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9月13日周日
  1. GitHub · open-ribbi/velocut

    open-ribbi/velocut 发布 Velocut 0.0.1

    Velocut 0.0.1 includes the browser editor, 3D Director, shared SDKs and a Codex/MCP integration. This is the rebuilt 0.0.1 distribution from commit 11ecf5bf2182790f96844bf8736a51eadd6f9dea , replacing the initial GitHub downloads. If you downloaded the earlier 0.0.1 bundle, download it again for the capabilities below. This is the first npm registry publication of 0.0.1. Start Studio npx @velocut/cli@0.0.1 studio Or extract velocut-standalone.zip / velocut-standalone.tar.gz and run: node start-studio.mjs Requires Node.js 22.6+ and Chrome/Edge with WebGPU/WebCodecs. Keep the terminal running and reuse the same browser profile, hostname and port to reopen browser-local projects. Included Static GLB import/export through the Director, SDK and MCP. Export includes selected subtrees, materials, textures and the sampled pose; rigs/morphs are baked into static geometry. CodeAct batch copying, precise transforms, line/grid/radial layouts, world-bound distribution, ID mapping and dry-run validation. One scene-edit batch is one undo step. Independent 0.25×–4× editor/Director preview speed, including agent controls. Preview speed does not change the document or export; audio pitch follows preview speed. Multi-select timeline clips with Cmd/Ctrl-click, Shift-click or the compact selection toggle. Right-click Reference in Codex and ask the agent to read the references. The new references tool reports names, IDs, timing and changed/deleted status, without automatically sending chat messages. Compact layouts, shared human/AI history, revision-checked edits and project-local storage. Seven npm packages: @velocut/protocol , @velocut/core-ts , @velocut/render-sdk , @velocut/scene-sdk , @velocut/runtime , @velocut/mcp , @velocut/cli , all at 0.0.1 . The portable folder is also a Codex plugin marketplace. Add the extracted directory as a marketplace source, install/update Velocut, then start a new Codex task and ask it to connect to Studio. Model reasoning stays in Codex; no additional model API key is required. Other MCP clients can run npx @velocut/mcp@0.0.1 . Verification macOS / Windows / Linux distribution checks and Rust / TypeScript / WASM / editor CI passed for the release commit. Validation includes 91 unit tests, 8 MCP tests, 39 browser tests and independent installation/rendering checks. manifest.json identifies the source commit and package SHA-256 hashes. SHA256SUMS.txt covers the npm tarballs, manifest and portable archives. npm and GitHub contain the same verified tarball bytes. SDK installation · Codex/MCP guide · GLB export 中文说明 本次重建更新了原有 0.0.1 下载包,并首次发布到 npm。可直接运行 npx @velocut/cli@0.0.1 studio ,也可下载便携包。新增 GLB 导出、Agent 批量建模、独立预览倍速和 clip 多选引用。已有便携包用户请重新下载;更新 Codex 插件后新建任务,以加载新增工具。项目仍保存在原浏览器和访问地址下。 官方 Release:v0.0.1。请查看 Release notes、依赖和许可证变化。

9月12日周六
  1. GitHub · sparkjsdev/spark

    sparkjsdev/spark 发布 v2.2.0

    2.2.0 (Sep 11, 2026) Bug fixes and polish Enhancements Allow people to install the pre-built bundles from the repository directly without having to have the Rust toolchain setup on their machines ( #354 ) ( @mrxz ) Experimental (opt-in) faster LoD splat traversal algorithm ( #344 ) ( @asundqui , @mrxz ) Set provoking vertex to first explicitly if WEBGL_provoking_vertex extension is available. FPS perf gains up to 14% in some systems / configurations ( #357 ) ( @mrxz , @asundqui ) Clean up. Remove OldSparkRenderer and related classes ( #322 ) ( @mrxz ) Infer encodeLinear from the current render target instead of explicitly set ( #360 ) ( @mrxz ) Combine spark-worker-rs and spark-rs into one. Wasm blob is now embedded once and WASM module is compiled only once. ( #335 ) ( @mrxz ) Improve splat sorting. Up to ~20% faster ( #327 ) ( @39ali , @mrxz , @asundqui ) Prevent superfluous initial data upload to GPU ( #358 ) ( @mrxz , @asundqui ) Add WASM build step to CI dist build. ( #377 ) ( @mrxz ) Fix issue where Spark continues fetching and decoding the LoD chunks of the old scene after scene changes (fix #384 ) ( #392 ) ( @mrxz , @ChiefGnome , @ayamflow ) Handle preUpdate ahead of updating material uniforms to avoid 1 frame latency (fixes #390 ) ( #391 ) ( @mrxz , @peterreeves ) Add gsplatXaxis , gsplatYAxis and gsplatZAxis helper dynos indicating unit vector along splat axis ( #419 ) ( @asundqui , @oscarlorentzon ) Opt-in parameters to omit splat formats, splat representations and LOD generation methods from the WASM blob reducing its size ( @mrxz , @asundqui ) ( #418 ) Add rust/`` folder to build-dist.yml` paths ( #412 ) ( @mrxz ) Use type information of rpcHandlers for worker.call ( #379 ) ( @mrxz ) Call super.dispose() in Object3D subclasses for THREE.js r186+ ( #413 ) ( @mrxz ) Remove JS based splat file format decoders in favor ot Rust ones ( #374 ) ( @mrxz ) Add GLSL langauge hint before shader string literals for code editor syntax higlighting ( @mrxz ) ( #416 ) Unify logic to push data into decoder around ReadableStream ( #380 ) ( @mrxz ) Docs Improvements ( @mrxz , @dmarcos ) Bug Fixes Fix unspecified license ot rust code ( #422 ) ( @arslantariq-threshold ) Adress Rust compiler warnings ( #361 ) ( @mrxz ) Replace THREE.Clock (deprecated in THREE r183+) with THREE.Timer ( #378 ) ( @mrxz ) Replace explicit WebGL calls with equivalent uploadU32DataTextureRows call. Makes WebGL state consisten (fix #405 ) ( #406 ) ( @sawa-zen , @mrxz ) Fix RangeError when all SH arrays are present ( #404 ) ( @marwie , @mrxz ) Use uploadU32DataTextureRows for LoD index uploads (fix #405 ) ( #406 ) ( @sawa-zen , @mrxz ) Pass fileType to SplatPager when constructing SplatMesh (fix #363 ) ( #365 ) ( @mrxz , @fuxy-clude ) Prevent unclamped negative colors become NaN making splats render black (fix #386 ) ( #387 ) ( @viethungle0503 , @mrxz ) Restore pixelStorei value since THREE r184+ now caches it (fix #366 ) ( #367 ) ( @mrxz , @Huciko ) Fix envmap regression. Save and restore activeCubeFace and activeMipmapLevel when rendering to render target ( #315 ) ( @mrxz ) Fix build-lod SH degree clamping logic (fix #352 ) ( #359 ) ( @asundqui , @mrxz ) 官方 Release:v2.2.0。请查看 Release notes、依赖和许可证变化。

9月10日周四
  1. arXiv · 三维交互与编辑

    Language-Augmented Semantic Priors for B-Spline Surface Fitting

    The use of B-splines and Non-Uniform Rational B-Splines surfaces constitutes the mathematical foundation of contemporary computer-aided design (CAD) systems. Despite long-term progress, geometric kernels in traditional CAD still rely heavily on predetermined heuristic initialization for surface fitting and parameterization. Meanwhile, the procedural semantics and design intent encoded in modeling histories are largely ignored during geometry generation. This disconnect creates a gap between high-level design intent and solver-executable geometric configuration, often leading to suboptimal and semantically inconsistent fitting results. To bridge this gap, we introduce LASP, a Language-Augmented Semantic Priors framework that leverages large language models (LLMs) to infer structured, solver-usable B-spline priors from procedural modeling histories. Rather than modifying the geometric kernel itself, LASP operates as a semantic reasoning layer above existing solvers. It first translates modeling histories into rich textual descriptions that capture design intent, geometric context, and functional relationships, and then uses a fine-tuned LLM to predict structured B-spline prior parameters. LASP is trained through a two-stage scheme that combines local geometric regularities with long-range contextual dependencies, producing priors that are both interpretable and semantically coherent. This approach furnishes inductive signals that direct the conventional B-spline fitting process toward solutions that more accurately encapsulate the intended design objectives and demonstrate heightened semantic coherence. Compared to traditional machine learning schemes, the experiments demonstrate that language-driven reasoning can serve as a powerful inductive bias for geometric solving, establishing a new paradigm of language-guided geometric optimization in modern CAD systems.

9月9日周三
  1. arXiv · 三维交互与编辑

    LeCor: Learning to Be Corrected by Meta-Learned Test-Time Training for Interactive 3D Lung-Tumour Segmentation

    Delineating lung tumours on computed tomography (CT) takes a considerable share of the time spent on radiotherapy planning, and a contour proposed by a model can be refined interactively by the clinician. Promptable foundation models such as SAM 3 support this workflow by writing each correction into a session memory that conditions the remaining slices, while the model weights stay fixed. On 690 test cases from five public CT cohorts, fine-tuning SAM 3 on lung tumours raises the Dice obtained from a single point prompt from 0.298 to 0.757, and seven rounds of corrections raise it further to 0.765, but under memory conditioning alone the accuracy on slices the annotator has not touched stops improving after six rounds. We therefore treat each correction as a training signal and propose LeCor, which performs test-time training on a small set of case adapters that are reset for every case and meta-learned such that a single gradient step driven by a click improves the slices that were not clicked. On the 133 test cases that span at least eight slices, LeCor raises the Dice reached after seven correction rounds from 0.787 with the fine-tuned model to 0.827, reduces the number of cases that never reach a Dice of 0.80 from 47 to 27, and reaches in three correction rounds the accuracy that the fine-tuned model attains in seven.

9月4日周五
  1. arXiv · 三维交互与编辑

    Learning 3D Editing without Paired Supervision via Generative Prior Distillation

    Instruction-guided 3D editing is essential for interactive content creation, yet it faces a significant bottleneck: the severe scarcity of high-quality paired training data. Existing approaches attempt to bypass this by either relying on slow test-time optimization or training on pseudo-pairs constructed via complex pipelines, which often introduce structural drift and geometric artifacts. In this paper, we propose a novel framework that learns feed-forward 3D editing without paired 3D supervision via Generative Prior Distillation. Instead of relying on ground-truth 3D pairs, our core idea is to distill visual, semantic, and geometric knowledge from powerful foundation models directly into a 3D editing model. Specifically, through a differentiable rendering pipeline, we supervise the 3D representation using two complementary signals: a 2D visual prior from an image editing model at the main editing view, and a semantic prior from a Vision-Language Model at novel views to ensure strict instruction following and source identity preservation. Crucially, to address the geometric collapse and multi-view inconsistencies inherent in 2D projection supervision, we introduce a 3D-aware Distribution Matching regularization. Acting as a geometric prior, this term operates in the 3D latent space, constraining the edited output to remain within the manifold of realistic 3D assets defined by a pretrained image to 3D teacher model. Extensive experiments demonstrate that our method achieves superior instruction fidelity and cross-view consistency, significantly outperforming state-of-the-art baselines. Our project is available at: https://github.com/thiamine128/PriorEdit3D.

  2. GitHub · 0xsline/OpenChatCut

    0xsline/OpenChatCut 发布 v0.2.14

    ## What's Changed * fix(asr): resolve native models from the shared catalog by @Alphaxiaoteng in https://github.com/0xsline/OpenChatCut/pull/133 * feat(agent): add OrcaRouter as a named LLM provider preset by @putraperdana1207-pixel in https://github.com/0xsline/OpenChatCut/pull/130 ## New Contributors * @putraperdana1207-pixel made their first contribution in https://github.com/0xsline/OpenChatCut/pull/130 **Full Changelog**: https://github.com/0xsline/OpenChatCut/compare/v0.2.13...v0.2.14

9月2日周三
9月1日周二
  1. GitHub · xyflow/xyflow

    xyflow/xyflow 发布 @xyflow/svelte@1.6.6

    Patch Changes #5994 17d3792 - Reset all properties in provider store when unmounting flow #5977 b7d99a5 - Hide edge if connected node is hidden #5997 0117cc9 - Prevent attribution warning when pane is not rendered either Updated dependencies [ 0117cc9 ]: @xyflow/system@0.0.82 官方 Release:svelte@1.6.6。请查看 Release notes、依赖和许可证变化。

  2. GitHub · xyflow/xyflow

    xyflow/xyflow 发布 @xyflow/react@12.11.6

    Patch Changes #5994 2350158 - Reset all properties in provider store when unmounting flow #5997 0117cc9 - Prevent attribution warning when pane is not rendered either Updated dependencies [ 0117cc9 ]: @xyflow/system@0.0.82 官方 Release:react@12.11.6。请查看 Release notes、依赖和许可证变化。

  3. arXiv · 三维交互与编辑

    SoK: Motion Data Privacy in Extended Reality

    Extended Reality (XR) provides immersive, interactive 3D experiences. To enable these experiences, the devices must track user motion so the system can respond to actions such as grabbing, looking at, or moving an object. However, motion tracking has raised privacy concerns since it records a person's motion patterns. These motion patterns have been studied extensively across various fields (i.e., gait identification and profiling) and have been shown to reveal sensitive information. With the adoption of XR, these patterns became easier to record and obtain than ever. This creates a fundamental privacy tension: motion tracking enables core XR functionality yet requires users to compromise their privacy. Prior systematization-of-knowledge (SoK) studies on XR privacy have examined the field broadly, with motion-related research distributed across several privacy domains rather than treated as a distinct area of study. However, XR motion privacy has gained significant momentum since the prior SoK, with the literature nearly quadrupling in size and thereby warranting a dedicated systematization of this topic. This SoK examines 134 relevant papers on privacy concerns in motion patterns recorded by XR headsets, including how adversaries can obtain users' motion patterns, the inferences they can draw from them, and methods for protecting users. Based on this review, we synthesize a taxonomy of motion modalities, representations, and inference risks; develop an XR motion threat model; systematize the attack and defense approaches in the XR motion literature; identify gaps in the literature; and provide guidelines for future studies evaluating motion privacy mechanisms. Together, our SoK clarifies the state of XR motion privacy and provides recommendations for future evaluations.

  4. arXiv · 三维交互与编辑

    Learning Feasibility-Aware Latent Spaces for Preference-Based Exploration of Procedural Automotive Wheel Designs

    Intelligent design interfaces that rely on preference-based optimization are most useful when their suggestions are both meaningful to users and feasible within the target domain. Procedural models offer compact and editable design spaces, but their native parameters can be entangled and can generate many invalid outputs, causing human-in-the-loop optimizers to waste comparisons. We propose an interaction-oriented representation-learning pipeline for procedural models and study it in automotive wheel design. The method first screens procedurally generated samples using geometric rules and finite-element analysis, then learns a reduced latent space from the screened subset. We further introduce supervised functional alignment, which reserves selected latent dimensions for stiffness, strength-related stress response, or weight so that search can be biased toward functionally meaningful regions. Simulation experiments show that screened reduction improves target-shape retrieval and the feasibility rate of suggestions, whereas unscreened reduction degrades both. Additional simulations show that constraining search along learned functional dimensions accelerates exploration toward target functional properties. A controlled study with 40 participants further shows that a 5D feasibility-aware space yields higher shape similarity and more feasible suggestions than the original 9D procedural parameterization. These results suggest that, for intelligent user interfaces in engineering design, the representation exposed to the user is a central part of the interaction design, not merely a preprocessing step for the optimizer.

8月31日周一
  1. GitHub · 0xsline/OpenChatCut

    0xsline/OpenChatCut 发布 v0.2.13

    Hotfix for v0.2.12. / v0.2.12 的热修复版本。 - Closing any window on Windows no longer pops **"A JavaScript error occurred in the main process — Object has been destroyed"**: the renderer-recovery cleanup ran inside the window's own `closed` handler and touched the already-destroyed `webContents`. All v0.2.12 improvements are included. Windows 关闭任意窗口不再弹出 **「A JavaScript error occurred in the main process — Object has been destroyed」**:渲染器恢复的清理逻辑在窗口自身的 `closed` 事件里访问了已销毁的 `webContents`。包含 v0.2.12 的全部改进。 **Windows users: install this instead of v0.2.12.** / **Windows 用户请直接安装本版本,跳过 v0.2.12。** **Full Changelog**: https://github.com/0xsline/OpenChatCut/compare/v0.2.12...v0.2.13

  2. GitHub · 0xsline/OpenChatCut

    0xsline/OpenChatCut 发布 v0.2.12

    > [!WARNING] > Windows: this build pops an error dialog on window close — use [v0.2.13](https://github.com/0xsline/OpenChatCut/releases/tag/v0.2.13) instead. / Windows 关窗会弹错误框,请改用 v0.2.13。 ## Highlights - **Windows local transcription works for the first time** (#120): packaging had separated `whisper-cli.exe` from its DLLs, so local Whisper died instantly with a bare exit code for every model size, in every previous version. Verified both ways on a real Windows runner. **Windows 本地转写首次真正可用**(#120):此前打包把 `whisper-cli.exe` 与其 DLL 分开放置,任何模型尺寸都会立刻失败。已在真实 Windows runner 上双向验证。 - **New: Whisper Large v3 Turbo** local model tier (#127) — near large-v2 quality, a fraction of the decode cost. 新增 Whisper Large v3 Turbo 本地模型档。 - **FlexCrop** — crop clip edges in composition pixels, contributed by @J160KU (#123). 画布像素级裁边,@J160KU 贡献。 - Word-level timestamps and hallucination suppression fixed via transformers.js 4.2.0 (#109). 词级时间戳与幻听抑制修复。 - Stopping an agent run then immediately sending the next no longer loses the new answer (#125); one failed proposal apply no longer silently disables the rest of the session (#129 symptom). Agent 竞态与 proposal 静默失效修复。 - Browser fast export no longer fails on slow-to-open media (10-minute per-frame budget, matching the local renderer). 浏览器快导不再因素材打开慢而失败。 - Release-blocking data-safety fixes: unreadable projects are never overwritten by the next save; version/export history written by newer builds survives older builds. 数据安全:读不出的工程不会被覆盖;新版写入的历史在旧版下保留。 Full details in [CHANGELOG.md](https://github.com/0xsline/OpenChatCut/blob/main/CHANGELOG.md). ## What's Changed * feat: FlexCrop clip edges in composition pixels by @J160KU in https://github.com/0xsline/OpenChatCut/pull/123 * fix(whisper): ship whisper-cli with its DLLs; transformers.js 4.2.0 by @0xsline in https://github.com/0xsline/OpenChatCut/pull/128 ## New Contributors * @J160KU made their first contribution in https://github.com/0xsline/OpenChatCut/pull/123 **Full Changelog**: https://github.com/0xsline/OpenChatCut/compare/v0.2.11...v0.2.12

8月30日周日
  1. GitHub · scenario-labs/blender-plugin

    scenario-labs/blender-plugin 发布 v0.9.9

    Fixed Blockout from prompt no longer comes back empty. The Scenario LLM's answer is read from the text asset, whose preview the API caps at ~1024 characters; a blockout plan is much longer, so it was cut off mid-element and failed to parse. The full content is now fetched from the asset URL when the preview is capped ( hasFullPreview is false), and the parser also recovers the complete elements from a truncated array as a fallback. "room" now designs a full interior instead of failing. 官方 Release:v0.9.9。请查看 Release notes、依赖和许可证变化。

  2. GitHub · scenario-labs/blender-plugin

    scenario-labs/blender-plugin 发布 v0.9.8

    Added Prompt to Blockout is now its own tab and a real scene-design system, not a box dropper. Describe a scene and the Scenario LLM designs a structured greybox: rich primitives (box, cylinder, plane, wedge/ramp, cone, sphere), rotation, and a semantic category per element (floor, wall, structure, prop, furniture, vegetation, vehicle, water, light) that sets its colour and its sub-collection. A scene-type and scale steer the layout. The flow is design -> review (a summary of element counts by category and group) -> build (grouped, colour-coded, in a "Blockout" collection) -> refine ("add a second floor", "taller tower") which re-designs from the current plan. Rebuild and Clear act on the stored plan without another LLM call. About 0.5 CU per design. Changed The old "Blockout from prompt" button in the 3D tab is replaced by the Blockout tab. 官方 Release:v0.9.8。请查看 Release notes、依赖和许可证变化。

  3. GitHub · scenario-labs/blender-plugin

    scenario-labs/blender-plugin 发布 v0.9.7

    Added Blockout from prompt (3D tab): describe a scene and the Scenario LLM lays out a rough greybox as grey boxes in a "Blockout" collection, to refine by hand or replace with generated 3D assets one box at a time. About 0.5 CU. The layout is sanitised (sizes and coordinates clamped) so a bad answer never places a runaway cube. Camera-path holds : a shot can pause. Write "hold 2 s" (or "pause", "stay for 3 seconds") in the description and the camera holds on arrival; or select a Shot marker and set its "Hold (s)" field. The move steals the remaining time, so a held path still fits its duration. Two MCP tools for agents building scenes: blender_api_help (look up a bpy operator/type/collection's docstring and properties before writing Python) and datablocks_summary (counts of the objects, meshes, materials, etc. in the open file). Inspired by Blender's own blender_mcp project (GPL-3.0), written fresh. 官方 Release:v0.9.7。请查看 Release notes、依赖和许可证变化。

  4. GitHub · scenario-labs/blender-plugin

    scenario-labs/blender-plugin 发布 v0.9.6

    Fixed Enum settings no longer get stuck on "Loading..." after opening a saved .blend. A parameter's choices (Minimax H3's Resolution and Aspect Ratio, and every other enum setting on every model) are kept in an in-memory cache that a saved file does not carry, so the dropdowns were empty until the model was re-synced. The dropdown now rebuilds its choices from the model schema on the spot when the cache is empty, so it is always populated. 官方 Release:v0.9.6。请查看 Release notes、依赖和许可证变化。

  5. GitHub · scenario-labs/blender-plugin

    scenario-labs/blender-plugin 发布 v0.9.5

    Fixed The selected scene mesh is now attached automatically to a model's 3D character input (any lane), so a text-to-motion model like Uthana Text to Motion uses your mesh without hunting for a button. A selected mesh shows pinned as "Selected mesh: "; deselect for a text-only generation, or Upload a model file to override. (Before, you had to click a button that was easy to miss, so generations ran without the mesh.) Reload parameters now restores the sub-selector that gates the model list: reloading a Meshy 7 Retexture (or any Edit-lane model) switches to the right Edit task, and a Generate-lane model switches to the right input mode, so the model, prompt and settings actually come back. The Edit-lane mesh is no longer restored as a stale asset (it comes from the current selection). The camera-path Plan button is clearer: it reads keywords (one move + seconds + lens), not AI; when several moves are named ("dolly in and then orbit") the first one written wins, so the result is predictable. Placeholder and tooltip updated. Added A trash button on the prompt to delete its text (greyed out when empty). Collapse all / Expand all for the generation list. Full error messages : a failed generation shows a red error control whose tooltip is the whole message (with the Error ID), and clicking it opens the full text with a Copy button, instead of a line cut off at 70 characters. 官方 Release:v0.9.5。请查看 Release notes、依赖和许可证变化。

  6. GitHub · scenario-labs/blender-plugin

    scenario-labs/blender-plugin 发布 v0.9.4

    Fixed The selected scene mesh now reaches models that take a mesh in any lane, not just the 3D Edit lane. Text-to-motion and other txt23d / img23d models can carry an optional 3D character input (Uthana Text to Motion's "Character 3D model", characterFile , kind 3d); the plugin only auto-attached the selection in the Edit lane, so those inputs were silently ignored. A file input of kind 3D now offers Selected mesh and Upload (never an image capture); attaching the selected mesh exports it as GLB at generate time, the same as the Edit lane. The reference "Add" options now match each input's kind: a 3D input offers the mesh or an upload, an image input offers stills, a video input offers clips. Before, every input offered the same list (a viewport still could be attached to a 3D character input). Either/or inputs expressed as required: {ifNotDefined: {...}} are now parsed (Cartwheel Text to Motion: a 3D character mesh or a reference image). Neither is forced; the plugin asks for one of them. Changed (tests) Render Video duration tests updated to the 0.9.2 contract (the model's duration is the source; the base Video lane keeps deriving it from the timeline). These headless tests had been passing against a stale install and were re-verified against the built extension. 官方 Release:v0.9.4。请查看 Release notes、依赖和许可证变化。

  7. GitHub · scenario-labs/blender-plugin

    scenario-labs/blender-plugin 发布 v0.9.3

    Fixed Rodin Hyper3D Bang (Retexture / Parts) no longer demands a reference image when a texture prompt is written. Its schema marks the reference image required: true , but the description makes it an alternative to the prompt ("... if no prompt is provided"). A required file whose own description reads conditional and which sits next to a prompt is now relaxed to optional, and the plugin requires at least one of the pair, showing one line ("Provide one of: Reference Image or Texture Prompt") only when neither is given. General and driven by the live schema, so it covers any future model phrased the same way. Three curated model ids that no longer resolve on the catalog (so they silently never appeared) were corrected: Seedream 5.0 (non-Pro) -> model_bytedance-seedream-5-0-lite , Veo 3.1 -> model_veo3-1 , Kling -> model_kling-v3-omni-video . Added tools/audit_payloads.py : audits every surfaced model's live schema against the payload the plugin builds (required flags, either/or inputs, mesh detection, dropped params). Report in docs/MODEL_PAYLOAD_AUDIT.md . 68/68 models clean after the fixes, the one remaining note (Trellis 2 Retexture needs mesh + style image) is correct by design. 官方 Release:v0.9.3。请查看 Release notes、依赖和许可证变化。

8月29日周六
8月27日周四
8月26日周三
8月25日周二
  1. GitHub · xyflow/xyflow

    xyflow/xyflow 发布 @xyflow/svelte@1.6.4

    Patch Changes #5962 cbf40b9 - Show log if user hides attribution in development #5976 3319ef4 - Fix the MiniMap zooming out to include the origin when every node is hidden. #5959 ad025cf - Fix unnecessary edge rerenders 官方 Release:svelte@1.6.4。请查看 Release notes、依赖和许可证变化。

8月24日周一
  1. GitHub · 0xsline/OpenChatCut

    0xsline/OpenChatCut 发布 v0.2.10

    ## What's Changed * feat(mcp): external agent connect UI + Codex model defaults by @Alphaxiaoteng in https://github.com/0xsline/OpenChatCut/pull/98 * feat(export): JianYing/CapCut draft export by @Alphaxiaoteng in https://github.com/0xsline/OpenChatCut/pull/99 * 修复MCP服务器的 stale 会话异常关闭传输层有关问题 by @yauntyour in https://github.com/0xsline/OpenChatCut/pull/105 * Add Italian localization and fix desktop Windows issues by @drbelt27 in https://github.com/0xsline/OpenChatCut/pull/117 ## New Contributors * @Alphaxiaoteng made their first contribution in https://github.com/0xsline/OpenChatCut/pull/98 * @drbelt27 made their first contribution in https://github.com/0xsline/OpenChatCut/pull/117 **Full Changelog**: https://github.com/0xsline/OpenChatCut/compare/v0.2.9...v0.2.10

8月20日周四
  1. GitHub · 0xsline/OpenChatCut

    0xsline/OpenChatCut 发布 v0.2.9

    ## What's Changed * 修复Windows平台的渲染器有关问题,修复node运行时侧端内存泄露,移除素材导入的哈希校验改为使用UUID引用 by @yauntyour in https://github.com/0xsline/OpenChatCut/pull/97 ## New Contributors * @yauntyour made their first contribution in https://github.com/0xsline/OpenChatCut/pull/97 **Full Changelog**: https://github.com/0xsline/OpenChatCut/compare/v0.2.8...v0.2.9

  2. GitHub · 0xsline/OpenChatCut

    0xsline/OpenChatCut 发布 v0.2.8

    ## What's Changed * feat(settings): make the external agent (MCP) entry point discoverable by @Lenouw in https://github.com/0xsline/OpenChatCut/pull/94 **Full Changelog**: https://github.com/0xsline/OpenChatCut/compare/v0.2.7...v0.2.8

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  1. GitHub · vrm-c/UniVRM

    vrm-c/UniVRM 发布 v0.131.0

    Installation You can install UniVRM using the UnityPackage or the UPM Package. The UniVRM supports Unity 2022.3 LTS or later. UnityPackage Download the unitypackage, and drag and drop it to import the package into your project. VRM 1.0: Download VRM 0.x: Download UPM Packages Warning Starting with version v0.131.0 , Assets/UniGLTF, VRM, and VRM10 have been moved to the Packages folder. Therefore, please specify path=/Packages/UniGLTF , path=/Packages/VRM , or path=/Packages/VRM10 . click to expand You can install these UPM packages via Package Manager in UnityEditor. Open the package manager window: Window -> Package Manager Click + at the top-right of the package manager window, then select Add package from git URL... Specify UPM packages using URLs below. UPM package git URL com.vrmc.gltf https://github.com/vrm-c/UniVRM.git?path=/Packages/UniGLTF#v0.131.0 com.vrmc.univrm (VRM 0.x) https://github.com/vrm-c/UniVRM.git?path=/Packages/VRM#v0.131.0 com.vrmc.vrm (VRM 1.0) https://github.com/vrm-c/UniVRM.git?path=/Packages/VRM10#v0.131.0 You can also install via editing Packages/manifest.json directly. // Packages/manifest.json { "dependencies" : { // ... "com.vrmc.gltf" : "https://github.com/vrm-c/UniVRM.git?path=/Packages/UniGLTF#v0.131.0" , "com.vrmc.univrm" : "https://github.com/vrm-c/UniVRM.git?path=/Packages/VRM#v0.131.0" , "com.vrmc.vrm" : "https://github.com/vrm-c/UniVRM.git?path=/Packages/VRM10#v0.131.0" , // ... } } Development Samples click to expand via UnityPackage VRM 1.0 Development Samples: Download VRM 0.x Development Samples: Download via UPM Package You can find Samples in the Package Manager and then submit Import button. Window -> Package Manager -> Packages: In Project -> VRM-1.0 or VRM Release Notes 日本語 English Warning from v0.125.0 . com.vrmc.vrmshaders is removed. com.vrmc.vrmshaders is no longer required in manifest.json. 官方 Release:v0.131.0。请查看 Release notes、依赖和许可证变化。