Changelog

Every Sentinel release and what changed in it.

Dates are when the build was published to our download host.

19 Oct 2026 v0.6.26 Nightly Alpha Build 12

Download v0.6.26 1.55 GB

Everything since 0.6.15. Adding a node is now a search from a right-click, a dropped cable or Tab, with a workspace Module library to reuse your best Modules; shows can chase external timecode, play and record ILDA files, and send laser content into Pangolin BEYOND. Graph cables stay dim until you hover or select them, and Sentinel asks about unsaved changes only when there are some, including before opening another project over them. It also brings VJ, video playback and show control polish, a UI scale setting and better 200% display scaling, a projection mapping example, simulated special effects in the stage examples, laser text, leaner MCP replies for agents and a round of fixes.

New: Node Search And Module Library

  • Right-click empty canvas, drop a cable on empty canvas or press Tab, type a few letters and pick a row: the node search replaces the spawn submenus and the dropped-cable menu
  • From a cable it lists the nodes that fit, with Best fits on top and the port each would wire, and Show incompatible adds the rest with the reason
  • The new node lands where the search opened and is wired in the same undo step; a Module picked from a cable shows a gray stand-in cable while it compiles, and the real link replaces it when the compile finishes
  • It lists built-in nodes, the workspace Module library (library/ in the workspace) and the open project’s Modules, grouped by role; a Module’s manifest category picks or makes its group, and MIDI In, DMX In, Audio In and ILDA Player list under Source
  • Add to Library... copies a Module into the workspace library after a compile check, and projects then use it by reference
  • A library Module’s Properties show its version and status, with Accept Library Change when the library copy changes and Make Local Copy to fork it
  • Input nodes take the green of sources, output nodes the orange of outputs, and Laser Trace and Laser Mapping are magenta

New: External Timecode

  • DMX In reads Art-Net timecode, MIDI In reads MTC and Audio In reads LTC (ltc_input), each with tc_* outputs, at 24, 25, 29.97 (drop-frame or not) and 30 fps
  • A Conductor with clock_source set to timecode:<node> chases that timecode with tc_offset and tc_freewheel, and a TC lamp in its header shows lock
  • A Video File with clock set to conductor:<id> follows that Conductor: it runs at its speed, seeks on a relocate, holds the exact frame when the transport stops and starts at clock_start

New: ILDA Player And ILDA Export

  • The ILDA Player plays up to eight ILDA files together as Scan Signal tracks, one per laser, with a Browse button per track
  • It runs on its own clock, on the media time of a Video File wired into it, or on a Conductor, so ILDA shows can follow external timecode; playback loops, plays once or holds the last frame
  • Its Bundle carries the video and every track in one cable, so a Groups-mode Mux crossfades the video and hands each laser off at mid
  • ILDA formats 0, 1, 4 and 5 load with their palettes, curve_tolerance simplifies dense frames, and a file that cannot load says why
  • Laser Out’s export_ilda action records an output to an ILDA file (format 4 or 5), from its Scan Signal input or from what it sent

New: BEYOND Out

  • BEYOND Out sends a Scan Signal into Pangolin BEYOND running on the same PC, to the zones ticked in Properties, and BEYOND applies its own zone geometry, projector settings and scanner limits
  • It uses Pangolin’s BEYOND SDK DLL (SDK7, version 300), which installs beside Sentinel; it is tested with BEYOND 5.5.0 build 2061, other builds show a version warning, and a later BEYOND release may need a newer Sentinel
  • The node’s own arm and the ARM LASERS master both gate it, its arm is never saved, and every disarm, master off, dead-man or e-stop sends BEYOND a dark point
  • Shift+Esc also presses BEYOND’s Blackout once, which stops BEYOND’s own cues too, and Estop Sends Blackout turns that off for a node
  • Its badge reads STOP, NO BEYOND, INHIBIT, BLANKED or LIVE, plus SHARED when another BEYOND Out uses the same zone

VJ And Video Playback

  • A wired Mux grows a new input each time its last input is wired, up to 64 (inputs)
  • A Group Output outside any Scene Group is a look of its own, so a Video File wired straight into one is a complete look for a Groups-mode Mux
  • While such a look is off air, the nodes that feed only it freeze with it, as a Scene Group’s members do; a node that anything else reads keeps running
  • Off-Air Clips on the Mux sets what Video File clips off air do: Pause holds them and resumes them on air, Restart starts them from the top, and Keep Running keeps the earlier behaviour
  • Pause is now the default for every Mux, including Muxes in projects saved with 0.6.15, so set Keep Running where off-air clips should keep playing
  • A Mux that is off, or frozen inside an off-air look, puts nothing on air, so the clips behind it count as off air
  • A Video File’s thumbnail in the graph plays its clip while it is on screen, even with nothing wired to it

Show Control Polish

  • Script desk widgets with a negative width fill the window: pad grids, grids, strips, faders, meters and pads
  • The virtual controller surface opens from the Script window’s right-click menu, and the Script node body shows one fixed-size readout with problems in its footer
  • MIDI In’s learn button is +, and its recent action lists the 32 controls touched last so an agent can map them without learn
  • Control-clock nodes show the B header button like every other node, Settings > System opens on Agent, and the control clock rate is under Advanced

Graph Polish

  • Cables sit at 30 percent brightness until lit: the cable under the pointer, every cable on a hovered pin, selected cables and a selected node’s cables light up and draw over the rest, and Groups-mode Mux routes sit at 60 percent until hovered
  • Cable curves follow the horizontal gap between their pins, so stacked nodes get a gentle S and backward cables hook out clearly
  • A selected node has a faint yellow outline, and a frozen node keeps its own title colour, desaturated and darker, with a dim blue outline, instead of turning blue
  • Cables are half as thick, Bundle cables are 1.6 times a cable, and the Fit and 100% buttons fit their labels
  • Hovering a Groups-mode Mux route shows its look, Live or Standby, and what it carries, and a route carrying a Bundle draws with a data core
  • Hovering a data cable shows the same plain card as its output pin, listing up to 24 fields and counting the rest
  • Reference line cards and Properties tooltips preview each long expression in one line with its size, at most eight parameters per card
  • An expression over 100 characters or with a line break opens in a wide, word-wrapped editor where Enter adds a line and Ctrl+Enter applies

Interface And Display Scaling

  • UI scale in Settings > System > Advanced multiplies the Windows display scale from 50 to 200 percent and applies at once
  • At 200% Windows scaling the graph, Settings, Properties, panels and dialogs scale together: node bodies no longer overlap, Settings rows fit their tabs, and Module panels render at the pixels they cover
  • A saved project or named layout keeps its proportions on another screen size or display scale
  • Right-clicking a docked tab offers Close, Close Others, Close Tabs to the Left, Close Tabs to the Right and Close All

Agent Workspace

  • The workspace ships 14 examples, one of them new: projection_mapping_lab, two projectors sharing one panel in a simulated studio, with corner-pin and mesh warps edited on the projector’s pixels and an edge blend
  • SIMPLE STAGE and PHAGE draw simulated spark fountains, spark falls, flame jets and airbursts that light the stage and the haze, fired from the desk, full looks, the show clock, a Fire Event input, MIDI notes or a receive-only DMX In, and they have no DMX output
  • Laser Mapping Lab has a Text look that writes any printable ASCII in a single-stroke laser font, with Scroll, Wave, Bounce, Pulse, Spin, Typewriter, Jitter and colour-cycle modulations
  • Module draw passes take blend (none, add, alpha or premultiplied), so authored passes can draw glows and particles additively
  • A Module pass marked preview_only: true runs only while something shows the Module’s video output (a cable from it, its thumbnail on screen, its window, a recording or a capture), so a hidden preview stops costing GPU time while the data passes keep cooking
  • New templates hold the effects node (tools/templates/sfx) and ILDA and LTC test-file encoders (tools/templates/ilda, tools/templates/timecode), and the Module UI template draws with the Interaction Lab kit
  • New and updated skills and reference pages cover timecode, ILDA, BEYOND Out, the simulated effects, draw-pass blending, preview-only passes, the DMX Out keepalive and the leaner MCP calls

MCP For Agents

  • MCP replies are compact, about half the characters for the same content: sentinel_pipeline info leaves out trace metadata unless traces is set and takes fields, state tree reads take depth, and screenshots answer in one line
  • Every tool description fits Claude Code’s 4,096-character limit with every action documented, and sentinel_state set refuses a string starting with = unless literal is set, pointing to sentinel_expression set
  • New actions: search_nodes and insert_node in sentinel_graph, the library actions in sentinel_module and timecode in sentinel_conductor
  • Window screenshots at 200% scaling hold the whole window, set_input by slot keeps a node’s other data links on their upstream outputs, sentinel_ui click selects tabs, selectables and menu items, and sentinel_ui set reaches every Settings number field

Free Version And License

  • Timecode, the ILDA Player, ILDA export and the node search and library are all in the free version
  • BEYOND Out needs a license, like hardware laser output: the free version sends BEYOND nothing, and when a license arrives the node waits for a fresh arm
  • The EULA is updated (effective October 18, 2026) to name Pangolin BEYOND among the laser outputs that need a license, and the installer asks you to accept it; the free version’s other limits are unchanged

Fixes

  • Open Project, Recent Projects and a project opened from Explorer while Sentinel runs now ask before replacing unsaved changes, where they dropped them without asking; Close and File > New ask only when something changed since the last save or load, where Close asked every time
  • Laser Out checks a ShowNET board’s registration once per connection instead of once a second: unplugging the board during a check could crash Sentinel, and each unanswered check held its frames for up to a second
  • DMX Out repeats an unchanged universe at its keepalive_hz: with the keepalive at the send rate, unchanged universes went out at about half of it
  • The Conductor’s beat clock keeps wall time: it ran about 1.8 percent slow, so a 120 BPM show now plays at 120 BPM
  • Saving, or taking a recovery snapshot, while a Module with saved state is still compiling after a load no longer fails
  • A project saved right after a Module is added keeps the Module’s folder, and saving while a Module’s folder is missing keeps the node’s values
  • A Module draw pass at its own resolution draws instead of drawing nothing
  • Turning off StreamDiffusion’s depth parallax empties its Depth view, which used to keep a frozen depth map, and a pipeline window draws an output with nothing published as an empty pane instead of the main image
  • Optical Flow holds its last flow while the input repeats a frame, so a 25 fps clip on a 60 Hz display no longer flickers to zero motion
  • After a seek near its start, a looping HAP clip no longer flashes a frame from about a second earlier
  • DMX In and DMX Out panels draw each channel as a hard cell at any Fit or Fill scale, where they blurred the grid
  • Under the TouchDesigner navigation preset, node grips resize and presses on nodes inside a Scene Group no longer pan the canvas
  • Zoomed out, a cable to a pin a node added after its last full draw, such as a Group Output’s Bundle input, no longer runs to the canvas corner
  • Set Expression no longer cuts an expression at 255 characters, where Apply could replace a long expression with the fragment
  • Installing over a running Module shader worker no longer stops Setup: the installer and uninstaller stop it, and a worker ends when the Sentinel that started it is gone
  • The uninstaller asks about downloaded engine files only when there are some, where it asked on every uninstall, and a silent uninstall with /SUPPRESSMSGBOXES keeps them and finishes instead of waiting on the question
14 Oct 2026 v0.6.15 Nightly Alpha Build 11

Download v0.6.15 1.55 GB

Everything since the 0.5.66 stable. Sentinel now runs shows as well as visuals: laser output and laser tracing, DMX over Art-Net and sACN, OSC out, GDTF and MVR lighting rigs, scripted control with MIDI and hardware controllers, and operator desks. Video playback is ready for shows, one cable can carry video and data together, any node can freeze or bypass, and Scene Groups move between projects. It also brings a long round of graph, preview and performance polish, a refreshed agent workspace, video output in the trial, an updated EULA and many fixes.

New: Laser Out

  • Laser Out sends laser content to a projector over Ether Dream, LaserCube or Laserworld ShowNET (such as the DS-3000), one node per projector
  • Simulate, the default, runs the whole output with no hardware and no light and is always armed; Record also writes every sent sample to a rolling file
  • Scanner protection shapes every sample (step and acceleration limits, blank delay, end and corner dwell, slow-beam and duty guards), starting from a show profile tuned on a DS-3000 and a LaserCube
  • Real lasers take two arms: the node’s ARM, saved with the project so a show reopens ready, and the ARM LASERS master in the menu bar, which only a person can click and which never saves; Shift+Esc stops every laser
  • Frame Lock draws every content frame once at a steady delay, so the laser stays in step with video, and Output Delay matches a projector’s latency
  • Desired FPS retimes the drawing to fill each frame, closed loops play without a seam, and corners dwell only where the path really turns
  • Test patterns (Orientation F, Geometry, RGB and White, and the official ILDA test file) check orientation and tune a scanner
  • The node preview and the Sent Stream output show exactly what was sent, with LIVE, BLANKED, CLAMP or STOP badges

New: Laser Trace

  • Laser Trace turns pixels (a render, video or depth slices) into ordered laser paths that stay steady from frame to frame
  • Thin lines trace as centrelines and filled shapes as outlines; small spots become point beams with dots
  • trace_budget_ms bounds the trace time on busy images, and a display view shows what the tracer sees
  • Every joint it traces is marked smooth or corner, so circles flow and stars keep their corners

New: DMX In, DMX Out And OSC Out

  • DMX In receives Art-Net or sACN (E1.31) into a typed data port, up to 1,024 universes, with sACN priority merging, synchronization and source timeout, and answers ArtPoll so consoles list Sentinel
  • DMX Out sends a DMX data port to fixtures over Art-Net or sACN on its own clock, with keepalive, universe masks, priority and stream termination; source_port any leaves UDP 6454 free for a visualiser on the same machine
  • Both draw the selected universe as a live channel grid in the node body; enlarge or zoom the node and each cell shows its value, then its channel number
  • OSC Out sends any number of expression-driven messages, added one at a time from the header +
  • Modules read and write DMX through the shipped dmx_schema_v2.hlsli include

New: GDTF And MVR Lighting Rigs

  • The Fixture Rig node imports an MVR against your folder of GDTF files, or builds a rig in Sentinel: browse the library, drag a fixture onto the plan, then patch it by hand or auto-patch, all with undo
  • The library grades every fixture type Blocked, Generic, Refined or Verified, and refinement files correct a GDTF’s flagged problems without editing the GDTF
  • A rig exports an MVR and collects its GDTFs into the rig folder
  • The rig publishes its fixtures, scene objects and fixture types as data for Modules, and the workspace fixture engine draws any GDTF dropped onto the plan from its own DMX in under a second, with no recompile

New: Script Node, MIDI And Controllers

  • Script runs sandboxed Luau on a 240 Hz control clock, with declared Signal and Event pins, parameters, reload that keeps its state, and its own control window
  • MIDI In brings in controllers with learn, pickup and relative encoders as Signals and timestamped Events; MIDI Out sends timestamped MIDI
  • Controller profiles for the Midi Fighter Twister, Ableton Push 2, APC mini mk2 and X-Touch Compact map every control by name, with LED feedback and a virtual surface for testing without hardware
  • Push Display drives the Push 2 screen from a Script’s drawing or any video

New: Show Control Desks

  • Script windows draw operator desks with pads (momentary, toggle, radio, go), grids, faders, knobs, meters, readouts, tap tempo, submasters and guarded buttons
  • Module panels take up to 256 controls and can send presses to a Script and show its feedback, so a desk can also be a video output on a screen or projector
  • One cable can carry a video plus named data and texture channels from the same frame, such as a projector image with the laser paths drawn with it
  • Scene Groups, Group Output and the Mux pass bundles whole, so switching looks switches projector and lasers together
  • Each channel chooses how it changes during a Mux fade: crossfade, snap, follow, handoff (laser paths blank before the next appears) or per-field blend
  • Bundle Pack and Bundle Split bundle and unbundle the outputs of nodes that are not Modules; hovering a bundle cable lists its channels

Show-Ready Video Playback

  • HAP clips read and decompress on background threads: two 4K60 clips cost about 1 ms of each frame, down from about 8 ms, and play smoothly beside a busy editor
  • Playback locks to the display, loops are seamless, and dragging the time scrubber shows frames the whole way
  • HAP Q and HAP Q Alpha play, and H.264 and H.265 take their colour range and matrix from the file, with color_matrix and color_range overrides in Properties
  • A clip decodes only while something shows it
  • In Wired mode the Mux crossfades to the newly selected input over fade_time, and every cut or fade waits for the incoming clip’s current frame
  • Video sources have preroll and restart actions and an ended_count, so a Script can play a list of clips from one trigger

New: Node Modes: Normal, Freeze And Bypass

  • Every node has an operator mode in its header: Freeze holds the last output and Bypass passes inputs straight through for video, data and Mesh ports
  • Frozen outputs save with the project and restore exactly on reload, without stalling the render loop
  • F, B and P toggle Freeze, Bypass and previews for the selected nodes

Scene Groups

  • Export a Scene Group as a standalone project with its Modules and assets, and import it into another project as a ready look
  • Imports create fresh copies, restore group parameters and presets, and report every connection that crosses the group’s edge for repair
  • Switch a Scene Group from its header or from its collecting Mux, and undo turning an annotation into a Scene Group

Graph And Node Polish

  • Every node body resizes from a corner grip, with multi-select, Shift aspect snap, double-click reset and one undo step; previews letterbox to fit
  • Zoomed out, nodes draw as compact shapes of their true size, with their cables
  • Pin names sit over the preview and fade in near the pointer; hovering a pin shows its type, connections and what travels on it
  • Frame time and state badges (Frozen, Bypassed, Unselected, VT, CAM) sit on the preview, and middle-click or Alt+click opens a stats card
  • Hovering a cable shows what it carries with live frame counters, hovering a reference line names the parameters it drives, and live cables animate their flow
  • Copy and paste keep links between the copied nodes and from the nodes that fed them
  • The spawn menu is organised by where signal enters and leaves a show, right-clicking empty canvas shows only the spawn menu, and Properties names each node’s type
  • Modules keep their purple and Script nodes have their own steel blue, and every title bar is darker for readability

Layouts, Settings And Input

  • Save named workspace layouts and a default layout
  • Keyboard and mouse bindings are editable in Settings, with conflict detection and a TouchDesigner navigation preset
  • Wide-range integer parameters are typed fields with -/+ steps, the FPS limit also sits in Stats, and Scripts moved to the View menu
  • Settings scales with display DPI, floating windows have visible borders, preset tooltips stay a readable size, and structural resolution parameters are protected from reset and randomize

Previews, Outputs And Rendering

  • The preview panel fits, fills, shows 1:1 pixels or zooms freely with pan, sampling smoothly at any scale and showing hard pixels from 2x zoom; each node keeps its framing
  • Two-output nodes can show a split preview, and each node can override its panel presentation and resolution, including 1/4x, 1/2x and 2x Follow Panel scales
  • Screen outputs are now Display outputs, with a per-output delay of up to 500 ms to line a projector up with a laser
  • render_sequence renders several outputs from one pass, each with its own PNG sequence and manifest

Performance

  • A large show costs what is on screen: the graph panel and Scene Groups no longer cost every frame whether visible or not
  • Selecting a node in a large Scene Group project no longer costs about 50 ms of CPU per frame

Agent Workspace

  • The workspace ships 13 examples, four of them new: PHAGE, an arena rig of 561 GDTF fixtures on a kinetic truss with 64 looks, a desk and a Push 2 surface; SIMPLE STAGE, a club stage of 76 fixtures with a desk to play and program it; Laser Mapping Lab, which maps a laser onto a surface and previews it in a simulated hazy warehouse; and Breathing Room, a photoreal SDF living room that slowly starts to trip
  • On update, a retired example you never edited is removed and one you edited moves to .sentinel/workspace-backups
  • New skills and reference pages cover laser setup and content, Laser Trace tuning, DMX and OSC show control, GDTF fixtures and refinement, recreating real gear from its spec sheets, Script nodes, controllers, show desks, stage rigs, bundle links and motion-graphics sequences
  • The default workspace in Sentinel\workspace updates with every install, even while you work in a custom workspace, which is never touched

Trial And License

  • A trial sends 1 DMX universe and receives 4, runs hardware lasers as record only, and keeps Simulate, MIDI, controllers, Push Display and all authoring free; a license lifts every limit at once
  • A trial sends Spout, NDI and Display output up to 720p: every active video output shares one 921,600-pixel (1280×720) budget in any shape, all of them scale down together when they ask for more, and a Display output is stretched to fill its screen; Spout and NDI input stay unlimited
  • An output is badged only while it is scaled down, projects keep the sizes you set, and a license restores full size on the next frame without a restart
  • The EULA is updated (effective October 13, 2026) to cover laser and lighting output, third-party hardware and the trial, and the installer asks you to accept it

Crash Fixes

  • Deleting a Conductor node whose outputs drove expressions no longer crashes Sentinel
  • After a CUDA error, reloading Person Segmentation or Pose no longer crashes Sentinel, and Person Segmentation follows a live webcam resolution change
  • When the graphics driver resets, Sentinel saves your unsaved work to a recovery snapshot before it closes, and the Recover dialog says why it was saved
  • A shader that crashes the shader compiler, or needs a deep compiler stack, fails that one Module compile and Sentinel keeps running
  • A stack overflow crash now writes its crash dump and report

Fixes

  • Reopening a project keeps every pin’s identity, so Mesh Source to Module links no longer come back rewired, and Module cables follow pin names when declared inputs reorder
  • Changing the selection during a node drag no longer flings nodes off the canvas, and a node that selected but would not drag moves again
  • Undo restores a cable replaced by plugging in a new one, unplugging or Ctrl-dragging a cable can be undone, and moves, annotation edits, paste, duplicate, rename and toggles are each one undo step
  • Zooming the graph far out no longer stops the selected Scene Group look
  • A Groups-mode Mux accepts a Scene Group’s title in selected_group and flags a name that matches no group
  • Display outputs open on the monitor you picked and find it again after Windows renumbers displays; a missing monitor keeps the output closed, picking a monitor takes effect at once, and an output closed when the project was saved stays closed on load
  • Recent Projects drops duplicate entries and lists projects opened or saved by an agent
  • Modules that cook only on change no longer miss mouse presses
  • Module presets can leave durable state out, and button parameters are momentary
  • Module viewports: param_gestures preview while dragging and grab a round area on non-square outputs, passes linked only by a buffer run in order, a recompile keeps a flown camera’s yaw, and Modules learn when the pointer leaves the panel
  • A batch of viewport events reaches exactly one cook, the Module pick ray is a world-space ray from the host camera, and numeric keypad keys reach Module viewports
  • Module GPU timings in Stats resume after a sequence render
  • Mesh Source imports meshes with many zero-area triangles in seconds (a 720,000-triangle GLB took over 12 minutes, now about 1 s)
  • StreamDiff frame_skip_steady no longer slows the rest of the graph and the UI
  • StreamDiff reports itself unhealthy when diffusion frames fail
  • Depth Estimation saves its model family, size and resolution with the project
  • FlashDepth is no longer offered in Depth Estimation or the engine downloads; Depth Anything V2 is unchanged
  • MediaPipe follows hands from frame to frame again, so it finds a second hand, and the hand crop keeps its angle on wide frames
  • An RTX Video Super Resolution node created after a StreamDiff node works and no longer passes its input through unscaled
  • Pattern sources each keep their own size, type and animation, and a renamed image, video or pattern source keeps its input
  • Video recordings on GPUs older than Sentinel supports (such as a GTX 1060) stop with an error and no longer record solid green, and trial recordings of odd-sized subjects start
  • The license no longer drops to trial after a reboot because of network adapter order
  • Bug reports keep GPU, driver and engine data and are accepted from a licensed machine activated through another network adapter
  • The mouse wheel scrolls full-screen programs such as Claude Code in the embedded terminal
  • For agents: the first MCP command after a restart is delivered, and abandoning a Module compile frees its worker for the next one
  • Engine pack downloads come from a dedicated download domain and no longer hit a rate limit
18 Aug 2026 v0.5.66 Stable Alpha Build 10

Download v0.5.66 1.55 GB

This stable alpha adds frame-accurate PNG rendering, static mesh import, demand-driven Modules, a managed 22-project agent workspace, faster shader compilation, and a broad round of workflow, upgrade, and reliability fixes.

New: Frame-Accurate Offline Rendering

  • Render any healthy pipeline output as an exact fixed-step PNG sequence, with PNG8 or linear 16-bit RGBA PNG16 output for animation, depth, masks, technical passes, and synthetic datasets
  • Animate parameters per frame or let Conductor drive Timecode, Beat mode, cues, and macros from the exact render time
  • Parameter tracks and cue state are locked to the correct frame before each graph cook, including long deterministic renders used for synthetic data
  • Every sequence includes a manifest and per-frame hashes, and fully deterministic Module graphs can produce bit-identical reruns while Sentinel is visible or minimized
  • Progress and cancellation stay available while Sentinel remains responsive, and tracked parameters and expressions restore when the render ends

New: 3D Mesh Import

  • The new Mesh Source node imports static OBJ, FBX, GLB, and glTF geometry in the background
  • Imported geometry uses a consistent coordinate space, reloads from a cache, and stays portable when projects collect assets
  • Compatible Modules receive the complete geometry through one visible Mesh pin and cable, with preview, picking, presets, switching, undo, save, and reload support

Performance And Idle Rendering

  • Eligible data-driven Modules and refreshed examples can use OnDirty execution, keeping their last output until something changes and reporting honest idle timing in Stats
  • Module compilation stays in the background with visible progress and controls for long jobs, while a new fast compile mode substantially shortens first load for projects such as Koi Tank
  • Newly created projects now default to a maximum frame rate of 60 FPS

Expanded Agent Workspace

  • The bundled public workspace now contains 22 reviewed, self-contained example projects with their Modules stored inside each project
  • New studies since Alpha Build 9 include Axon Press, Sunward Corridor, Vitreous Cross, Reactor Shaft, Koi Tank, Formicary, Robot Cell, and Spectral Bench
  • Koi Tank keeps its beauty render and technical scope inside one renderer, so the overlay remains aligned with the same camera and can be toggled as a secondary pass
  • The workspace manuals and agent skills cover deterministic rendering, PNG8 and PNG16 output, mesh importing, semantic Mesh wiring, and idle-safe Module authoring
  • Default workspace upgrades refresh official projects, knowledge, and skills while preserving user-added content and backing up modified official files
  • Agent guidance starts with a small set of relevant examples and expands the search when the requested work needs broader reference material

Workflow Polish And Fixes

  • File > Open Project starts in the workspace’s projects folder, and graph nodes select on the first click after editing Properties
  • The embedded Terminal keeps keyboard and remote-input ownership, and large graphs retain correct wire geometry outside the visible canvas
  • Explorer file drops only reach compatible visible targets, and preset tools have clearer deletion and remembered save destinations
  • StreamDiff project changes avoid duplicate engine reloads, while MediaPipe tracker toggles persist and Person Segmentation projects auto-discover engines after moving between computers
  • Standalone RTX Video Super Resolution accepts common high-bit-depth inputs and keeps a visible fallback when NVIDIA’s VSR path rejects a format
  • Module reloads more reliably preserve links, resolution, and parameter changes queued during compilation
  • Installer upgrades recover bundled workspace content cleanly and migrate older license caches without disturbing unrelated user projects

Installer And Licensing Note

  • Existing activated installations need to reactivate once because Sentinel now uses a signed, machine-bound license cache
  • The installer presents the Sentinel EULA and requires acceptance before installation