LUCID LUST v0.6 for Supporters (Windows, Mac, and Linux) (Patreon)
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This update marks a major milestone for Lucid Lust.
The new Scenario Creator is here, introducing a powerful node-based narrative engine, allowing you to create, share, and play interactive experiences in Lucid Lust for the first time!
This is by far the biggest update the project has ever received, and looking back at everything that I have accomplished honestly feels surreal haha! Since the last update, I have been able to work between 60 and 70 hours per week on the project, thanks to the incredible support of the community (and my wife... and coffee haha). I know that I've said it multiple times already, but your support literally allows me to dedicate all my time to building the project of our dreams, something that simply would not be possible otherwise, and I am deeply grateful for that support! You are incredible people.
This update was incredibly difficult to document because of the sheer number of new systems and improvements, and I probably forgot a few things along the way. Organizing this changelog was also surprisingly hard, as many of these systems interact with each other, making it tricky to present them in a logical order. So, without further ado, here is the gigantic (and chaotic) changelog, enjoy!
LUCID LUST v0.6 CHANGELOG
Overall Technical Improvements
Updated the game engine to the latest Unity 2022 LTS version
Applied latest engine-side fixes for rendering and build reliability
Improved the build pipeline for smoother and faster execution
Improved overall game performance
Characters Improvements
Fixed broken/white eyebrow highlights
Added a dedicated Top Coat layer to eyebrows for more realistic shine
Refined the existing eyebrow grazing-angle visibility system for more natural results
Hair System
Improved hair physics simulation for smoother and more natural movement
Reduced physics steps per frame and increased simulation rate to better track hair motion
Hair now reacts more accurately to directional changes
Small performance boost depending on hairstyle
Main Menu
Added multiple toggles to the Main Menu Settings (VSync, Advanced Weather/Vegetation/Transparency/Water, and Instant Mirrors)
Reimplemented optional DLSS and added a DLSS slider to the Main Menu Settings when available
Added full FSR (AMD upscaling solution) and Xess (Intel upscaling solution) support
Added rich scenario metadata displayed directly in the load menu (last saved date, creator name, last version used, and custom description)
Improved title screen clarity by making the disabled Player button visually explicit to avoid confusion
Removed per-creator button version, Scenario files now use the current build version as their version reference
Only modules now retain their own versioning, as they evolve independently from the main build version
Scenario Creator
Core Architecture
The Scenario Creator has been fully rebuilt to support large-scale narrative projects, with a robust data architecture designed to handle complex scenarios with thousands of steps and branching paths!
Fully revamped the scenario data architecture, now based on Nodes and Connections
Core scenario system is now fully non-linear, allowing the creation of complex branching narratives
Implemented a global Undo/Redo system across entity manipulation, panel interactions, and some specific graph editing
Replaced the previous JSON save system with MessagePack (highly optimized binary serialization format)
Added environment-scoped scenario architecture allowing multiple environments inside a single scenario
Scenario Files
Scenario saves are now stored as a single .scenario file instead of two separate files
Scenario files can now store anything, starting with custom audio and custom textures
Added a custom scenario description field, editable from the Scenario Creator Settings Menu
Added a thumbnail system for scenario files
Thumbnails can be captured directly from any step in the Scenario Creator Settings Menu
You can also import a picture to serve as a scenario thumbnail (with automatic 16:9 crop and resize)
Added an immutable Creator Signature system to permanently bind your creator name to a scenario file
Auto-save behavior is now fully customizable and can be disabled if desired
If an autosave is detected as more recent than the last manual save (e.g., after a crash), it is automatically loaded on the next session to minimize lost work
Added manual save support at any time during editing
Added Save As support for duplicating or renaming scenario files safely
Timeline Node Graph
Build complex interactive stories visually using a powerful Node Graph system designed for branching narratives, logic flows, and cinematic event sequencing!
Implemented a full visual Node Graph editor used to construct scenario logic
Implemented zoomable and pannable graph canvas for large scenario editing
Implemented zoom-to-cursor behavior and dynamic node culling for large graph navigation
The Node Graph currently supports 7 types of step nodes and 8 types of flow nodes
Added graph context menu (via right-click) for fast flow node creation
Added node duplication, multi-selection, and keyboard shortcuts
Added utility buttons (overview button, test from start, and test from current step)
Implemented dynamic port labels adapting automatically to node logic
Implemented dynamic port reconstruction with automatic connection restoration
Added port re-subscription system ensuring drag handlers survive node rebuilds
Added connection validation preventing invalid graph configurations
Added support for node type switching within the global Undo/Redo system
New Step System
Steps are now fully non-linear, giving you the freedom to create in any way you want!
Revamped the Step Manager core system
Each step now automatically generates state containers for all entities in its environment
Implemented safe step duplication preserving all entity states + current step type parameters
Added same-step guard logic preventing unwanted entity resets during editing
Improved the step-based entity persistence enabling full 1:1 scene reconstruction from data
Test Mode
Play and experience your scenarios exactly as a player will, with the full flow, logic, and interactions running in real time directly from the Scenario Creator!
Created the first built-in Scenario Player to test the entire scenario directly inside the creator
Implemented a fully runtime-safe state handling system to keep scenario data protected while the scenario executes
Added runtime navigation across all step types with full branching and variable logic
Implemented Escape shortcut to immediately exit test mode at any time
Navigation
Added an entity list containing all entities from the current environment
Added a visibility toggle (step value) to non-culled entities (characters, animals, etc.)
Character visibility preserves internal animation systems for uninterrupted animation workflow even when disabled
Added a second camera navigation style: Software Mode!
The Camera in Software mode will let you orbit around a pivot
Implemented a shortcut (F) to switch between Freefly Mode and Software Mode
Player Camera
Improved Player Camera customization with a total of 28 parameters
The Player Camera supports all attachment modes (Free, Object, and Bone)
Better customization of all parameters with sliders and value input instead of preset values
Improved Camera Effects selection thanks to a database with search, tags, and data references
Added several new settings and options
Special Filter, Lens Distortion, Vignetting, and Chromatic Aberrations now have a weight slider
Character Animation Editor
A lot of parameters and systems have been added to the Character Animation Editor to make it better in every way, from a robust attachment system, animation layers blending, to a more powerful, accessible, and stable IK editing system!
Improved the character animation controller, now supporting an infinite number of layers
Both the head target and the eyes target now have a customizable weight value
The head target default IK weight is now 0%; only the eyes have a default weight of 100%
Added a system to share the full animation setup across multiple characters/steps, with easy copy/paste buttons
Revamped the UI with tabs, tags, filter toggles, and a favorite system (by right-clicking an option)
Animation favorites are saved inside the scenario file and persist across sessions and reloads
Added instant previewing of animations and expressions (by hovering an option with the cursor)
Implemented crossfading and blending capacities to body and facial animations
Added sliders for the face (expression intensity, transition time, mouth & eyes openness)
Implemented multiple custom animation parameters (speed 0%-200%, mirroring, and reversing)
Improved the full IK/FK animation editing workflow
Implemented two attachment modes for IK orbs: Object Mode and a (Simplified) Bone Mode
Implemented an attachment mode for the entire character itself: (Big) Object Mode
Added optional visualization helpers (lines and names) for IK/FK targets
Added an IK Selection panel to easily select an orb and to manage visual preferences
Added 11 shortcut buttons to rapidly set IK/FK target positions and weights
Added a button to reset the current selected orb to its targeted bone's current position
Added two buttons to copy/paste a character animation state
Added 55 new animations and reintroduced 106 fixed poses for a total of 237 animations
Character Step Values
Character-specific step values such as wet skin, moist skin, erection state, and internal parameters, can now be edited directly per step
Internal values are fully saved inside step states and support instant visual update during editing
Added a per-step Dress/Undress toggle for characters
Clothing state changes trigger dedicated character events for future outfit logic compatibility
Interaction & Editing Tools
A complete set of systems and editing tools designed to make building complex scenarios fast and intuitive!
Improved the Selection Manager to support multi-selection and box selection
Implemented a third type of transform gizmo handles: entity scaling
Implemented a snap-to-ground button to the transform handles panel
Implemented several attachment systems to link objects to objects, objects to bones, IK to objects, and more!
Added 66 body targets for the girl and 74 targets for the male for the object to bone attachment system
Implemented several QoL systems related to the editing of entities, including the pause of attachment targets' animations
Implemented in-world attachment link visualization and several other advanced 3D UI
Improved the layer management ensuring no more Scenario Creator 3D UI while testing the player camera
Revamped the outline rendering to be fully compatible with the new multi-selection system
Environment System
Create massive multi-location scenarios by combining up to 50 environments within a single project, each capable of hosting completely different entities and story events!
Made an Environment Library allowing scenarios to contain multiple environments
Added environment pooling to keep large multi-environment scenarios responsive
Environment pooling allows unlimited transitions between environments without restriction
Implemented environment-based entity spawning and management
Created an environment manager controlling the actual existence of entities per environment
Added automatic step node creation per environment with a minimum of one always existing
Added environment validation preventing direct connections between different environments
Sun & Sky Editor
Fully customize lighting conditions per step, allowing cinematic time-of-day changes, dynamic lighting transitions, and weather styles inside the same environment!
Implemented a complete Sun & Sky Editor allowing per-step control over sun rotation, intensity, volumetric lighting, color, and shadow softness
Added an in-world sun rotation gizmo and 3D UI for direct sun editing and light direction visualization
Sun parameters are fully compatible with Blend Flow Nodes, enabling smooth animated sun movement and lighting transitions between steps
Added per-step sky customization, allowing different lighting moods and skybox appearances inside the same environment
Added environment-aware sky style selection dropdown through a new skybox database
Implemented an "Apply Sky Mode to all steps" shortcut for fast sky modification across an environment
Added a gradient-based fallback sky reproducing approximately 95% of HDRI sky colors with significantly lower rendering cost for users without HDRI enabled
The non-HDRI fallback lighting mode for users without HDRI enabled replaces the HDR skybox render with a simple skybox sphere
Clouds
Take full artistic control over the sky's volumetric clouds, adjustable per-step for dramatic timelapse effects, weather transitions, or dynamic atmospheres across your scenario!
Implemented a complete Clouds panel inside the Sun & Sky Editor, controlling Volumetric Clouds per-step
Added a master enable/disable toggle for clouds, with all value controls hidden when disabled for a clean interface
Added a Size slider (shapes the density and scale of cloud formations)
Added a Smoothness slider (controls the softness and erosion of cloud edges)
Added a Bottom Altitude and Top Altitude input (define where clouds start and end)
Added a Wind Speed and Wind Rotation input (animate cloud drift direction and intensity)
Added a Scattering Tint color picker (tint the volumetric light diffusion for artistic effects, default color is black (natural/no shift)
All cloud parameters are fully compatible with Blend Flow Nodes, enabling smooth animated transitions: clouds that grow, winds that pick up, tint that shifts with the time of day, etc.
Implemented an "Apply parameters to all steps" shortcut for fast cloud setup across an environment
Clouds remain active and accessible even without a loaded environment (clouds are a global atmospheric setting, not environment-specific)
Scenario Variables
Add real gameplay logic to your stories using Scenario Variables, player input and branching conditions that dynamically affect the story flow!
Made a complete Variable System supporting Flag (boolean), Number (integer) and Text (string)
Implemented Variable Library, allowing creation and editing of scenario variables
Implemented automatic variable initialization using default values set in the Variable Library
Implemented Input Step, allowing player to input Text or Number into a Scenario Variable
Implemented Variable Flow Nodes, supporting all 3 variable types to apply any operation
Implemented Branch Flow Nodes, supporting all 3 variable types for comparisons and flow management
The 7 first Step Node Types
View Step
The most basic Step that was already there in the first Scenario Creator iteration. It shows the Player Camera view.
Added a "Continue Method" dropdown to choose how the output flow is triggered
"On player input" is the default method, it waits for a left-click
"After a duration" lets you enter a custom timer duration for the step (0.1s to 3600s)
"Either" continues when either condition happens first: after the set timer or when the player clicks
"Both" continues only when both conditions are met: after the set timer AND when the player clicks
Implemented pass-through step support: a View step configured with a near-zero timer duration is traversed instantly and invisibly, acting as a waypoint, perfect for chaining multiple blend nodes in a row for example
All entity states and effects of a waypoint step are applied before passing through (the step fully exists in the timeline, and no data is skipped)
Dialogue Step
Write, format, and preview cinematic dialogue sequences directly inside the creator with powerful editing tools, custom audio support, and text-to-speech support!
Finalized the complete Dialogue Step system supporting text, audio, and subtitle display
Revamped the full-screen Dialogue Editor with more formatting tools
Added animation tags and a color pickup, among other new editing tools
Implemented speaker selection with character linkage (to make your characters speak!)
Character lips automatically sync to TTS speech and custom audio during Dialogue Steps
Added a narrator voice selection via voice database (to use text-to-speech without a character)
Implemented Subtitle and Dialogue Box display modes
Added an independent subtitle overflow toggle: subtitles can continue displaying on the next step regardless of the audio overflow setting
Added an optional speaker name input, with a dedicated space to show it in Dialogue Box mode
Implemented an "Audio Only" mode
Added custom audio import and preview support, imported audio will be stored inside the scenario file itself
Implemented optional Typewriter text animation with custom typewriter speed
Implemented multiple typewriter-related systems (punctuation/line waiting time, punctuation group, etc.)
Implemented an optional audio dialogue "overflow" to continue the dialogue on next steps
Implemented a tag to write the content of a variable by simply writing "<var:varname>"
Implemented a tag to selectively enable text-to-speech only "<ttsonly>"
Implemented a tag to selectively enable text-only "<notts>"
Added a "Continue Method" dropdown to choose how the output flow is triggered
"On player input" is the default method, it waits for a left-click after the dialogue message has been fully displayed. If in dialogue box mode a typewriter effect is used, the first click instantly reveals the full text, and the second click triggers the output flow
"After completion" continues automatically once all text has been fully displayed and all audio (TTS or audio file) has finished playing
"After duration" continues automatically after a set number of seconds from the start of the Step, whether or not the text or audio has finished
Choice Step
Let the player interact with your story with choices! When the player selects one, the flow continues through the matching output.
Implemented Choice Step Nodes
Added a customizable list to create from 2 to 6 custom choices, each choice having its own node output
Added a "Time Limit" toggle to enable a visual time limit, along with a new output when the time is exceeded
Added a customizable Time Limit value (from 1 second to 360 seconds)
Title Step
Display a full-screen title card over the scene! Perfect for chapter titles, narrative transitions, location names, credits, or any text and/or picture overlay!
Implemented Title Step Nodes with a full-screen canvas overlay supporting animated text
Reuses the full Dialogue Editor with all the same advanced formatting and editing tools
Added three background types: Camera (basic player camera passthrough), Color (pick a custom color to fill the screen), and Image (import a custom JPG/PNG, auto-cropped and centered)
Added four fade modes: None (instant on/off), FadeIn (fade in, instant off), FadeOut (instant on, fade out), and Smooth (fade in and out); each with a custom fade duration
Added a "Continue Method" dropdown to choose how the output flow is triggered (On player input / After a duration / Either)
Clicking during a fade-in instantly snaps the title to full opacity and skips to display, consistent with the typewriter skip in the Dialogue Step
It can act as a loading screen too: if the Title step is followed by an Environment Flow node, the next environment preloads in the background during the display
Focus Step
Introducing what I would call the first Minigame Step! It's a gaze-based interaction step where the player’s view direction influences the scenario outcome!
Implemented Focus Step Nodes with a gameplay mechanic based on player view direction
Player freely looks around the scene (angle/speed determined by the player's camera)
During this timed phase, invisible focus zones accumulate gaze time
Zones are color-coded (Red, Green, Blue) with a neutral fallback output (White)
Added two evaluation methods: Average or Final
Implemented highly optimized gaze evaluation using a single raycast per frame
Added spawn buttons to generate as many focus zones as needed
Focus zones are step-scoped entities appearing only in their owner step in editor mode
Added a Duration parameter to customize the evaluation/step time
Gesture Step
And this is the second Minigame Step! It's a mouse-based interaction step where the player’s mouse movements drive the gameplay logic and branching outcomes!
Implemented Gesture Step Nodes with a gameplay mechanic based on mouse movement
The player moves the mouse to push a cube between two positions and rotations
Each full traversal counts as a completed trip
Added a "Trips" parameter to customize the number of trips
Supports horizontal, vertical, and free gesture modes to compute the mouse movements
Added configurable easing curves for mouse movement response (Linear, Ease In, Ease Out, Smooth)
Added configurable movement speed
Added an optional timer to trigger an alternate output if time expires
Added an optional visual progress bar to display the remaining time when the timer is enabled
Input Step
Shows a text input field so the player can type a value (text or number) to set a Scenario Variable.
Added a dropdown to select the targeted variable
Added an optional custom prompt to be shown to the player
Added a toggle to enable the input to be pre-filled with the targeted Scenario Variable's current value
The first 8 Flow Node Types
Audio Flow (Music Flow & Ambience Flow)
Manage music and environmental audio directly inside the scenario flow graph!
Implemented Music Flow Nodes and Ambience Flow Nodes
Supports play, pause, start, and stop modes (like the Piano Entity)
Added adjustable crossfade transition speeds
Added 4 tracks ("Creamed Again", "Dance Band", "Island Life", and "Slippery Slope")
Added music tracks from musical entities to the Music options
Added custom audio import support to both Music Flow and Ambience Flow nodes
You can import any WAV, OGG, or MP3 file as a music track or ambience loop directly from the node panel
Custom audio files are stored inside the .scenario file itself, just like dialogue audio
Blend Flow
Create smooth cinematic transitions between steps by blending EVERYTHING over time!
Implemented Blend Flow Nodes, enabling cinematic transitions between steps
Implemented a dedicated manager to perform smooth interpolation across frames
Interpolates everything between two steps (making entities and camera movements easier than ever)
Blends all entity transforms, post-processing values, step values/parameters, etc.
Implemented full support for interpolating IK targets and animations layer weights
Implemented blend curve parameters (Linear, SmoothStep, EaseIn, and EaseOut)
Made a multiple-camera layering system to allow crossfading for post-processing
Implemented caching of source states (data structure) to minimize memory allocations
Transition Flow
Add screen transitions between steps using customizable visual effects!
Implemented Transition Flow Nodes for cinematic screen transitions
Added 66 transition effects
Implemented two types of transition flow
Two-phase transition (Cover with a custom color → step change → reveal from color)
One-phase transition (Freeze Frame → step change → reveal from Frozen Frame)
Added a Duration parameter to customize the transition time
Environment Flow
Connects steps from different environments.
Implemented Environment Flow Nodes to handle the full environment swap
Branch Flow
Reads a scenario variable and routes the flow to the matching output based on its current value.
Implemented Branch Flow Nodes
Compatible with all 3 types of variable (Flag, Text, Number)
The String Comparison mode lets you add as many outputs as you want
Variable Flow
Changes a scenario variable by applying an operation to its current value.
Implemented Variable Flow Nodes, which support the current 3 variable types
Added a "Set On" operation to a Flag variable to set its value to On
Added a "Set Off" operation to a Flag variable to set its value to Off
Added a "Switch" operation to a Flag variable to invert its current value
Added a "Set" operation to a Text variable to set its value (var="")
Added a "Insert" operation to a Text variable to add to its value (var=content+"")
Added a "Set" operation to a Number variable to directly set its value (var="")
Added a "Add" operation to a Number variable to add to its value (var=value+"")
Added a "Subtract" operation to a Number variable to subtract from its value (var=value-"")
Random Flow
Triggers one of two outputs at random, with a configurable probability split.
Implemented Random Flow Nodes
Added a slider to adjust the chance split between the two outputs from 1% to 99%
Entity System
With now a fully data-driven system designed to handle a virtually infinite amount of entities, you will be able to place thousands of objects around large scenes while the Scenario will remain playable and easy to edit!
Improved the entity framework by implementing a global entity database with search, tags, and data references
Implemented asynchronous entity loading so large scenes can be streamed progressively
Drastically reduced memory spikes (preventing crashes on machines with less than 8GB of RAM)
Implemented an Entity Spawn Browser panel covering 12+ entity types
Implemented thumbnail previews, toggle filters, and search filtering
Added 4 Lamps, for a total of 9 Lamps
Added 3 Desks, for a total of 5 Desks
Added 12 Tables, for a total of 27 Tables
Added 7 Bed Parts, for a total of 11 Bed Parts
Added 22 Chairs, for a total of 28 Chairs
Added 11 Carpets, for a total of 13 Carpets
Added 73 other Furniture Entities, for a total of 132 Furniture Entities
Added 10 Animal Entities
Added 2 Side Character Entities
Added 123 Building Blocks
Added a total of 169 Structure Entities
Added 1 FX on 1 FX Entity (Fire)
Added 4 VFX on a total of 3 VFX Entities (Liquid, Smoke, and Steam)
Added 42 SFX on a total of 7 SFX Entities
Added a total of 58 Nature Entities
Added 128 Object Entities
There is now a total of 550 Scenario Creator Entities
Made a special automatic snap-to-ground when spawning an entity to ensure non-clipping/over-floor positioning
Easier navigation with most entity editors now opening as contextual bottom panels when selecting an entity
New Scenario Creator Entities
New Entity Type: Building
Structures allow you to build complex sets and architecture that persist inside an environment across the entire scenario (if you ever wanted to build a house in Lucid Lust, now you can)!
Introduced a new entity type: Structure! Designed for environment-wide static elements
Structures store global transforms rather than step states for better performance
Implemented asset-based swappable material slots for this specific entity type
Added support for material and color overrides with a complete in-navigation editor panel
Implemented a material database system allowing a searchable material library with tags
New Entity Types: FX, VFX, SFX, FX loop, VFX loop, and SFX loop
These new types of entities will let you easily integrate visual and audio effects in your scenes to bring them to life!
Introduced a new entity type: FX! A one-shot effect with both sound and visual, like an explosion!
Introduced a new entity type: VFX! A one-shot visual effect, like a shooting star!
Introduced a new entity type: SFX! A fully spatialized sound, like a knock on the door!
Introduced a new entity type: FX loop! A looping effect with both sound and visual, like a fire!
Introduced a new entity type: VFX loop! A looping visual effect, like smoke!
Introduced a new entity type: SFX loop! A looping spatial blended sound, like a bird!
FX, VFX, and SFX trigger on a specific step, and have an optional overflow toggle
Most effects support several parameters, including adjustable audio volume and speed
FX loop, VFX loop, and SFX loop are compatible with the entity and bone attachment systems
Looping entities are capable of persisting across steps
New Entity Types: Animals and Side Characters
These new types of entity are both characters and entities at the same time, and are compatible with the bone attachment system, among other things!
Added support for swappable animations (step-based) and material variations (scenario-based)
Each animated entity has its own bone hierarchy and animation database
Added 10 animals (Shark, Crab, Scorpion, and 7 Fish)
Added 2 side characters (Space Trooper and Skeleton)
Introduced "Easy Holder" bones to easily (and rapidly) set a specific object/category of object to the perfect place on an animal/character
Added a Humanoid animation mode for side characters
The character animation selection panel replaces the simple dropdown with the full searchable animation library for side characters
Animations and favorites are shared with the main character animation panel (same animation IDs, same database)
As for the main characters, you can search for an animation by name, filter with toggles, and hover any entry for an instant live preview
Speed, mirror, and reverse parameters work identically in both standard and humanoid modes
New Entity Types: Acoustic Guitar and Electric Guitar
Added one track on each, as well as all current piano parameters
New Entity Type: Mirror
Added three mirrors to start, each one with a particularity/challenge to see how it goes (need a lot more testing to be perfected)
Improved Scenario Creator Entities
Computer Screen
Improved the scrolling (no more stuttering even with low framerate)
Better customization of the scroll speed value with a slider
Scroll speed is now adjustable in both directions
Floor Lamp
Added a custom color picker to customize the light color
Added a flickering toggle (if enabled, the lamp light will flicker randomly)
Better bulbs with colored emissive matching the custom light color
Bulb emissive intensity dynamically driven (and optimized) via shader
More customization with a custom range and angle
Better customization with sliders and value input instead of fixed presets
Implemented light cookie support to enable the implementation of self-shadowing for all lamps
Added better volumetric dimmer integration
Lights
Replaced the Light entity with two new entities (Point Light & Spot Light)
Improved previously implemented custom values and added new ones
Implemented custom light cookies via a new database
Piano
Improved the database handling for the loading of audio clips
Added a loop toggle (if disabled, the piano will only play its track once)
Added a reverb toggle (if disabled, the piano will ignore reverb)
Added 4 tracks ("Before Blue", "Past Lives", "Storybook Blues", and "Happy Birthday")
Better UI
Refactored and implemented a new (and solid) UI framework
Added 60+ dedicated panels, including node panels, editor panels, and library panels
Added 100+ contextual tooltips across the interface, accessible via question mark icons
Added several UI buttons focused on ease of use (grid display size toggles, text toggles, etc.)
Optimization
Implemented an optimized refresh system to keep the UI synchronized without the need for a constant Update loop
Implemented containment patterns ensuring runtime systems only execute when active
Added caching layers to reduce repeated scene scans
Made and implemented thousands of LODs for all Scenario Creator entities
Reduced "Layered Shaggy" Haircut calculation substeps from 3 to 2 iterations (+40% performance)
Culling System
Improved overall culling system for better performance and stability
Added mirror-aware culling to prevent missing reflections
Entities near active mirrors are now preserved to ensure visual consistency
Reduced flickering with improved occlusion handling
Optimized culling updates when the camera is idle
Smarter reflection probe updates based on camera position
Added settings to fine-tune culling and reflection behavior
Better handling of transparent objects in occlusion checks
Bug Fixes & QoL
Fixed the gizmo selection being buggy when other 3D UI elements were behind
Added a temporary spawn highlight effect to make newly spawned entities easier to locate
Added a temporary UI feedback when switching camera mode
Made the entity spawn panel remember the scroll position per category
Implemented better wide-screen support for every Character Creator's full-screen UI
Flattened Character Creator's windows dragger bottom line
Fixed an input display issue in the main menu during new scenario creation