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Release Notes · 2 min read

Aether v0.20.0: Build a room directly on the table

Drag floors and walls, anchor doors and windows, assign eight built-in materials, and place your 3D assets in a shared Map and Tabletop edit mode.

Aether Team
Aether Team
The team

Aether now lets a GM construct a single-level room directly on the table. Map and Tabletop edit the same live structure through a dedicated edit mode.

Draw the room in Aether

Choose Edit scene to open Scene Builder, then choose Room for a rectangular floor and connected four-wall run, or use Floor and Wall run for a different outline. Grid snapping starts on. Alt or Option inverts it for one gesture, Shift constrains the angle, and Escape cancels a draft. The Inspector exposes exact wall height and thickness, opening dimensions and prop transforms.

Doors and windows stay anchored to their host wall. They slide along it instead of becoming loose marks, and their saved dimensions cut the same wall in Map and Tabletop. A GM can operate a door after leaving authoring mode; players receive the result but cannot operate it.

Materials keep their adopted bytes

The built-in palette includes painted plaster, cut stone, dungeon stone, red brick, dark brick, structural timber, flagstone floor and wooden floor. Choosing one copies that exact texture into the world's Asset Library by content hash. Later Aether updates do not silently repaint an existing scene.

Tint, rotation, world-scale tile width and height, roughness and metalness remain editable on the scene material. Mirrored repeat keeps adjacent texture boundaries matched without rewriting the source image.

Bring your 3D assets into the room

The Prop tool lists 3D assets from your Asset Library and can import GLB files. For now, an imported file can contain one mesh and material, with embedded base-colour textures and no animation, external files, cameras, lights, skins, morph targets or custom shaders. Unsupported files are refused with the reason in the docked Inspector.

Map shows each prop from above and Tabletop shows the full model. Repeated copies of one GLB share one asset-backed geometry batch. Props are visual-only: they do not add physics or block sight or movement.

A scene accepts up to 256 placed props, 64 distinct prop assets and 500,000 effective prop triangles. Structural scenes are single-level and accept up to 256 floor surfaces, 5,000 walls, 1,024 anchored openings and 64 materials. Terrain, stairs, stacked storeys, model editing and map export are not part of this release.

Leave edit mode without changing scenes

Choose Done to leave the bordered edit mode and remove draft geometry, selection proxies and gizmos. The floors, walls, materials, openings and props remain live in both Map and Tabletop. The Inspector remains an ordinary dockable panel and shows no Scene Builder selection outside edit mode. Players always receive the play view and never receive Scene Builder's authoring controls.

Existing background-only scenes continue to open unchanged. A GM can keep a background on its own, add authored structure above it, use it as the floor under new walls, or build a structure-only scene.

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