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Changelog

This page lists notable Visual Novel Creator changes.

Visual Novel Creator is currently in public beta, so release notes focus on changes that affect creators building, testing, or updating VNC projects.

  • Added Cut for supported Explorer and Story Map entries.
  • New Title Card nodes now start with a visible five-second duration and no authored fade-in or fade-out values.
  • Fixed Continue and Load accepting an identified save from a different story when both stories reused the same scene and node IDs. Legacy saves without a story identity keep their existing target-based compatibility.
  • Fixed New Game, Continue, and Load carrying backgrounds, sprites, partially typed dialog, or dialog cues from the previous runtime session.
  • Fixed runtime and Preview audio being silenced by an obsolete fade-out after the same track starts playing again.
  • Fixed timed and chapter Title Cards restarting their fade or remaining over the next node after menu pauses, settings changes, or unchanged updates.
  • Fixed warning badges and counts remaining stale after combined refreshes, Story Map route edits, scene-flow changes, or sprite pose changes.
  • Fixed a refused or failed Preview hot reload leaving editor surfaces stale or hiding the original compile or storage error.
  • Fixed delayed Badge and GamePass work completing after a player left and affecting a later runtime session.
  • Fixed runtime-extension setup and compile operations modifying partial or ambiguous extension trees. Duplicate or wrong-class paths are now refused without deleting creator content.
  • Chapter Title Card Text Override fields now accept line breaks for subtitles and other multiline automatic chapter cards without changing the chapter name.
  • Removed direct loading of the beta.6 Dialog Style project format. Open and save those projects with 0.6.0-beta.7 before opening them in beta.10. Beta.10 leaves an unsupported project unchanged and reports the required upgrade step.
  • Fixed manual Title Cards with explicit line breaks compressing every line into the single-line text area. Multiline cards now reserve readable space for each line while single-line cards keep their existing layout.
  • Runtime pages can inherit the active scene’s Style Preset while the main menu continues to use the project default. Explicit Runtime Menu colors keep priority over inherited values.
  • Choice options and Condition branches can be reordered from Properties or Explorer. Their text, conditions, and destinations move together.
  • Fixed hiding and reopening the editor clearing undo and redo history for the active project.
  • Fixed a delayed save-session callback from disconnecting a new player session after the same player rejoins.
  • Fixed failed or restarted runtime-client startup leaving partial player UI, audio, input, or dialog state behind.
  • Added independently controlled Overlay layers. Overlay nodes can target a Layer Key, choose their stacking order, and update or clear that layer without affecting other overlays on screen.
  • Added an Allow Story Data Reset project setting. Disabled projects hide the destructive Settings action and reject reset requests at the server.
  • Added reusable Style Preset support for chapter and manual Title Card backgrounds, text colors, fonts, and duration settings, including Color or Image backgrounds with Crop, Fit, or Stretch framing.
  • Added an opt-in Inherit Project Style Preset runtime-menu setting for Save, Load, Settings, confirmations, logs, and the main menu.
  • Added an Open Runtime Page node for story-authored Save, Load, Log, Chapters, and Settings moments.
  • Added shared Image Framing controls to image Background and Overlay nodes. Preview, runtime playback, fades, and saved checkpoints use the same framing behavior.
  • Added selection previews for prompts, backgrounds, overlays, Title Cards, sprites, UI visibility, and interaction prompts when a story is stopped.
  • Choice nodes no longer have a four-option limit; long lists scroll in Preview and the installed runtime.
  • New Choice nodes inserted into an existing connection initially point every option at the displaced continuation, keeping the story flow intact until an option is deliberately redirected.
  • Fixed node drag-and-drop so the selected node’s complete Properties view, including contextual fields, updates immediately after its story flow changes without requiring a reselect.
  • Fixed replacement overlay transitions so the outgoing overlay remains mounted while the replacement fades in.
  • Fixed installed runtime progression so authored fades and other stage transitions are preserved instead of snapping cloned session updates to their final visual state.
  • Added compound Condition branches with Match All and Match Any predicate groups, including Has Badge checks. Predicates can be added, removed, and reordered, while irrelevant fields stay hidden for each operator.
  • Added project-level Preview Platform Conditions overrides for Badge, GamePass, and Roblox Premium checks. Missing overrides warn and evaluate as false during preview so platform branches remain deterministic.
  • Added Prompt Style Override support to Choice, Text Input, Wait for Sprite Activation, and World Wait nodes, using the same Node > Scene > Project style precedence as Dialog prompts.
  • Added Startup Mode and Allow Return to Main Menu project settings for story-first experiences and projects that should keep players inside the story.
  • Condition authoring now keeps predicates, match mode, and destination on each nested branch. The parent Condition manages the branch list, and the nested Else route owns the fallback destination. Newly inserted Conditions preserve the displaced successor while their routes still converge.
  • Renamed the shared Dialog Style system to Prompt Style. Existing beta.6 project data migrates to the new representation, while new saves use the canonical Prompt Style fields.
  • Runtime-menu media fields now support direct text entry and compatible StoryAssets pickers. Sound-effect pickers include an explicit None (silent) choice.
  • Explicit sprite transition values now display No Transition instead of None, keeping intentional no-animation behavior distinct from empty selections.
  • Fixed yielding runtime actions so an obsolete player session cannot be restored after a replacement or conflicting request.
  • Fixed passive editor refreshes so the creator-selected Explorer tab remains selected during compile, runtime installation, saves, autosaves, and settings synchronization.
  • Fixed temporary player-profile failures so bounded retries can recover the profile, while exhaustion reports that the player must rejoin.
  • Fixed workspace modal coordination so Settings and Asset Import replace one another cleanly, dismiss conflicting interactions, and restore focus safely.
  • Fixed Explorer reveals and selection state so filtering, navigation, and project replacement cannot restore stale targets.
  • Fixed runtime startup cancellation and player-control synchronization across menus, direct story starts, respawns, pauses, and returned sessions.
  • Fixed Badge, GamePass, and Premium condition failures so indeterminate service results do not become false route decisions or write incorrect progress.
  • Fixed badge delivery so earned awards persist in a durable outbox through transient failures, shutdowns, and rejoins, while confirmed awards are not delivered twice.
  • Fixed delayed GamePass prompts and World Wait actions so an obsolete story session cannot affect later gameplay.
  • Fixed delayed graph and Properties actions so they cannot mutate a different project or item.
  • Fixed pending asset imports so project replacement or closure cannot attach delayed validation results to the wrong project.
  • Fixed graph edits and deletion so undo/redo preserves complete reversible changes without read-only refreshes invalidating history.
  • Fixed branching-node insertion, paste, and drag/drop so displaced successors remain connected and unsupported End or Jump splices are refused safely.
  • Fixed in-story Save, Load, Log, and Settings overlays so they no longer reveal the main menu, and fixed completed-story settings so they remain open without repeating terminal lifecycle work.
  • Added stopped-preview inspection for Sprite assets, individual Sprite poses, and Dialog Style Presets. Their stage previews update with Properties edits and yield to an active story preview.
  • Added reusable project-owned Dialog Style Presets. Create or duplicate named styles from SVNE, Episode, or another custom preset, then use them as project defaults, scene defaults, or per-Dialog overrides. Referenced presets cannot be deleted accidentally.
  • Dialog text continuation now supports Replace Previous Text, Append On New Line, Append With Space, and Append Directly. Continue Dialogue / Change Speaker creates and links the continuation, and older Append-enabled projects migrate to Append On New Line.
  • Scroll-sound playback now remains consistent during character reveals and text continuations, while each Sound asset’s authored PlaybackSpeed is honored in both editor Preview and the installed runtime.
  • Fixed sprite-pose flipping warnings so missing positive source width or height is explained in Properties and the warning clears when the pose setup is valid.
  • Removed the Dialog node’s Append checkbox. Use Text Continuation to choose the separator and replacement behavior; existing enabled projects migrate to Append On New Line.
  • Added a project-wide Default Scroll Sound fallback for dialog typing. Dialog overrides, active Scroll Sound Links, and Character defaults still take priority, and choosing none at an authored level can disable the sound there.
  • Sprite poses now expose an explicit image-scaling choice: preserve proportions or stretch width and height independently. Preview and the installed runtime use the same choice.
  • Properties choices now distinguish inherited, default, automatic, cleared, explicit silence, and no-change behavior instead of presenting those outcomes as one ambiguous empty option.
  • Cover-image content is now consolidated into the Background Image category across imports, overlays, parallax layers, and runtime menu media. Existing projects, assets, collisions, and runtime checkpoints migrate without losing image content.
  • Fixed runtime installation and cover-image migration so the dependencies needed to recover and diagnose compiled stories are preserved when the runtime is incomplete or a migration cannot proceed safely. Repeated cleanup of an older empty Covers folder is safe and does not remove creator content.
  • Removed the separate Cover StoryAssets category. Use Background Image for overlay images, parallax layers, and runtime menu imagery; existing cover assets are migrated automatically when it is safe to do so.
  • Added typed catalogs for runtime extension button IDs, button roles, and extension points. Existing values, paths, adapter shapes, and contract version 1 remain unchanged, while custom adapter IDs and roles remain supported.
  • Added Developer Product receipt integration so an experience-owned receipt processor can report a durable grant to a waiting Prompt Purchase node. Its typed status catalog makes custom ProcessReceipt handling easier to inspect and distinguishes normal runtime unavailability from unexpected VNC integration failures.
  • Workspace panels can now be dragged to dock against the viewport or other panel edges, resize splits, and restore the default layout from context menus.
  • Asset imports now report clearer outcomes in Output without changing existing asset keys or storage.
  • Fixed Developer Product story routes so Purchased waits for the experience’s authoritative receipt grant instead of trusting prompt closure. Receipt handling remains game-owned and durable.
  • Fixed consecutive sound, audio, effect, sprite-exit, and world-action nodes so ordered effects play reliably during auto-advance and scene changes.
  • Fixed saves so unresolved Prompt Purchase nodes cannot restore into an unresponsive checkpoint. Pending commerce preserves the last playable autosave, and manual saves leave existing slots unchanged.
  • Fixed badge delivery so a pending award is cleared only after Roblox explicitly confirms success; service errors and non-throwing rejections remain retryable.
  • Fixed Teleport and Kill story actions so temporary character, Humanoid, and target unavailability retries in order without duplicates or overtaking later world actions.
  • Fixed runtime-menu pausing so scheduled story transitions resume from their exact remaining time, including repeated pauses and playback-setting changes.
  • Fixed newer-schema project handling so unsupported projects are refused before migration or fallback creation, leaving their saved data unchanged.
  • Fixed project switching and editing so Preview and runtime data cannot be restored from another project after reload.
  • Fixed autosave and manual save so they preserve Studio undo history; only explicit project replacement starts a fresh history epoch.
  • Fixed name and character-presentation edits so stopped previews refresh and running previews hot-reload instead of showing stale values.
  • Fixed runtime installation so foreign or ambiguous reserved content is reported without mutation, while valid updates preserve place-owned data safely.
  • Fixed imported asset undo and redo so StoryAssets content and its project definition remain one document operation, with failed commits leaving no partial import behind.
  • Fixed failed authoring commits so rolled-back content is not left selected and no false success confirmation is shown.
  • Fixed Preview timer edits so changing a timer updates the current deadline without advancing a later visit to the same node.
  • Fixed Preview transport so Step Forward is enabled only when it can reveal skippable text, advance the story, or redo preview history.
  • Fixed Explorer context-menu actions and counts so they match the active selection.
  • Fixed StoryAssets references so registered keys take precedence and ambiguous imported names are rewritten safely with their final key shown.
  • Added the Blueprint theme, with deep navy workbench surfaces and an icy cyan interaction accent.
  • Added the Ember theme, with charcoal workbench surfaces and a warm ember-orange interaction accent.
  • Fixed editor Preview so unskippable no-input dialogue remains protected after its text finishes typing, while its authored delay still advances normally.
  • Properties creation actions are now predictable, while Scene Starts At no longer guesses that an empty scene should begin with a Dialog node.
  • Fixed Explorer warning badges so adding the first node clears a scene’s missing-start warning immediately, while move and delete refreshes stay scoped to the rows they affect.
  • Fixed unskippable no-input dialogue so player input cannot bypass its typewriter or timer, while the line still advances automatically after its configured delay.
  • Number fields now support direct text editing alongside increment and decrement controls.
  • Choices, Conditions, Dialog Cues, and Sprite Slots now have clearer collection controls.
  • Condition-branch creation now supports Undo and Redo.
  • Preview From Here now starts autoplay for a new preview session and preserves the current Play/Pause choice when repositioning an existing session.
  • Preview transport now distinguishes ordinary stepping, active autoplay, and stopping an active preview more clearly.
  • Removed number-field drag scrubbing. Use direct text editing or the increment/decrement controls instead.
  • Fixed project loading so undo and redo cannot restore history from a previously active project.
  • Effect nodes can now start and stop continuous screen shake that persists across normal story advancement. Existing one-shot effects still use their duration as before.
  • Fixed Explorer rows so clicks and context menus outside the visible list no longer trigger actions.
  • Fixed (none) dropdown options so they remain at the top even when another value is stored, including in Transition fields.
  • Fixed stale overlays and transient screen, background, dialog, and sprite effects when switching, jumping, replaying, or restoring a story position.
  • Added Sakura, Sakura Dark, and Ultra green to the persisted editor appearance choices.
  • Text Input prompts now type out in editor Preview using the same pacing rules as the installed runtime, so you can judge the prompt before playtesting.
  • New Text Input nodes default to a Max Length of 24. The runtime enforces a safety maximum of 256 characters; older nodes with no authored limit retain their existing flexibility up to that maximum.
  • Fixed Explorer drag/drop so an invalid target cancels the move instead of using stale placement data.
  • Fixed World Wait nodes with missing or incompatible targets so they explain the problem and let the player advance instead of leaving the story waiting forever.
  • Fixed pending badge awards so temporary Roblox service failures and player reconnects do not lose awards or issue duplicates.
  • Fixed installed runtimes failing to start while loading compiled-story validation. Updating or compiling now repairs beta.11 runtime installs that are missing the required project-version contract.
  • Fixed malformed or incompatible compiled story data so the live runtime reports the invalid data path and remains unavailable instead of failing later during gameplay.
  • Fixed manual Story Map panning and selection reveal after refreshes and scope changes.
  • Fixed Preview From Here so route audio stays aligned across choices without replaying stale one-shot commands after a saved session is restored.
  • Fixed plugin startup so the Text Input default limit cannot prevent the editor from mounting.
  • Removed the basic Dialog UI presets Beach, Cabin, Classroom, Hologram, Matrix, Sakura, Sleek, and Sunset. Existing projects using one of these presets load it as Custom so their saved styling remains available.
  • Fixed Explorer drag/drop so invalid drop targets cancel safely without losing the last valid target too early.
  • Fixed packaged plugins so diagnostic navigation opens the editor when it is available.
  • Fixed save-slot requests so malformed, noncanonical, or out-of-range slot IDs are rejected before they can affect a player’s saved story data.
  • Fixed Owns GamePass and Has Roblox Premium checks so a choice remains correctly gated when a player selects an option that was previously available.
  • Fixed Story Map Auto Layout so Undo reliably restores the previous card arrangement after later graph edits.
  • Fixed taps on scrollable dialog text on touch devices so they use the normal reveal-first advance behavior, while scroll gestures do not advance the story.
  • Fixed completed dialog text replaying or clearing while purchase prompts and other interactive waits update. Intentionally repeated dialog lines still play as new lines.
  • Selecting a project, chapter, or scene in the Explorer now opens its matching Story Map scope. A scope you choose manually stays selected until you select another project, chapter, or scene in the Explorer.
  • Fixed Preview From Here so it can follow branches to the selected node and preserve earlier backgrounds, parallax presentation, sprites, and audio along the route.
  • Fixed asset imports in older Studio versions so VNC can still verify Roblox asset details when the newest asset lookup is unavailable.
  • Fixed Award Badge in older engine versions so runtime badge awards can still use the available BadgeService award path.
  • New Sprite Enter and Sprite Update nodes now start with Position Mode set to Auto and Auto Position set to Center, so newly staged sprites adapt to the scene before you choose a manual position.
  • Reduced installed runtime size so places carry fewer VNC support files after installing or updating the runtime.
  • Runtime extension path constants are now available through Contracts.Paths, including the button module, server function folder, and generated Story helper paths.
  • Improved large-project refresh performance for scene-local node target edits, linear scene inserts, and node deletes.
  • Fixed finished-story progress so Continue keeps the last playable autosave instead of restoring to an ended story screen.
  • Fixed Prompt Purchase outcome authoring so Purchased, Cancelled, and Already Owned appear as separate branch rows instead of linking together as one flat sequence.
  • Fixed Condition warnings so Owns GamePass and Has Roblox Premium branches no longer ask for a project variable.
  • Fixed installed-runtime World Wait so Preview-only helper text is not shown during play.
  • Removed the separate Teleport Player node. Use Runtime Action with Teleport Player for teleport routes.
  • Improved published-place save persistence with storage backed by ProfileStore for stronger session locking, autosave, and shutdown-save behavior.
  • Updated remaining warning messages that still used old StoryCreator wording so they use VNC consistently.
  • Fixed a Navigator panel loading issue.
  • Added Proximity Prompt as a World Wait trigger kind so stories can continue when a ProximityPrompt is triggered.
  • Added Shot Motion for Parallax Background nodes so individual story beats can push in, pull back, pan, or use custom motion without changing the reusable preset.
  • Improved Properties refresh after edits so warnings, status, and Preview stay aligned.
  • Improved create-and-link actions so new sprites, variables, and Parallax Backgrounds attach to the field that requested them.
  • Improved insert actions from blank Explorer sections so they follow the same rules as context menus.
  • Improved undo/history capture for inserts, deletes, drops, graph rewrites, and reference cleanup so related edits are recorded more consistently.
  • Improved variable renames so direct fields and {variable} template text update together.
  • Improved runtime installs so referenced bundled assets are copied more consistently.
  • Fixed World Wait routes with unsupported trigger values so they no longer silently behave like Touch waits.
  • Fixed project text-scroll speed and parallax preset reference edits so Preview refreshes immediately.
  • Added support for Roblox’s newer Input Action system for story advance, opening the menu, and back/close commands while keeping click/tap controls available.
  • Added a neutral Preview badge when a running story reaches Roaming mode so it is clear why the stage is showing the 3D world.
  • New empty places now open to an empty project by default instead of loading the SVNE Feature Demo automatically.
  • Trimmed installed runtime contents so saved places carry fewer authoring-only files.
  • Improved default empty-project startup by loading demo project builders only when they are needed.
  • Improved StoryAssets performance for compile, insert defaults, asset dropdowns, and preload checks between asset-tree changes.
  • Improved node-target dropdowns so Next, choice, condition, and filtered-text target fields surface likely continuations faster.
  • Reduced parallax preview and runtime work for static presentations so still layers do not recompute every frame unless pan or ambient motion needs it.
  • Removed Nested Branch Demo from project templates so the demo list stays focused on the top-level SVNE Feature Demo.
  • Fixed demo projects in empty places so bundled assets resolve for authoring without installing the full asset pack, and compile refreshes no longer error before the editor opens.
  • Fixed fallback and unknown project templates so they no longer copy demo assets into the installed runtime when they resolve to an empty project.
  • Fixed story edits and failed compiles so the last successfully installed runtime compile stays available for play testing until a new compile succeeds.
  • Fixed runtime StoryAssets preload refreshes so deleted or renamed asset instances do not stay tracked after the Assets tree refreshes.
  • Fixed runtime save retry behavior during player close or server shutdown so repeated DataStore failures stop at the configured attempt limit.
  • Fixed retried player data loads so they return the current document instead of resetting in-session progress.
  • Fixed project-setting warning refreshes so Run Function and sprite-slot dependent rows clear or update immediately when the related project setting changes.
  • Added selection previews for Parallax Background presets, individual layers, and Background nodes that use a parallax preset when no story preview session is active.
  • Improved runtime menu performance during gameplay.
  • Fixed Parallax Background layer edits, such as Transparency, so Preview updates immediately without reselecting the layer.
  • Added Prompt Purchase nodes for Developer Product and GamePass prompts, with Purchased, Cancelled, and GamePass-only Already Owned Story Map outputs.
  • Added Parallax Background authoring so Background nodes can show reusable layered presets with depth, pan, ambient drift, transparency, and platform-aware Input Follow motion.
  • Added reusable imported image/audio media and a way to create Parallax Background presets from project assets.
  • Added Owns GamePass and Has Roblox Premium condition operators for condition branches and choice option availability.
  • Improved large-project responsiveness when warnings refresh, Story Map graphs rebuild, and Explorer searches filter large outlines.
  • Improved asset loading and authoring so installed-runtime StoryAssets stay aligned after assets are created, renamed, edited, or deleted in Studio.
  • Renamed asset-import menu and dialog wording to Import to StoryAssets so imported media is clearly reusable StoryAssets content for fields and dropdowns.
  • Fixed warning refreshes so resolved authoring warnings clear from Explorer rows and the status bar without another preview or playback action.
  • Expanded Story Map scopes so you can inspect project-level chapter flow, chapter-level scene flow, and scene-level node flow.
  • Lowered the searchable Properties dropdown threshold from 12 options to 6 options, so medium-sized reference fields are easier to filter.
  • Improved reference cleanup when sprite assets, sprite poses, scene jump targets, variables, and branch routes are deleted, renamed, or retargeted.
  • Improved variable renames so text templates and dialog cue trigger text follow the renamed variable key.
  • Improved Text Input filtered branches so retry routes are preserved during route cleanup and remapping, while connecting the If Text Is Filtered handle in Story Map still enables the filtered-text route.
  • Improved real-time warning updates across project and asset authoring.
  • Improved large-project responsiveness during warning refreshes, graph edits, Preview hot reloads, and searches.
  • Improved Story Map responsiveness during large-scene graph editing.
  • Made Effect and Condition dropdowns contextual so the choices shown match the selected effect target or variable type.
  • Polished Effect labels and automatic Effect node names with clearer labels such as Shake and Background.
  • Improved Marketplace asset import checks when validating asset metadata.
  • Fixed sprite pose Image Asset warnings so Properties and Explorer update immediately when you choose a valid sprite pose image, without waiting for Preview diagnostics.
  • Fixed missing sprite default-pose selections so refreshes keep the missing value visible long enough for Properties and Explorer to explain the warning.
  • Added Tint and Tint Color controls for Sprite Enter, Sprite Update, and image Background nodes so scenes can reuse the same art with color-wash lighting, mood shifts, or flashback-style effects.
  • Improved large-project responsiveness during diagnostics, graph editing, and Preview hot reloads.
  • Reduced stored data size for large saved projects and compiled stories while still loading beta.3 plain-JSON project data.
  • Improved Install / Update Runtime for bundled StoryAssets so only assets referenced by the current project are copied into the installed runtime.
  • Fixed StoryAssets imports so invalid, incompatible, private, or unloadable Marketplace asset IDs fail with clear feedback instead of creating invisible assets.
  • Fixed warning indicators so field edits and graph moves clear stale warnings without another preview or outline action.
  • Improved number fields with direct typing and increment and decrement controls.
  • Improved Properties filtering while keeping matching advanced and section groups available.
  • Fixed Properties dropdowns so "(none)" stays at the top of option lists, and short option lists only show search when they have at least 12 items.
  • Fixed Story Map card moves and connection edits so Undo, autosave, and map refresh stay synchronized.
  • Fixed Story Map automatic layout and context menus so disconnecting early flow keeps connected routes shaped, and Disconnect Connections is unavailable when the selected node has no visible connections.
  • Fixed misplaced VNC plugin bundle warnings so one misplaced VisualNovelCreatorPlugin root reports one warning instead of duplicates.
  • Fixed runtime stage overlays so changing to a new color or image overlay updates the visible overlay correctly.
  • Fixed dialog cue effects so the Effect dropdown only shows effects supported by the selected target, sprite-only effects clear when retargeting away from sprites, and Sprite Emphasize/Deemphasize cues play correctly.
  • Removed number-field drag scrubbing. Use direct text editing or the increment/decrement controls instead.
  • Reduced installed runtime size by leaving authoring tools such as project editing, project checks, migration, and compile support out of runtime installs.
  • Play sessions now read the compiled story created by Compile Project and Install / Update Runtime, keeping editable project data out of the installed runtime.
  • Improved automatic node names so unlabeled nodes refresh from the fields you edit, while custom names stay custom.
  • Improved reused Properties fields such as Scene Starts At, filtered-text routes, sprite references, sprite pose defaults, and sprite pose size fields so empty values, reference cleanup, and preview refreshes stay consistent.
  • Fixed Properties edits so values and selected-item details immediately reflect the current project state.
  • Added searchable Properties dropdowns for large reference lists such as Next, assets, sprites, poses, variables, scenes, and chapters.
  • Added checkbox controls for true/false Properties fields so settings such as Interactable, Auto Emphasize, and Show Chapter Index are easier to scan.
  • Added editor display settings for Show node types and Show IDs.
  • Added Show Chapter Index on chapters so generated chapter title cards can show Chapter 1: Arrival or just Arrival without replacing the whole title-card text.
  • Improved large-project authoring responsiveness around inserts, warnings, dropdowns, graph edits, and undo history.
  • Improved warning consistency so matching issues show the same warning and priority.
  • Improved Story Map connection editing so stale or mismatched handles cannot silently edit the wrong kind of node.
  • Improved save/load safety for saves that point at story content that no longer exists. Outdated slots are shown as incompatible instead of being loaded.
  • Improved project storage writes so large saved projects replace their chunked data more safely.
  • Fixed Story Map disconnect behavior so disconnecting a card does not accidentally switch the viewed scene or rewrite the scene start.
  • Improved large-project authoring responsiveness by removing an extra full-project copy during edits.
  • Reduced unnecessary route-order rebuilding when scenes already have a valid node order.
  • Fixed Preview at Node so nodes behind choices, conditions, or disconnected branches can start directly instead of freezing while trying to prove a route from the scene start.
  • Added an Advance timing option for animated background, overlay, and sprite transitions so creators can choose whether the story waits for the transition to finish or continues immediately.
  • Updated the SVNE Feature Demo overlay timing so curtains and black-cover moments use immediate advancement like the original SVNE demo.
  • Fixed faded overlay sequences so an overlay can fully cover or reveal the screen before later nodes run.
  • Fixed preview stepping backward through an overlay clear so authored fade-outs do not snap away instantly.
  • Fixed covered sprite exits so sprites hidden behind a full-screen overlay do not briefly reveal during a background swap.
  • Fixed Create Sprite from missing-sprite Properties fields so dependency create buttons work consistently.
  • Added sprite pose size controls, original image dimensions, and horizontal flip defaults, plus Sprite Enter and Change Sprite orientation overrides.
  • Added Undo and Redo commands for Visual Novel Creator edits.
  • Undo and Redo now follow Studio Undo/Redo availability, so disabled actions stay unavailable until Studio has an edit to undo or redo.
  • Undoing or redoing a Visual Novel Creator edit restores the editor and saved project data to the reverted project state.
  • Fixed project-replacement history boundaries so loading another project or creating a new project starts a fresh Visual Novel Creator undo/redo history and Undo cannot jump back into the previous demo or project.
  • Fixed stale undo history recordings after plugin reloads so unfinished recordings are canceled before new edits are recorded.
  • Fixed Install / Update Runtime restoring bundled or stale StoryAssets after creators deleted them from the installed runtime, while demo projects still hydrate their bundled assets when created.
  • Added Runtime Action for one-shot player and world effects during roaming, starting with Teleport Player and Kill Player.
  • Added Award Badge for route milestones such as endings, chapter clears, and secret-route rewards.
  • Added Run Function for trusted server code at a specific story point.
  • Added a Filtered Text setting on Text Input nodes so tagged submissions can continue normally or route to a dedicated retry or recovery path.
  • Added generated Story helpers for Run Function modules, including variable helpers based on your project variables.
  • Runtime Action became the supported teleport authoring path.
  • Extension modules created by VNC start smaller and are easier to customize safely.
  • Improved dialog text playback for longer or styled lines by preparing reveal frames before the typewriter animation starts.
  • Improved runtime playback cleanup for story audio, effects, sprite animations, title cards, and overlays during longer play sessions.
  • Improved Story Map responsiveness for large scenes.
  • Fixed rich-text dialog reveal so scroll sounds follow the exact visible character being revealed.
  • Fixed temporary story sounds and completed animations so they clean up reliably after playback ends.