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Release Notes · 3 min read

Aether v0.2.0: the map editor becomes a tool

A tool rail with real tools, walls and tokens you can edit after placing them, doors that open, and undo. The full notes for this release.

Aether Team
Aether Team
The team
The map editor with the tool rail down the left edge, a lit tavern map, walls and a door drawn in cyan, and tokens on the grid.

The verdict on the old map editor was "awful", and the code agreed: the tool buttons were a div pinned to a corner, there was no such thing as a selected token, and undo did not exist anywhere in Aether. This release is the editing shell that was missing.

What changed

Tools

Tool buttons pinned in a corner
A tool rail on the left edge
No such thing as a selected token
Click a wall or a token and edit it after placing it
A door was a wall in a different colour
Doors that open and close

Select, pan, place token, wall, light, measure and grid setup, each with a key. A placed thing can be turned, locked and reordered. Every wall and light carries a stable id now, which is what lets anything point at one, and hand-painted fog is no longer thrown away when computed vision is on: the two kinds of darkness compose.

Taking it back

No undo anywhere in Aether
cmd Z, and an Undo on the toast after anything destructive
A permanent hint line
A shortcuts sheet generated from the bindings themselves

One step, and only your own changes, so two GMs on one map cannot undo each other.

Why

Undo is the decision worth explaining, because we shipped less than we could have.

The tool rail matters for a duller reason. Without a notion of selection there was no way to change anything after placing it, so every mistake meant delete and redo. Selection is the feature; the rail is what makes it discoverable.

The shortcuts sheet is generated from the binding registry rather than written by hand, because a help panel confidently describing a shortcut that no longer exists is worse than no help panel at all. If a key is in the sheet it is bound, and if it is bound it is in the sheet.

At the table

V select, H pan, T place a token, W wall, L light, M measure, G grid setup. Hold alt while dragging to invert snapping. ? shows the whole map.

Click a wall to edit it, drag its ends, or set it as a door and open it during play. Clear a layer and the toast offers Undo, which is real: it puts the walls back where they were, for you and for everyone looking at the scene.

What it does not do

Doors are GM-operated. Walls are projected away from players entirely, so a player's client does not know where the door is. Player-operable doors are tracked separately, and they need the projection to change first.

Distances count squares, not feet. A scene stores pixels per cell and no unit, so "30 ft" would be invented. Also tracked.

Undo is one step and yours alone. Two mistakes in a row means only the second can be taken back, and you cannot take back what another GM did.

Where to find it

The Table panel. The rail is on the left edge, and ? lists every key.

Aether Team
Aether Team
The team at Aether

Everyone who ships Aether, writing together. Release notes and anything that does not belong to one person.

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