Every release of the Claude Bridge, newest first. No breaking changes across any of these — every existing tool still works.
v1.16Current— bug-fix & polish
- Vector params now accept the "x,y,z" string form everywhere — raycast / physics_overlap / screenshot_from / capture_view (and every vector-param tool) previously rejected the comma-string form their schemas advertise. Fixed centrally, verified live.
- Docs corrected (the bridge frame loop is static — the dock doesn't need to be open; create_material resolved); run_tests dropped as infeasible. No new tools (still 199 / 190).
v1.15— debug visualization
- debug_draw_line / ray / box / sphere draw world-space debug shapes (color + thickness); debug_clear wipes them.
- They render in the editor viewport AND in play mode (capturable via capture_view) — visualize a raycast hit, an overlap volume, a trigger's bounds, an NPC sight cone, or a patrol path.
v1.14— playtest controls
- set_time_scale — pause / slow-mo / fast-forward the running game (0 = pause, 0.1 = frame-by-frame, 2+ = fast-forward idle/economy ticks).
- get_profiler_stats — live engine performance counters: FPS, frame & GPU ms, allocations, memory, exceptions, and per-category timings.
v1.13— the system-scaffold set, completed
- +4 system scaffolds, all compile-verified live: create_leaderboard_panel, create_inventory, create_stat_modifier_system, create_placement_mode.
- Completes the scaffold stack the genre recipes compose from.
v1.12— scaffolds, lints & a CI gate
- +6 tools: create_interactable (the IPressable primitive), create_weighted_loot_table, create_save_system (versioned, sanitize-on-load, debounced autosave), plus sandbox_lint + razor_lint and copy_asset_with_dependencies.
- Correctness gates: a CI parity check (TS↔C# drift + a 4-way version lock) and a C# syntax gate, so a bad sync can't take the bridge down.
- Whitelist correction: System.Math / MathF compile on the current SDK (the old 'MathX only' advice was stale).
v1.11— the game-director trio
- create_round_phase_machine + create_day_night_clock join create_economy_wallet as a host-authoritative 'game director' set — currency, round/match flow, and time-of-day, all [Sync]-correct out of the box.
- The cookbook brain was fully re-mined across 51 shipped games.
v1.10— call methods, drive input & the first mined scaffold
- invoke_method (call a component method with arguments), ensure_input_action (register a .sbproj input action), drive_player (drive the live PlayerController across play-mode frames).
- create_economy_wallet — the first scaffold mined straight from the 51-game corpus.
v1.9— the brain + see-and-verify
- The companion plugin now bundles sbox-cookbook — a code-grounded recipe library mined from real, shipped open-source s&box games + the modern engine source.
- +6 inspection & validation tools: inspect_networked_object, networking_lint, scene_validate, save_inspect, services_query, simulate_input. The AI can now verify multiplayer, saves, and scenes instead of hoping.
v1.7— play-mode eyes, AI brains & playable scaffolds
- capture_view captures the live game in play mode (player POV + HUD), not just the edit scene.
- create_npc_brain generates a behavior state machine (patrol → chase → search) with FOV cone, line-of-sight, hearing, and 5 presets; plus patrol routes and wave spawners.
- Gameplay scaffolds (health, pickup, objective) + wiring tools turn placed objects into a playable loop; a run_self_test health check.
v1.6— animation & better eyes
- set_animgraph_param drives a Citizen's AnimationGraph; play_animation plays a named sequence; list_animations shows every animation a model has.
- screenshot_orbit captures an object from several angles in one call; get_bounds returns world-space size/center/extents.
v1.5— reliability & autonomy
- read_log + get_compile_errors surface compile failures even when the editor has stalled.
- screenshot_from aims the camera at any object/point; list_libraries detects installed addons; recompile_asset; navmesh bake + path queries.
- restart_editor lets the bridge restart s&box itself to apply changes; in-session docs search; a security & correctness hardening pass.
v1.4— the Scene Authoring update (+32 tools)
- Went from editing one object at a time to composing entire scenes: lighting & atmosphere, characters (spawn/dress/pose Citizens), scene layout, environment scatter, and object utilities.
- Verifiable-first: every non-experimental tool renders in the editor or returns concrete data.
v1.3— stability & liveness
- A real heartbeat replaced the old 'always connected' false positive.
- The request queue + heartbeat moved to a static frame handler, so tool calls process whether or not the Claude Bridge dock is open.
- Clearer timeouts that name which side failed; editor bootstrap crash fixed.
v1.2 / v1.1— foundations
- Reliable first-time install (correct Libraries/ target), scene-edits refused during play mode (no save corruption), fault tolerance (one broken tool can't take the rest down).
- A TROUBLESHOOTING guide, plus world-editing, terrain sculpting, forest painting, and live API/type discovery.