Cubio

Changelog

What's new in Cubio

Every update as it ships, straight from the team: new features, fixes and improvements to the game, the server, blueprints and the Blender add-on.

Last update 1 day ago · 2,705 updates so far

Saturday, October 10

Blueprint

Fixed graph drift during rapid undo/redo

  • Undo/redo edits now apply one at a time in order, so graphs stay in sync without needing a refresh
byNohack
Blueprint

Fixed multi-frame drags leaving nodes behind

  • Dragging one selected frame now moves all selected frames' contents together
byNohack

Friday, October 9

Blueprint

ChangeEntityScreenV1 node now hides unused inputs

  • ChangeEntityScreenV1 node now shows only the inputs relevant to its edit type
byNohack

Wednesday, October 7

Blueprint

Converted upgrade values no longer show long decimals

  • Unit-converted values (voxels to meters) now round to 2 decimals
byNohack
Blueprint

Node section titles are now easier to read

  • Section titles in node inputs are bigger and bolder, with more spacing around them
byNohack
Blueprint

Node upgrades now convert values when units change

  • Upgrading a node that changed units (like voxels to meters) now auto-converts carried values
byNohack
Blueprint

:tower:Node inputs can now show section titles like "Damage"

  • Node inputs can group under section titles defined in the schema's section()
  • A section title hides itself when all its inputs are hidden, keeping nodes tidy
byNohack

Tuesday, October 6

Blueprint

Delete now undoes in one step, no matter the selection

  • Deleting nodes and comments together is now one undo step with Ctrl+Z
byNohack
Blueprint

:cube:DropExpOrbClientV2 node now hides unused Drop Mode inputs

  • DropExpOrbClientV2 now only shows inputs matching the chosen Drop Mode
byNohack
Blueprint

Blueprint editor fixes wildcard wiring and node colours

  • Wildcard ports now stay linked so a typed wire colours all related ports
  • Server-defined nodes keep their custom colour and look override
  • DropExpOrbV2 now only shows inputs matching the chosen Drop Mode
byNohack

Friday, October 2

Blueprint

QA tooling retires the old PHP-vs-server node check

  • Node-parity check removed now that every node is server-drawn
  • Nightly QA now also runs fixture blueprints with --strict-wires
  • Write guard now inspects text commands, arrays and blobs more strictly
byLinkupdated
Blueprint

:tower:State machines no longer resave their size on open

  • Fixed a bug where just opening a state machine marked it dirty and saved a size
byLinkupdated
Blueprint

Blueprint QA docs: stricter checks for missing nodes

  • QA tool now fails if any saved node fails to load onto the canvas
  • QA tool also flags any node type that didn't come from the game server
byLinkupdated
Blueprint

QA check catches nodes defined outside the game server

  • Automated check now flags any node not served by the game server, catching stray PHP/local nodes
byLinkupdated
Blueprint

Blueprint editor sockets now resolve on demand

  • Replaced the old fixed socket list with sockets created as needed by name
  • Node wiring across the editor now asks for sockets consistently, avoiding stale references
byLinkupdated
Blueprint

Blueprint nodes now come entirely from the game server

  • Every node is now fetched live from the game server, no PHP nodes remain
  • Removed the old serverServedNodes.json list, now obsolete and gone
  • Add-menu and documentation node lists rebuild from the live server catalog
byLinkupdated
Blueprint

Blueprint editor cleaned up unused dropdown lists

  • Removed leftover dropdown option lists that only the old PHP nodes used
byLinkupdated
Blueprint

Legacy PHP node components removed from Blueprint backend

  • Deleted the old PHP-based node components, now fully replaced
byLinkupdated
Blueprint

:quest:Blueprint nodes now load entirely from the game server

  • All blueprint nodes are now served by the game server, not scanned from files
  • Removed the per-page serverNodes trial switch and related PHP fallbacks
byLinkupdated
Blueprint

Blueprint editor no longer blanks nodes if the list empties

  • Fixed a risk where emptying serverServedNodes.json could blank every node in the editor
  • QA now catches blueprints that open with nodes missing from the canvas, not just missing types
byLinkupdated