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Updates & release notes

What’s changed in Iron Grid.

Published notes tell you what’s in the download. The development journal below follows work that may still be in progress.

In the download

Published release notes.

Only the latest release is offered for download. Older installed versions update automatically online. If an installer is replaced at the same version, download and run it manually.

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Development journal

What we’ve been working on.

These are development checkpoints, not promises that every change is in your installer. Open an entry for the details and current limitations.

Development notes

Keep the model you selected.

Development builds preserve your exact Smelty model preference when that model is unavailable.

Changes and current limitations
  • An unavailable saved model leaves the selection empty and asks you to choose explicitly. It no longer substitutes another model.
  • Your exact saved choice is restored when it becomes available again.
  • Focused selection checks and native builds passed.

Validated in the local development build. This change is not announced as part of the current 0.1.9-alpha installer.

Development notes

A clearer code editor and reviewable Smelty suggestions.

Development builds add a responsive code workbench, clearer diagnostics, and Smelty help for selected code.

Changes and current limitations
  • The workbench provides compact and expanded layouts, searchable Problems, and theme-readable tabs.
  • Inline suggestions and Explain, Rewrite, and Fix actions preview code before you accept it. Accepted changes use normal Undo.
  • Suggestions are checked against the current project, source buffer, and selected range before applying. Editor, Roslyn, live request, and Undo checks passed.

Validated in the local development build; no new installer was published for this checkpoint. Connected assistance uses Smelty usage.

Development notes

Clearer Windows distribution and signing checks.

Development builds warn that unsigned game exports can be blocked by Windows and make distribution signing an explicit choice.

Changes and current limitations
  • Export settings and reports show the unsigned-build warning. Choosing Release or Shipping alone does not request signing.
  • Sign for distribution uses the game developer's own configured publisher identity. The editor's signature does not sign exported games.
  • The signing workflow checks the game, installer, uninstaller, dependencies, and final package receipts. It rejects failed signing instead of quietly publishing an unsigned result.

Local development checkpoint, not a new published installer. Signed end-to-end acceptance still requires an explicitly authorized developer identity and qualification of unsigned dependencies. Windows controls whether a recipient gets a warning or a block.

Development notes

More consistent built-in material output.

Development work aligns color conversion and exposure in the DirectX and OpenGL built-in lit materials with Vulkan.

Changes and current limitations
  • DirectX 11, DirectX 12, and OpenGL now use the same authored-color, linear-light, exposure, and display conversion contract in the checked built-in lit path.
  • Real GPU reference cases and packaged-player checks passed on all four forced rendering backends.
  • An OpenGL depth-clear issue was also corrected.

Validated development checkpoint; no new installer published. This does not establish full lighting, shadow, terrain, or representative-scene parity across backends, and startup performance remains under review.

Development notes

0.1.9: Smelty fixes, imported characters, and game exports.

Smelty keeps more of your progress when a task needs correcting. Imported characters retain their animation data, and exported games get fixes for materials, controls, and UI.

Changes and current limitations
  • Smelty retains the original request, saved progress, and later instructions during corrections or account renewal. Built-in character-controller playtests no longer require an unrelated script change.
  • Free-account tasks use included usage and additional Smelty Tokens without the old task-count limits. Stopping a task retains saved work and records usage already incurred.
  • Rig Studio conversion preserves supported imported skinning, joints, UVs, and embedded animation clips. Model previews and material changes keep the data needed to render the character.
  • Exported games get fixes for standard materials, health and UI values, Shift/Control/Alt input, and checks that animated vertices actually move.

The replacement installer is still 0.1.9-alpha. If you already have that version, download and run the replacement manually. Focused Smelty, editor, and exported-game checks passed; broader scene and hardware testing is ongoing.

Development notes

0.1.8: Build and export from the installed editor.

The installed engine includes its C# build and export tools. Smelty conversations are easier to read, and exported games get stronger checks.

Changes and current limitations
  • C# and visual-script builds use the compiler and .NET runtimes bundled with the editor. Release and Shipping exports no longer need a developer checkout or a machine-wide .NET SDK.
  • Exports check the actual game executable and bundled tools. If publishing an export fails, the previously delivered game is preserved.
  • Hosted Smelty tasks use included usage and additional Smelty Tokens, without the former monthly task/edit counts or separate per-task spending caps. Usage accounting and service spending limits still apply.
  • Smelty supports selecting text across messages and activity results, with clearer work summaries and fixes for rig attachments.
  • The launcher has refreshed artwork. A new editor profile follows Windows light or dark appearance; saved preferences take priority.
  • Downloads validate release details, feedback has size and account limits, and website dependencies include security updates.

This is an alpha testing release. Hardware and content coverage vary, and large world-building scenarios still need performance work. Paid Smelty upgrades and asset generation are not open for purchase.

Development notes

Scene loading and better performance measurements.

The scene-file pipeline moved to its current format. New measurements help locate slow frames in the running game.

Changes and current limitations
  • Native .igstage assets now use schema 5. Importing targets that format; retired V4 migration code and old .stage fixtures are removed.
  • The profiler measures the active Runtime view. A performance test scene covers baseline, large static scenes, physics, and mixed content.
  • The Stage grid reuses its fading rings. Timing separates rendering, presentation, and Vulkan work to help locate hitches.

These are repeatable test scenarios, not published FPS claims. Fresh measurements on real hardware remain necessary.

Development notes

Rotation fixes and clearer object snapping.

Objects rotate more predictably, and the editor has simpler snapping controls.

Changes and current limitations
  • C# can read local and world positions and rotations through the object hierarchy. Incremental rotation uses degrees without rebuilding the pose from display angles.
  • Rotation conversion was corrected around an angle that previously caused problems, with checks in the editor.
  • Move snapping starts disabled and uses one metre by default. Ctrl toggles it during a drag; Reset Snap Defaults restores the standard settings.

For existing C# projects: raw RotationX/Y/Z/W access was removed. Use the vector and quaternion properties and recompile.

Development notes

Smelty corrections and playtesting.

Smelty keeps completed work during corrections and checks more of what it builds.

Changes and current limitations
  • Before writing C# that depends on the engine API, Smelty checks the current SDK types and documentation.
  • Corrections retain completed checkpoints and stop repeated failures within explicit limits.
  • Keyboard input and capture preparation were repaired. A Smelty-authored C# Snake game passed fourteen gameplay checks, with controls checked in the editor.
  • Expanded task plans can be copied so you can read the objective and work steps.

Smelty’s connected service updates separately from the engine download. This checkpoint did not announce a new installer.

Development notes

Work on terrain, foliage, and animation.

More testing for animated characters and outdoor scenes.

Changes and current limitations
  • Repeatable tests now cover more animation clips, state machines, rigs, terrain, and foliage.
  • Checks for animation dependencies and packaged projects are stronger.
  • Smelty’s world-building reports distinguish created content, saved content, and results actually checked in Play mode.

Large animation, terrain, and forest requests still need more testing. Small passing samples don’t cover every content combination.

Development notes

More checks for visual tools and playable projects.

Work on Rig Studio, interfaces, visual scripting, and games built with Smelty.

Changes and current limitations
  • More representative rig shapes received focused behavior checks.
  • UI and Visual Scripting tests cover more authoring scenarios.
  • Smelty’s plan-first scene building and playable Pong workflows were exercised.

The checks apply to those scenarios. The visual-graph API and broader content coverage are still growing.

Development notes

Terrain brushes in the scene view.

Sculpt, Paint, and Scatter controls move beside the terrain you’re editing.

Changes and current limitations
  • Select terrain to see its brush operation and stroke settings beside the Stage.
  • Terrain Properties keeps the underlying data and surface layers, with fewer duplicated brush controls.
  • A Vulkan resource-allocation issue affecting materials was fixed and checked.

Repeated brush strokes still needed interactive testing at this checkpoint.

Development notes

Better help in the C# editor.

Code completion and the API reference use the engine’s actual C# SDK.

Changes and current limitations
  • The built-in editor reads public types, signatures, and documentation through Roslyn.
  • Completion replaces the intended text, including snippets for overriding behavior methods.
  • The packaged language service includes the managed API’s documentation.

C# leads the code examples. Python remains supported; existing projects are not converted automatically.

Development notes

Easier control bindings and export checks.

Keyboard, mouse, and controller setup is clearer, with more testing of exported games.

Changes and current limitations
  • Project Settings groups keyboard, mouse, and named controller bindings, with recording and explicit Unbind controls.
  • A live controller display shows buttons, axes, and their mappings. Existing bindings change only when you apply new defaults.
  • Windows export tests checked scene mappings, packages without source files, moved packages, and tamper detection across renderer paths.

Controlled export tests don’t replace testing on a clean external machine or cover every project.

Development notes

C# gameplay running in the native engine.

The foundation for C# behaviors in editor playtests and exported games.

Changes and current limitations
  • C# gains behavior callbacks, entities, transforms, input, physics, UI, audio, and timers.
  • Editor Play and exported games run through native simulation with a private managed runtime and game-data checks.
  • Existing Python scripts stay in their own language.

C# and Python parity remains ongoing work. This records the foundation, not a guarantee for every existing script.

Development notes

More reliable saves and playtests.

Smelty and the content pipeline get checks based on small playable projects.

Changes and current limitations
  • Smelty’s completion checks require actual changes, saved work, and factual reports.
  • Scene and package checks strengthen how content moves from the editor into exported games.
  • Small projects helped identify fixes for input, script attachment, game display, and asset handling.

Published release notes above record what went out to testers. Downloads provide the current release.

AVAILABLE NOW / 0.1.13-alpha

More places to build.
More ways to play.

A Linux engine build. Linux and Android game exports. This alpha opens up more of your game-making journey.

LINUX EDITOR

Create on Linux

A native Ubuntu editor joins Windows. Build your world, write gameplay, and work with Smelty on Linux.

LINUX EXPORT

Make Linux games

Take your project from the Linux editor to a standalone Linux game. More ways to share what you make.

ANDROID EXPORT

Take it to Android

Build Android games from Windows or Linux. Bring your gameplay to a phone or tablet and test it on the device.

Download 0.1.13-alpha for Windows or Ubuntu and read the release notes.

Explore this release