustrated tutorial steps and the editable First Quest example.

Music-world update

  • The club added 100 authored lighting combinations with 15-second changes and crossfades, moving Gaussian fixtures, dancers and walkers.
  • ASHVEIL walking and DJ choreography remained authored animation. Lighting timing was not represented as detected musical-drop timing, and assets remained stylized.

Export and Windows clarification

  • The browser entry changed to web-player.mjs and website ZIP instructions explained the HTTPS-hosting requirement. Opening browser JavaScript with Windows Script Host was identified separately from an EXE failure.
  • Separate unsigned First Quest and club Windows prototypes were built. Package contents, executable structure and recorded hashes were inspected; native startup, rendering and audio were not verified.

What was checked

  • The historical release receipt records Cloudflare success, 95 uploaded files and matching HTTPS file comparisons.
  • The receipt reports 128 engine/builder checks and eight desktop-packager checks. A later 12-check rerun overlaps those tests and must not be added as unique coverage.
  • Browser observations covered conversion, rendering, export, collection/pause and touch-emulated layout; this was not a physical-device benchmark.

Known limits and unfinished work

  • This historical version had a 48-object limit, which the newer authoring update changes. Public account, publishing and payment services were not completed by this release.
  • A successful Windows build and package inspection did not establish successful native execution.
Source records and delivery evidence

Record names identify the development evidence behind this entry. A source commit or successful build alone is not proof of a public release.

Source checkpoint · 6e22b68
Asset workshop, club lighting and desktop export source changes.
Historical release receipt · GUASSIA-ENGINE-EXPANSION-QA.json
Deployment e3e41408; source, HTTPS checks and build receipts recorded separately.
Club and First Quest prototype receipts · build-receipt.json
Both receipts explicitly record nativeLaunchPerformed as false.
Music-reactive plugins and portable original audio

Historical public delivery verified

Music-reactive plugins and portable original audio

Optional sound-driven components connected the simple world builder to a soundtrack, while the public ASHVEIL world gained authored performer choreography.

Source checkpoint b06ba81Public delivery checked

Audio and authoring

  • Added pulse lights, an eight-band spectrum wall and an interactive sound orb, plus demo/local soundtrack selection, per-room response and selected-room playtesting.
  • Portable website ZIPs included the selected original audio in verified parts. The recorded test export matched the original soundtrack bytes without transcoding.

Club and usability

  • Added deterministic walking, grounded stance and DJ-rig animation, with responsive visualizer bars and rings.
  • Browser checks identified and corrected stale scripts, hidden spectrum bars, selected-room preview behavior, small-room interaction priority and overlapping new-room placement.

What was checked

  • The historical receipt records production deployment success, ten matching HTTPS file comparisons and 81 integrated automated checks.
  • The recorded three-room browser export contained the exact original 57,600,044 soundtrack bytes and a runtime matching that release.
  • A 390-pixel touch-emulated builder layout was checked. Independent hosting of that exported ZIP and physical-device performance were not verified.

Known limits and unfinished work

  • Public accounts, creator publishing and integrated multiplayer servers remained incomplete. The experience was a stylized Gaussian world, not a claim of photorealism or a complete general-purpose engine.
Source records and delivery evidence

Record names identify the development evidence behind this entry. A source commit or successful build alone is not proof of a public release.

Source checkpoint · b06ba81
Reactive plugins and authored club choreography.
Historical release and export receipt · GUASSIA-MUSIC-CLUB-QA.json
Deployment 2832b404; checked September 19 at 22:21 America/Denver.
First public Guassia hub and portable room prototype

Historical public delivery verified

First public Guassia hub and portable room prototype

The palm-branded browser hub connected a learning guide, local room editor, creator/world routes and the ASHVEIL listening-world experience.

Source checkpoint 3628911Public delivery checked

Browser foundation

  • Introduced the public hub, learning pages and /u/name/ and /w/world-name/ route structure, with a coordinated palm-and-fruit brand mark.
  • The room-layout editor could open a bounded Gaussian solo playtest, save a local draft and download a website ZIP. Source audio and performer data used checked byte parts for static hosting.

What was separate

  • A ten-player invitation-room service foundation was committed separately as 2755f9d with automated tests. It was disabled, not integrated into the public frontend and not deployed as working friend servers.
  • The world editor did not create public accounts or publish creator worlds merely by saving a draft.

What was checked

  • The initial release record contains public route/body checks, successful custom-domain HTTPS comparisons and an actual browser-created nine-file prototype export.
  • Browser QA checked two-room editing and persistence, Gaussian rendering, play/pause/return controls, JSON import/export and a touch-emulated joystick.
  • The historical receipt timestamp is preserved here; it is not a claim that the earliest commit time was the public launch time.

Known limits and unfinished work

  • The initial ZIP was inspected, but its standalone execution on a separate host was not verified. Sustained physical-device input/performance and full multiplayer delivery remained future work.
Source records and delivery evidence

Record names identify the development evidence behind this entry. A source commit or successful build alone is not proof of a public release.

Hub source checkpoint · 3628911
Palm-branded learning hub, local editor and portable Gaussian-world foundation.
Initial public launch evidence · GUASSIA-LIVE-LAUNCH-QA-2026-09-19.json
Deployment e698c3a8; public-domain and export evidence recorded September 19, America/Denver.
Separate service foundation · 2755f9d
Source/tests only; no public multiplayer deployment is asserted.