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Highlights from the engine changelog, grouped by area and linked to the docs. The current workspace version is 1.1.0 (Cargo.toml).

1.1.0 — current

Unified Editor & Data-Driven Levels

  • euca-studio — one unified editor. A single app that discovers every project, lets you select one in-editor, edit its scene as data, and press Play to run it. cargo run -p euca-studio. The game-engine / experience face.
  • Headless host. cargo run -p euca-studio -- --headless [project_id] serves a project’s world over the agent HTTP API on :3917 with no window — it runs the game’s full per-tick logic (game.step), replacing the old fixed-schedule example server.
  • Data-driven levels via generic reflection. Any #[derive(Reflect)] component survives a save↔load round-trip, so the host loads a project’s level and the editor edits the same scene the game plays.

World-model & evaluation substrate

  • euca-online — interactive world substrate. OnlineWorld exposes observe / peek / step, with the tested peek == step invariant.
  • Regret grading. Prequential regret in nats against the known generative distribution; a perfect predictor scores 0.
  • fork_peek counterfactual branching — clone mid-episode; the unchanged remainder stays bit-identical.
  • euca-dataset — world-model data engine. Object-centric state/action/event extraction consuming ground-truth segmentation/depth channels.
  • Editor Evaluation mode — a ground-truth inspector that makes observe/peek/fork/regret visible.

Unified rule engine

  • euca-rule — pure-data Rule DSL. One Rule (condition + declared distribution + effects) drives MOBA, agent, editor, and dataset paths.
  • Single-RNG CI gate — one deterministic RNG source across the rule/online path.

Physics

  • Iterated SI solver + rotation-aware narrow-phase, convex colliders, static triangle meshes, compound colliders via convex decomposition, and reduced-coordinate articulation (Phases 1–4).

ECS scale

  • Chunked parallel queries — the 5-system pipeline runs ~11.3× faster at 1M entities (2.7 ms vs 30.6 ms on M4 Pro). spawn_batch (~16×). Commands deferred mutation.

Rendering

  • Velocity pass wired (TAA + motion blur no longer no-ops), real per-frame frustum culling + LOD, a post-process Sobel outline, and GPU-timing in the profiler.

Asset pipeline

  • AI-3D-gen world-model decoupling + provenance — generated appearance provably never touches the hashed state_digest. Cooked-asset LOD pipeline with PNG-compressed textures.

RHI & native Metal

  • euca-rhiRenderDevice trait decoupling the renderer from any GPU API, plus a native Metal backend (Apple Silicon).

Foundations

The base the above builds on: the build/play/experiment HTTP surface, the gameplay layer (with MOBA and a GTA-like vertical slice shipping as example games), the forward PBR renderer, and the physics solver.
This is a curated summary. Capability pages carry the current, code-verified detail; the API reference is a hand-maintained OpenAPI snapshot (the generator was retired) — GET /schema on the running server is the always-current source.