ChangelogRSS

What's new in Envy.

Every release, newest first. Follow along with the RSS feed.

v0.3

Translations, live reload in Godot, and the pen tool #

Give text a key and a table per language, edit while your Godot game runs, and draw your own shapes.

The Last Hunt title screen in German
  • Localization tables (F9). Text layers take a translation key; tables hold each language. Preview any locale or a pseudo-locale on the canvas, export CSV for translators, and switch language at runtime in both runtimes.
  • Godot import and hot reload (F8). In Godot 4.6+, .envy.json imports as an EnvyDocument resource and reloads while the game runs.
  • Save to disk. Link a document to a .envy.json file and Ctrl S writes it, so it can live inside your Godot project.
  • Pen tool and vector paths (F10). Bezier paths with point editing, drawn by both runtimes.
  • Effects (F10). Inner shadow, layer blur, and multiple fills and strokes on frames and buttons.
  • Rulers, guides and grids (F10). Drag guides from the rulers, add column, row or square grids, and hold Alt to measure.
v0.3

Lists, overlays, transitions, gamepad focus and component properties #

The pieces a real inventory, pause menu and controller-driven menu need.

The Last Hunt pause menu
  • Repeaters (F1). Bind a frame to an array and its template child is drawn once per item, with stable ids and {item.x} templates.
  • Overlay screens (F2). push a pause menu over the HUD and pop it again. The HUD keeps its state and input below is blocked.
  • Screen transitions (F3). Fade, slide or scale on goto, push and pop, per screen or per button.
  • Keyboard and gamepad focus (F4). Explicit neighbours, an initial button and a focus ring, in both runtimes.
  • Fonts as document assets (F5). Embed font files so text looks the same everywhere without setup.
  • Scenarios (F6). Named sample-data states like Low health, shown on the canvas and rendered into the handoff.
  • Component properties (F7). Text, toggle and instance-swap properties on components.

Safer documents and honest saving #

A pass on data safety and reliability before the new features.

  • Every document gets its own autosave, with recovery, and the save status shows what really happened.
  • Imported documents go through one validating parser; malformed files show a readable error instead of crashing.
  • Colors and strokes are validated, generated GDScript escapes event names, and runtime buttons are real accessible buttons.
  • An error screen lets you copy diagnostics and download your document if something goes wrong.
  • Export checks the document first and lists any screenshot that failed.
  • Continuous integration runs typecheck, tests, the build and the Godot headless tests on every change.
Earlierv0.2

Components, the starter kit and the AI handoff #

Before this repository: the second release of the editor.

  • Components, instances and variants with overrides and instance swap.
  • Shapes, gradients, text styles, wrapping auto layout, multi-select editing and document checks.
  • The built-in game UI kit: 15 screens and 30+ components with theme presets.
  • The AI handoff package: AGENTS.md, contract, screenshots, typed Godot and TypeScript code, schema and CLI.
Earlierv0.1

The first editor and both runtimes #

Canvas, layout, style, data, animation and export.

  • Canvas, layers, anchors, auto layout, style, text, images and progress bars.
  • Button states, actions, bindings, tokens and sample data.
  • Keyframe timeline with record mode and a live preview.
  • The web runtime, the Godot runtime, the Godot package and playable HTML export.