Releases: r1n7aro/Locus
Releases · r1n7aro/Locus
Release list
v0.8.4
English
Added
unity_yaml_readacceptsreader: "default"on asset roots to bypass matching Skill readers. Child paths can resolve serialized fields hidden from the Inspector through the live Editor.- Manually refreshing a Codex subscription now updates usage limits and the available model list together.
Fixed
- Skill YAML readers use the current field-depth and array limits. Empty results and reader failures fall back to Property Tree while preserving the default read's source and status.
- With session undo disabled, Unity Editor operations no longer hold the workspace file lock for their duration, allowing other Agents to edit source files.
- Queued Unity Test runs honor cancellation and timeouts. Test Framework errors now end active runs and record the error.
- The compile server preserves references used by earlier compilations when DLLs refresh. DLLs can be replaced during caller scans, which read both the old and new results correctly.
- A failed Codex model refresh preserves the current model list. Subscription model requests use an updated client version.
- Model default settings continue to show app Agent and subagent definitions during workspace sessions.
- Knowledge document drag targets remain stable across folders and hover expansion.
- The worktree selector keeps a stable height while branches load.
Removed
- No user-facing workflows or compatibility paths were removed.
中文
新增
unity_yaml_read支持在资产根路径指定reader: "default",跳过匹配的 Skill 读取器;子路径可从实时 Editor 定位 Inspector 未显示的序列化字段。- Codex 订阅信息的手动刷新同时更新额度和可用模型列表。
修复
- Skill YAML 读取器对齐当前字段深度和数组数量限制;返回空内容或执行失败时回退到 Property Tree,并保留默认读取的来源与结果状态。
- 关闭会话撤回时,Unity Editor 操作不再持续占用工作区文件锁,其他 Agent 可继续编辑源文件。
- Unity Test 排队期间支持取消和超时;Test Framework 报错后会结束活动测试并记录错误。
- 编译服务刷新 DLL 时保留旧编译所需引用;调用关系扫描期间可替换 DLL,并正确读取替换前后的结果。
- Codex 模型刷新失败时保留现有模型列表;更新订阅模型请求的客户端版本。
- 工作区会话中的模型默认值设置保持显示应用级 Agent 和子 Agent 定义。
- 知识文档跨文件夹拖拽及悬停展开时,目标行保持稳定。
- worktree 选择面板在分支加载期间保持稳定高度。
移除
- 本版本没有移除面向用户的工作流或兼容路径。
Locus v0.8.3
English
Added
- Added global search for Knowledge documents and active or archived sessions. Press
Ctrl+Fin Development to search titles and content across the projects shown in the workspace, with previews, modification times, keyboard navigation, and configurable search sources. - Added managed Git worktrees and reusable Unity project pools. The Python SDK can create, import, acquire, release, and target checkouts, and manage their Unity Editor lifecycle, including headless operation.
- Added selective Unity asset integration through the merge SDK. Plans can choose commits, files, objects, and fields; preview frozen changes; apply them; and validate the result before committing.
- Added a shared Unity asset API for Python, TypeScript Views, and merge plans, with explicit YAML or live Editor backends, revision checks, batched changes, and serialized array operations.
- Added a CSV worksheet editor with cell editing, sorting, filtering, formatting, and saved layout. The Python SDK supports openpyxl worksheet and style objects while keeping CSV values as text.
- Views now run inside the Workbench using Locus components, themes, and services. Single-file Vue Views support bundled compilation, file watching, hot updates, and a shared TypeScript SDK.
- Added structured Unity profiling through the shared Profiler API: metric discovery, captures, statistics, baseline comparisons, and CSV export.
- Added session execution timing and upstream model metadata, expanded history search and context exports, and SDK access to workspace Agent rules.
- Added the local
/garbage-collectioncommand to reclaim unused space in the session and current project databases while preserving their records.
Fixed
- Added version guards for memory snapshot and managed reference APIs to fix plugin compilation errors in Unity versions before 2022.2.
- Hardened Codex transport, reasoning replay, and compaction handling. Supported Astra requests can accept steering input during a run, and remote compaction has a longer response idle timeout.
- Kept Workbench panes, previews, Git actions, knowledge operations, and View callbacks bound to their originating checkout and runtime generation.
- Unified document editing sessions so Markdown controls, drafts, and editor state follow the document across Workbench surfaces.
- Focused, loaded session tabs are now marked as read even when their saved scroll position is in older history; inactive split panes keep their unread state.
- Fixed Windows resize synchronization taking ownership of Tauri's resize overlay, which could leave stale borders intercepting input after maximizing the window.
- Bounded console and View log handling, and added database maintenance checks that preserve message order and context exports.
Removed
- Removed the separate content WebView path for Workbench Views. Unity external View windows retain an adapter to the shared runtime.
- Removed View templates and the old
view_*tool registrations; View creation and operations now useexecute_typescriptand the shared SDK. Existing View packages remain readable.
中文
新增
- 新增知识文档与会话全局搜索。在开发界面按
Ctrl+F,可搜索工作区中所显示项目的知识标题、正文,以及活动或已归档会话;支持内容预览、修改时间、键盘选择与搜索范围设置。 - 新增受管 Git worktree 与可复用 Unity 项目池。Python SDK 可创建、导入、申请、释放并指定 checkout,管理对应 Unity Editor 的启动与关闭,支持无界面运行。
- 新增 Unity 资源选择性整合流程。通过 merge SDK 按提交、文件、对象或字段制定计划,预览冻结快照中的改动,应用并验证结果后再提交。
- Python、TypeScript View 与合并计划共用 Unity 资源 API;可显式选择 YAML 或实时 Editor 后端,支持版本校验、批量修改和序列化数组操作。
- 新增 CSV 工作表编辑器,支持单元格编辑、排序、筛选、格式与布局保存。Python SDK 可使用 openpyxl 的工作表和样式对象,CSV 值继续按文本保存。
- View 改为在工作台内复用 Locus 组件、主题与服务。单文件 Vue View 支持随应用分发的编译器、文件监听、热更新与共享 TypeScript SDK。
- 新增结构化 Unity 性能采集,共用 Profiler API 提供指标发现、捕获、统计、基线对比与 CSV 导出。
- 新增会话执行耗时与上游模型记录,扩展历史搜索和上下文导出;Python SDK 可读取、修改和启停工作区 Agent 规则。
- 新增本地
/garbage-collection命令,在保留数据记录的前提下回收会话库和当前项目数据库的空闲空间。
修复
- 为内存快照和托管引用 API 补充版本条件编译,修复 Unity 2022.2 之前版本中的插件编译错误。
- 加固 Codex 传输、思考内容回放与上下文压缩。受支持的 Astra 请求可在运行中接收追加输入,远程压缩使用更长的响应空闲超时。
- 工作台分屏、预览、Git 操作、知识操作与 View 回调保持绑定原 checkout 及其运行代次。
- 统一文档编辑会话,使 Markdown 控件、草稿和编辑器状态在不同工作台界面之间保持一致。
- 已加载且获得焦点的会话标签会直接标为已读,无需滚动到最新消息;未激活的分屏继续保留未读状态。
- 修复 Windows 缩放同步干预 Tauri 缩放边框,导致窗口最大化后残留边框拦截输入的问题。
- 为控制台和 View 日志处理增加容量限制,并补充保留消息顺序与上下文导出结果的数据库维护检查。
移除
- 移除工作台 View 的独立内容 WebView 路径;Unity 外部 View 窗口保留连接共享运行时的适配层。
- 移除 View 模板及旧
view_*工具注册,创建与操作统一由execute_typescript和共享 SDK 承担;已有 View 包仍可读取。
Locus v0.8.2
English
Added
- Added GPT-6 Astra to ChatGPT subscription models, with reasoning effort and Fast mode controls. The configured context window now applies to all subscription models.
- Added a per-session Multi-Agent control in the model selector. The selection is preserved across reloads, split panes, detached windows, and session forks.
- The Python SDK can list, query, wait for, and cancel tasks; send messages between parent, child, and sibling Agents; and resume failed or cancelled subagents in their existing conversations. Tasks support short names and full output logs. Background execution is enabled by default on upgrade and can be disabled in Experimental settings.
- Explorer can inspect live Unity data through bounded, read-only C# queries, alongside code and asset searches.
- Archived sessions and Unity Inspector content now open in Workbench editor tabs. Unity selections and file attachments are sent to the most recently focused composer in the matching workspace.
Fixed
- Aligned Codex subscription requests with the current Responses protocol, including tool namespaces, WebSocket prewarming, HTTP fallback, and compressed HTTP requests. Reopened and reconnected conversations preserve canonical response items and encrypted reasoning; failed or incomplete responses stop before tool execution.
- Corrected remote-compaction retention budgets for text and images, and applied configured subscription context limits consistently in the frontend and backend.
- Subagents now use their configured model, provider, credentials, reasoning effort, and speed settings instead of inheriting the parent provider route.
- Background results and Agent messages are persisted before delivery, retry without duplicate notifications, and survive foreground-round finalization. Session migrations preserve older context exports and explicitly mark missing historical fields as empty.
- Kept Agent pages, Workbench editors, session controls, and detached windows bound to the selected workspace. File previews revalidate after disk changes while preserving unsaved edits.
- Fixed virtual console row measurement, scrolling, and resizing with large log histories. Added runtime stall and bridge diagnostics.
- Unity recompilation results remain available across retries and are matched to the originating operation. Plan mode now blocks recompilation, test execution, and Editor state changes while allowing read-only inspection.
- Consolidated Unity guidance around verified edit targets, Prefab instance scope, structured asset edits through Unity APIs, and the existing authorization for the task.
Removed
- Removed the standalone get_task_status and cancel_task tools; task controls are built into the Python SDK.
- Removed the separate legacy Inspector surface and archived-session Settings page after moving these workflows into the Workbench.
- Removed superseded bundled Unity rule files. Upgrades clean up the retired bundled copies while preserving user Agent definitions and project overrides.
- Removed the retired dev Agent compatibility path. Its definitions, rules, and model preferences are no longer loaded or merged into Unity; upgrades remove the bundled agent/dev directory.
中文
新增
- ChatGPT 订阅模型新增 GPT-6 Astra,支持思考强度与 Fast 模式;配置的上下文窗口现适用于全部订阅模型。
- 模型选择器新增会话级 Multi-Agent 控制,选择状态会随会话重载、分屏、独立窗口和会话分叉保留。
- Python SDK 支持任务列表、查询、等待与取消,父子及同级 Agent 间消息通信,以及在原会话内续跑失败或取消的子 Agent。任务支持短名称和完整输出日志。升级后默认启用后台执行,可在实验性设置中关闭。
- Explorer 可通过有界、只读的 C# 查询调查实时 Unity 数据,并结合代码与资产搜索返回结果。
- 归档会话与 Unity Inspector 内容统一在工作台编辑器标签中打开;Unity 选中对象和文件附件会发送到对应工作区最近聚焦的输入框。
修复
- 对齐 Codex 订阅的 Responses 协议,支持工具命名空间、WebSocket 预热、HTTP 回退及请求压缩。会话重新打开或重连后保留原始响应项与加密推理内容;失败或不完整的响应会在执行工具前停止。
- 修正远程压缩对文本和图片的保留预算,并统一前后端对订阅模型上下文配置的应用。
- 子 Agent 使用自身配置的模型、提供方、凭据、思考强度和速度设置,修复模型名称已切换但请求仍走父 Agent 提供方的问题。
- 后台结果和 Agent 消息在投递前持久化,重试不会重复通知,前台轮次结束也不会覆盖后台结果。会话迁移保留旧上下文导出能力,历史缺失字段显式写为 empty。
- Agent 页面、工作台编辑器、会话操作和独立窗口保持绑定所选工作区;磁盘文件变化后重新校验预览,同时保留未保存的编辑。
- 修复大量日志下控制台虚拟列表的行高测量、滚动和窗口缩放,并补充运行时卡顿与桥接诊断。
- Unity 重编译结果在重试后仍可读取,并与发起操作正确关联。Plan 模式禁止重编译、测试执行和 Editor 状态变更,同时保留只读调查。
- 收敛 Unity 操作规则,明确已验证的编辑目标、Prefab 实例范围、通过 Unity API 修改结构化资产,以及沿用任务中已有授权。
移除
- 移除独立的 get_task_status 和 cancel_task 工具,任务控制统一使用 Python SDK 内置接口。
- Inspector 与归档会话工作流迁入工作台后,移除旧独立 Inspector 界面和设置中的归档会话页。
- 移除已合并的内置 Unity 规则文件;升级安装时清理旧内置副本,保留用户 Agent 定义与项目覆盖规则。
- 移除旧 dev Agent 兼容路径,其定义、规则和模型偏好不再加载或合并到 Unity;升级安装时清理内置 agent/dev 目录。
Full Changelog: v0.8.1...v0.8.2
Locus v0.8.1
Added
- Text zoom and Markdown editing. Ctrl+wheel text zoom is available in Markdown editors and previews, text viewers, diffs, and merge views. Workspace Markdown files now open in rendered CodeMirror mode.
Fixed
- Restored missing Workbench session editor capabilities, including compaction, interrupted-run resume, Plan mode, full-session and message-level forks, history navigation, context export and review, and pane-owned Thinking and Changes panels.
- Scoped session panes preserve drafts, execution settings, todos, background-task updates, undo and diff state, scroll history, and session actions across editor remounts.
- File, Knowledge, Unity, and native-drop actions remain bound to their originating workspace and session.
- Knowledge document outlines align with the document body and available viewport.
- Restored system resources return to the beginning of the workspace root.
- ONNX Runtime preparation resumes partial downloads and validates package and runtime integrity.
- Improved keyboard access for Changes panel resizing, undo selection, command lists, and close controls.
Removed
- No user-facing workflows or compatibility paths were removed.
新增
- 文本缩放与 Markdown 编辑。 Markdown 编辑器与预览、文本查看器、Diff 和 Merge 支持 Ctrl+滚轮缩放;工作区 Markdown 文件默认使用 CodeMirror 渲染态编辑。
修复
- 修复工作台会话编辑器的功能缺失,恢复上下文压缩、中断续跑、Plan 模式、整会话与指定消息分叉、历史导航、上下文导出与审查,以及归属当前分屏的思考和文件修改面板。
- 分屏会话在编辑器重新挂载后继续保留草稿、执行配置、Todo、后台任务状态、撤回与 Diff 状态、滚动历史和会话操作。
- 文件、知识、Unity 和原生拖放操作始终绑定其来源工作区与会话。
- 知识文档大纲会对齐正文起点,并按可用视口计算高度。
- 重新显示的系统资源会回到工作区根节点首位。
- ONNX Runtime 准备流程支持断点续传,并校验下载包与运行时文件完整性。
- 文件修改面板缩放、撤回选择、命令列表和关闭控件补齐键盘操作能力。
移除
- 本版本没有移除面向用户的工作流或兼容路径。
Locus v0.8.0
Added
- Concurrent multi-workspace operation. Multiple projects and Git worktrees can run in one Locus instance, with parallel sessions, Unity connections, Knowledge indexes, asset databases, and workspace services. Each workspace keeps an independent execution context, runtime state, and resource cache.
- VS Code-style split workbench. Sessions, files, Knowledge documents, Unity assets, and Views open as editor tabs. Tabs can be reordered, split in four directions, moved between panes, or detached into native windows. Window layouts, tabs, drafts, scroll positions, and unsaved content can be restored.
- Development workspace tree. Sessions, Knowledge, collaboration, and files now share one workspace tree, with single- and multi-workspace layouts, saved presets, virtual folders, mounted directories, and per-node visibility controls.
- Persistent Markdown editing. Knowledge documents now use CodeMirror 6 for Live Preview and source editing, preserving selections, undo history, scroll position, drafts, and unsaved changes across document switches and split panes.
- Expanded Knowledge workflows. Added
Planas a fifth knowledge type, writable project Skill packages underLocus/skills, automatic Skill refresh, document outline navigation, cached loading, and conflict-aware collaborative editing. - Workspace and Unity mentions. Chat
@search now covers workspace files and folders as well as live Unity scene objects, with ranked results and explicit object references. - Richer Unity inspection.
unity_yaml_readcan display selected hierarchy metadata, including active state, Prefab source, world transforms, RectTransform bounds, tags, layers, and components. SubScene reads can follow the authoring Scene hierarchy, and adjustable serialized fields can render as inline property controls. - Unity coordination and incremental synchronization. A workspace change journal selects targeted imports, full refreshes, or no-op recompiles from verified file events. Experimental
unity_lockandunity_releasecoordinate multiple Agents sharing one Editor. - Runtime and provider controls. Sub-agent defaults now include model, reasoning effort, and response speed. Custom Responses providers can enable Codex V2 remote compaction, with normalized reasoning replay for supported DeepSeek V4 routes.
- Session SDK and diagnostics. The Python SDK can list running sessions and send sourced input to another active run. Debug mode adds DevTools control, CDP port discovery, WebView bridge diagnostics, and bounded log batching.
Fixed
- Strengthened isolation for session events, Unity services, MCP, C# analysis, asset databases, Knowledge, diff/merge state, Views, and caches across workspaces.
- Switching workspace scopes now refreshes the Unity plugin install or update notice. Late status checks and transient failures no longer overwrite newer event-driven notices.
- Preserved streaming sessions, input drafts, pending confirmations, queued attachments, image previews, and unsaved files while moving tabs, transferring windows, or remounting editors.
- Failed, cancelled, or backend-revoked optimistic sends now restore complete local-file attachments and absolute paths to the composer.
- Failed or timed-out window transfers now leave the tab and editor state safely in the source window.
- Manual context compaction can queue behind an active run and executes before queued follow-up input. Child Agent sessions remain independently controllable.
- Responses API citations now persist through session storage and context export. Incremental UTF-8 decoding preserves multibyte characters split across streaming chunks.
- Streaming Markdown, syntax highlighting, collapsed tool interaction, and tool file previews remain stable while content grows or finishes streaming.
- Interrupted or failed sub-agents return persisted partial output. Deferred tool schemas load by exact wire name, and image tools validate model vision support before execution.
- Unity recovery now exposes Safe Mode and Editor log paths, waits for modal-dialog transitions, and cancels interrupted Unity Test runs through the Test Framework lifecycle.
- Collapsed tool rows use concise UI labels, while expanded rows retain exact monospace tool identifiers.
Removed
- Removed the legacy Project entry and second-level workspace bar; the Development workbench and workspace tree now provide the unified navigation model.
- Removed the Vditor-backed Markdown editor and its legacy rendering and compatibility paths after the CodeMirror migration.
- Removed the manual
skill_reloadtool; Locus now refreshes Skill manifests automatically after file changes.
新增
- 多工作区同时运行。 可在同一 Locus 实例中打开多个项目与 Git worktree,并行运行会话、Unity、知识索引、资产数据库及工作区服务。每个工作区保持独立的执行上下文、运行状态与资源缓存。
- VS Code 式分屏工作台。 会话、文件、知识文档、Unity 资产和 View 统一以编辑器标签打开;标签可拖动排序、四向分屏、跨分屏移动或拖出原生窗口。窗口、分屏、标签、草稿、滚动位置及未保存内容支持恢复。
- 开发工作区树。 会话、知识、协作与文件统一进入一棵工作区树,支持单工作区与多工作区显示、树预设、虚拟文件夹、目录挂载及节点显隐。
- 持久化 Markdown 编辑。 知识文档迁移到 CodeMirror 6,实时预览与源码模式共享同一编辑器;文档切换和分屏期间保留选区、撤销历史、滚动位置、草稿与未保存修改。
- 知识工作流扩展。 新增第五类知识
Plan;项目可在Locus/skills下维护可写 Skill Package;文件变化后自动刷新 Skill;同时加入文档大纲、正文缓存和冲突感知的协同编辑。 - 工作区与 Unity 引用搜索。 Chat 的
@搜索覆盖工作区文件、文件夹及实时 Unity 场景对象,并提供排序后的结果和明确对象引用。 - 更完整的 Unity 检查。
unity_yaml_read可选择显示激活状态、Prefab 来源、世界变换、RectTransform 范围、Tag、Layer 和组件等层级字段;SubScene 可继续读取其 Authoring Scene;可调序列化字段可渲染为内联属性控件。 - Unity 协作与增量同步。 Workspace Change Journal 根据可验证的文件事件选择定向导入、全量刷新或跳过重编译;实验性
unity_lock与unity_release可协调多个 Agent 共用一个 Editor。 - 运行时与供应商控制。 子 Agent 默认值扩展为模型、思考强度和响应速度;自定义 Responses 供应商可启用 Codex V2 远程压缩;支持的 DeepSeek V4 路由会规范化推理内容回放。
- 会话 SDK 与诊断。 Python SDK 可列出运行中的会话,并向另一个活动运行发送带来源信息的输入。调试模式加入 DevTools 控制、CDP 端口发现、WebView Bridge 诊断和有界日志批处理。
修复
- 加强多工作区之间的会话事件、Unity 服务、MCP、C# 分析、资产数据库、知识、Diff/Merge、View 和缓存隔离。
- 切换工作区作用域后会刷新 Unity 插件的安装或更新提示;较晚完成的状态检查与临时失败不会覆盖较新的事件状态。
- 标签移动、窗口交接及编辑器重新挂载期间,会保留流式会话、输入草稿、待确认操作、排队附件、图片预览和未保存文件。
- 发送失败、取消或被后端撤回的乐观消息会把完整本地文件附件与绝对路径恢复到输入框。
- 目标窗口创建失败或交接超时时,标签及编辑状态会安全保留在原窗口。
- 手动上下文压缩可在当前运行后排队,并优先于后续排队输入执行;子 Agent 会话可独立控制。
- Responses API 的引用会写入会话存储及上下文导出;增量 UTF-8 解码会保留跨流式分块的多字节字符。
- 流式 Markdown、语法高亮、折叠工具交互和工具文件预览在内容增长及流结束时保持稳定。
- 中断或失败的子 Agent 会返回已经持久化的部分输出;延迟工具按精确 wire name 加载;图片工具会在执行前检查模型的图像理解能力。
- Unity 恢复流程会显示 Safe Mode 与 Editor 日志路径,等待弹窗状态切换,并通过 Test Framework 生命周期取消中断的 Unity Test。
- 折叠工具调用使用简洁界面标签,展开后继续显示精确的等宽工具标识符。
移除
- 移除旧一级“项目”入口与第二层工作区栏,统一由“开发”工作台和工作区树承载。
- CodeMirror 迁移完成后,移除 Vditor 编辑器及其旧渲染和兼容路径。
- 移除手动
skill_reload工具,Skill 文件变化后由 Locus 自动刷新清单。
Locus v0.7.4
Added
- Configurable Codex context windows. ChatGPT subscription models now accept context windows from 16K to 1M tokens, defaulting to 272K. Effective context and automatic compaction limits scale with the configured value, and legacy Extended Context settings migrate to 372K.
- Prompt cache diagnostics. Session context usage now records cache invalidations from provider-reported usage, including model or provider changes and abnormal uncached input growth. These records are included in context exports, with optional in-app warnings available under Notifications.
- Prefab-aware Unity Property Tree.
unity_yaml_readnow identifies live Editor and disk YAML sources, supports configurable array limits, merges Prefab source and Variant data, marks overridden properties, folds identical repeated Prefab instances, and returns readable semantic subasset paths. - Safer structured output from
unity_execute.printJsonnow supports anonymous objects, stored fields, dictionaries, materialized collections, shared and cyclic references, and nested Unity objects. Deferred enumerables and target property getters remain unevaluated. - Fast development installers.
bun run build:installerscreates incremental zlib-compressed development installers. Release installers retain ThinLTO optimization and both embedded-runtime flavors.
Fixed
- Unity recompilation lifecycle. Recompile requests now wait for Unity's compilation-start event, persist intermediate state across domain reloads, reconcile after bridge reconnection, and report detailed timeout diagnostics.
- Knowledge query output. Summary results use one line per document, detailed results use compact path-and-line headers, and frontmatter matches expose only the relevant summary or maintenance-rule value. App Skill packages are grouped under their real application roots, and Skill caches refresh after knowledge or plugin changes.
- Tool-call handoffs. Provisional provider tool calls omitted from the completed response no longer appear as empty completed calls.
- Rendered Markdown editing. Activating the editor from rendered content preserves the scroll position, document height, and clicked caret location.
- View runtime imports. Default
.vueimports remain stable with TypeScript 6 CommonJS interop. - File-read context. Absolute line numbers now use compact prefixes, reducing context usage and matching compaction excerpts.
Removed
- No user-facing workflows or compatibility paths were removed.
新增
- 可配置的 Codex 上下文窗口。 ChatGPT 订阅模型支持 16K 至 1M Tokens,默认 272K;有效上下文与自动压缩阈值随配置同步调整,旧版“扩展上下文”设置会迁移为 372K。
- 提示词缓存诊断。 会话上下文用量会根据服务端统计记录缓存失效,包括模型或提供方切换、异常未缓存输入增长;诊断记录会写入上下文导出,并可在通知设置中启用应用内警告。
- Prefab 感知的 Unity Property Tree。
unity_yaml_read会标明实时 Editor 或磁盘 YAML 来源,支持配置数组展开数量,合并 Prefab 源与 Variant 数据,标记覆盖属性,折叠相同的重复 Prefab 实例,并返回可读的子资源语义路径。 - 更安全的
unity_execute结构化输出。printJson支持匿名对象、存储字段、字典、已物化集合、共享与循环引用及嵌套 Unity 对象;延迟枚举器与目标属性 getter 保持未执行状态。 - 快速开发安装包。
bun run build:installers可生成采用增量编译和 zlib 压缩的开发安装包;发布安装包继续使用 ThinLTO,并生成两种运行时版本。
修复
- Unity 重编译生命周期。 重编译请求会等待 Unity 发出编译开始事件,在 Domain Reload 期间持久化中间状态,连接恢复后继续核对结果,并提供完整的超时诊断。
- 知识查询输出。 摘要模式每篇文档占一行,详细模式使用紧凑的路径与行号标题;Frontmatter 命中仅返回相关摘要或维护规则。应用 Skill 包会归入真实应用目录,知识或插件变化后会立即刷新 Skill 缓存。
- 工具调用交接。 Provider 预告后未出现在最终响应中的工具调用,不再显示为空的已完成调用。
- 渲染态 Markdown 编辑。 从渲染内容进入编辑时会保留滚动位置、文档高度和点击位置对应的光标。
- View 运行时导入。 TypeScript 6 CommonJS 互操作下的
.vue默认导入保持稳定。 - 文件读取上下文。 绝对行号改用紧凑前缀,减少上下文占用,并与压缩摘录格式保持一致。
移除
- 本版本没有移除面向用户的工作流或兼容路径。
Locus v0.7.3
English
Added
- Codex automatic approval review. Codex users can opt into a structured review of pending tool actions. Reviews use the latest user request and bounded local inspection data; safe actions can proceed automatically, while escalated actions show the review rationale and risk level.
- Dangerous command interception. Forced deletion patterns in Bash, PowerShell, and CMD request approval by default.
- Four-state knowledge editing. Knowledge documents now support inherited, disabled, confirmation-required, and automatic AI editing modes, with legacy metadata migration and consistent enforcement across knowledge and filesystem tools.
- Local simulated models. Debug mode exposes deterministic streaming, tool-call, and error-response presets without network access.
- Atomic multi-edit batches. The
edittool can apply multiple independent replacements against one original file snapshot and commits the update only when every replacement is valid. - Combined Unity Test discovery. Unity Test tools discover Edit and Play Mode tests together by default and render assembly, suite, and test paths as a tree.
- Staged context review. Session context review creates a dedicated chat, exports the context asynchronously, and places the resulting file in the composer for inspection before sending.
- Testing workflows. Added isolated-instance onboarding bypass and WebView stress drivers for streaming, session switching, and live tool calls.
- Unity Property Tree.
unity_yaml_readandunity_yaml_searchnow use one path-addressable property tree for scene hierarchies, components, subassets, and serialized fields, returning child paths for continued inspection when output exceeds the current budget. - Agent customization. User Agents and tool-description overlays can load from
user-agents; the Agent panel can control environment, rule, knowledge-context, and lazy-tool prompt injections and reload changed definitions immediately. - Session context usage. A context-usage window breaks token consumption down across system prompts, runtime injections, messages, and tool results, with per-tool distribution and effective model output speed.
- Per-Agent model defaults. Model and reasoning effort defaults persist independently for each Agent, while Codex and custom providers expose prompt-prefix cache lifetime controls.
Fixed
- Abnormal web-search continuation. Fixed Codex hosted
web_searchresults being replayed as local tool calls, which could trigger duplicate follow-up turns. - Windows handle leak. Updated to the upstream-fixed Tauri/Wry runtime so window-border DPI queries no longer leak Windows device-context handles.
- Windows Rust test startup. Embedded the Common Controls v6 manifest in Rust unit-test binaries, preventing
STATUS_ENTRYPOINT_NOT_FOUNDwhile loadingTaskDialogIndirect. - Child-process lifecycle. Shell, Skill, development-server, and other child process trees are tracked by session, workspace, and application lifecycle and terminate with the owning operation.
- Read-only additional directories. File writes, Shell working directories, and command path targets now consistently enforce read-only additional-workspace constraints.
- Message layout stability. Improved message layout stability and fixed most flicker caused by streaming chat rendering, covering Markdown height reconciliation, stream-end scrolling, tool state settlement, and expansion-state retention.
- Parallel tool execution. Workspace mutations use path-aware coordination, same-file edits are batched safely, independent writes can overlap, and read-only subagents can run alongside compatible tools.
- Hosted tools and background tasks. Provider-hosted tool calls stay out of client function history, completed hosted rounds stop correctly, immediate async startup failures return directly, and notify-mode results arrive without status polling.
- Image-only chat turns. Compaction, paging, and turn navigation retain image prompts and exclude internal reminder turns.
- Shell and search environment. Search paths resolve consistently against the workspace, PowerShell guidance reflects the detected runtime, and
pwshis directly available from the Bash environment. - Unity hot-reload feedback. Edit feedback appears only while the hot-reload pipeline is active.
- Knowledge metadata refresh. Document file metadata remains visible while save responses reconcile with the following refresh.
- History graph layout. The workspace WIP lane stays anchored to HEAD ahead of descendant branch commits.
Removed
- No user-facing workflows or compatibility paths were removed.
中文
新增
- Codex 自动审批审查。 Codex 用户可选择启用待批准操作的结构化审查。审查仅使用最近一条用户请求与受限的本地检查信息;安全操作可自动继续,需要人工判断时会显示风险级别与审查理由。
- 危险命令拦截。 Bash、PowerShell 和 CMD 中的强制删除命令默认请求批准。
- 知识文档四态编辑。 知识文档支持继承、禁止 AI 编辑、用户确认后编辑和自动编辑,并迁移旧元数据,在知识工具与文件工具中统一执行约束。
- 本地模拟模型。 Debug 模式提供确定性的流式回复、工具调用与错误回复预设,全程本地运行。
- 原子批量编辑。
edit可基于同一份原始文件快照执行多处独立替换,全部校验成功后一次写入。 - Unity Test 联合发现。 Unity Test 工具默认同时发现 Edit 和 Play Mode 测试,并按模式、程序集、套件和测试输出树状结构。
- 上下文审查附件。 会话回顾会创建独立聊天、异步导出上下文,并将导出文件放入输入区供发送前检查。
- 测试工作流。 新增隔离实例跳过首次引导,以及聊天流式渲染、会话切换和实时工具调用的 WebView 压力测试。
- Unity Property Tree。
unity_yaml_read和unity_yaml_search统一使用可逐层展开、可按路径续读的属性树,覆盖场景层级、组件、子资源与序列化字段,并在超出输出预算时返回可继续读取的子路径。 - Agent 定制。 支持从
user-agents加载用户 Agent 与工具描述覆盖,在 Agent 面板中控制环境、规则、知识上下文及延迟工具清单等提示词注入项,并在配置变化后即时重载。 - 会话上下文用量。 新增上下文用量窗口,按系统提示、运行时注入、会话消息和工具结果拆分 token 占用,并显示工具调用分布与模型有效输出速度。
- 每 Agent 模型默认值。 模型和推理强度可按 Agent 独立保存;Codex 与自定义供应商可设置提示词前缀缓存有效期。
修复
- Web 搜索异常续轮。 修复 Codex 托管
web_search结果被重复回放为本地工具调用、进而触发异常重复续轮的问题。 - Windows 句柄泄漏。 更新到包含上游修复的 Tauri/Wry 运行时,避免窗口边框 DPI 查询持续泄漏 Windows 设备上下文句柄。
- Windows Rust 测试启动。 为 Rust 单元测试二进制嵌入 Common Controls v6 清单,修复加载
TaskDialogIndirect时触发STATUS_ENTRYPOINT_NOT_FOUND的问题。 - 子进程生命周期。 Shell、Skill、开发服务器及其他子进程按会话、工作区和应用生命周期统一管理;取消会话、切换工作区或退出应用时会终止对应进程树。
- 只读附加目录。 文件写入、Shell 工作目录和命令路径统一遵守附加工作目录的只读约束。
- 消息界面布局稳定性。 增强消息界面的布局稳定性,修复了大部分会话流式渲染造成的闪烁问题,覆盖 Markdown 高度对账、流结束滚动、工具状态收敛与展开状态保留。
- 并行工具执行。 工作区写入按路径协调,同文件编辑安全合并,独立写入可并行执行,只读子 Agent 可与兼容工具同时运行。
- 托管工具与后台任务。 服务端托管工具不会作为本地函数历史重复回放;托管轮次可正确结束;异步启动失败会直接返回;notify 结果会自动送达。
- 纯图片聊天轮次。 上下文压缩、历史分页与轮次导航会保留图片提示,并排除内部提醒轮次。
- Shell 与搜索环境。 搜索路径统一按工作区解析,PowerShell 提示与实际运行时保持一致,Bash 环境可直接调用
pwsh。 - Unity 热重载反馈。 编辑状态仅在热重载管线启用时显示。
- 知识元数据刷新。 保存响应与后续刷新交接期间,文档文件元数据保持可见。
- 历史图布局。 工作区 WIP 主线会优先连接 HEAD,避免被后代分支占用。
移除
- 本版本未移除面向用户的工作流或兼容路径。
Locus v0.7.2
English
Added
- Live background task updates. Async and notify tool calls now update their original tool block as execution progresses. Shell output streams live, final results persist in session history, and background shell and Unity Test runs continue until completion or cancellation without synchronous execution deadlines.
- Built-in Unity project-file generation. The Locus Unity plugin can generate complete
.slnand.csprojfiles directly from Unity'sCompilationPipelinewithout Visual Studio, Rider, or VS Code integration packages. Generated workspaces retain project references, compilation defines, analyzers, and Unity project-generation callbacks.
Fixed
- Reduced premature session termination. Agent runs now continue after server-tool rounds and when Codex/Responses returns
end_turn: false, reducing cases where a session ends before the model produces its final response. - Codex request compatibility. Removed the unsupported
max_output_tokensparameter from Codex requests, preventing the server from rejecting checkpoint-compaction requests. - Codex context compaction. Codex sessions now use Remote Compaction V2 over the streaming Responses protocol with complete session identity and routing headers. Server compaction failures preserve the original context and stop the current run, preventing incompatible checkpoint state.
- Compacted-session forks. Forks created before the latest compaction reconstruct the correct active prompt window, and forks from assistant tool groups retain their matching outputs. This fixes empty fork context, failed compaction, and incorrect history selection anchors.
- Nested subagent stack overflows. Each child agent now runs its full loop in an independent Tokio task, separating the parent tool loop, tool execution, and child LLM loop onto distinct task stack boundaries. Ending the parent execution also aborts the child task.
- Concurrent agent scheduling stalls. Foreground subagents in mixed tool rounds complete before local sibling tools run. Workspace mutations are coordinated by normalized file path: writes to different files can overlap, same-path writes serialize, and read-only tools bypass mutation waits. Long waits identify the blocking sessions and tools.
- Unity parallel-edit deadlocks. Completed asset changes are imported whenever any overlapping edit session ends, while remaining sessions continue normally. This prevents finished files from remaining outside the AssetDatabase behind a long-running sibling session.
- Interrupted tool history. Resuming, forking, or continuing interrupted sessions recovers missing local tool results from recorded output and inserts explicit interruption results when necessary. A schema migration repairs terminal tool rounds in older sessions, keeping model requests and context exports valid.
- Persistent error notifications. Error notifications remain visible until dismissed explicitly. Success replacement, per-operation clearing, and global clearing preserve unresolved errors.
- Unity C# snippet compilation. Common
System.IOtypes now use explicit aliases inunity_executeandunity_run_states, preventing Unity Mono's internalMonoLinqHelper.ToArrayfrom conflicting with LINQToArraywhen non-public access is enabled. - Unity YAML inspection guidance. When a direct read is redirected from a Unity YAML asset, Locus now recommends both semantic YAML tools and
unity_executefor Editor-side C# inspection, while retaining the explicit raw-read retry path.
中文
新增
- 后台任务实时状态。
async和notify工具调用会在原工具块中持续更新执行状态。Shell 输出可实时显示,最终结果会写入会话历史;后台 Shell 与 Unity Test 任务会持续运行至完成或取消,不再应用同步执行超时。 - 内置 Unity 项目文件生成器。 Locus Unity 插件可直接根据 Unity
CompilationPipeline生成完整的.sln和.csproj,无需安装 Visual Studio、Rider 或 VS Code 集成包;生成结果保留项目引用、编译定义、分析器和 Unity 项目生成回调。
修复
- 减少会话提前异常中断。 服务端工具轮次完成后,以及 Codex/Responses 返回
end_turn: false时,Agent 会继续生成后续回复,减少会话在最终答复前提前结束的情况。 - Codex 请求兼容性。 移除 Codex 服务端不支持的
max_output_tokens参数,避免 checkpoint 上下文压缩请求被服务端拒绝。 - Codex 上下文压缩。 Codex 会话改用 Remote Compaction V2 流式协议,并携带完整会话标识与路由信息;服务端压缩失败时保留原上下文并停止当前运行,避免写入不兼容的压缩状态。
- 压缩会话分叉。 从压缩前的历史位置创建分叉时,Locus 会重建对应的活动上下文窗口;从工具调用组分叉时同时保留其工具输出,修复分叉后上下文为空、压缩失败或选择定位错误。
- subagent 栈溢出。 子 Agent 的完整运行循环改为使用独立 Tokio 任务,使父工具循环、工具执行与子 LLM 循环拥有分离的任务栈;父任务结束时会同步终止子任务。
- 并发 Agent 调度卡住。 同一工具轮次中的前台 subagent 会先完成,再执行本地同级工具。工作区变更按规范化文件路径协调:不同文件可并行写入,同一路径按顺序执行,读取类工具无需等待;长时间等待会显示占用会话与工具。
- Unity 并行编辑死锁。 任一重叠编辑会话结束时,已经完成的资源变更会立即导入,其余会话继续运行,避免完成文件因同级长任务持续停留在 AssetDatabase 之外。
- 中断工具历史。 恢复、分叉或继续中断会话时,缺失的本地工具结果会从已记录输出恢复,无法恢复时写入明确的中断结果;旧会话会通过迁移补齐终止工具轮次,保持模型请求与上下文导出的工具调用序列完整。
- 错误通知保留。 错误通知会持续显示,直到用户主动关闭;成功状态替换、按操作清理与全局清理会保留尚未处理的错误。
- Unity C# 动态代码编译。
unity_execute和unity_run_states使用显式别名提供常用System.IO类型,避免启用非公开访问时 Unity Mono 内部MonoLinqHelper.ToArray与 LINQToArray冲突。 - Unity YAML 检查引导。 直接读取 Unity YAML 资源被重定向时,Locus 会同时推荐语义化 YAML 工具和通过
unity_execute在 Editor 内运行 C# 检查,并保留明确的原始内容重试入口。
Locus v0.7.1
Added
- Live background task updates. Async and notify tool calls now update their original tool block as execution progresses. Shell output streams live, final results persist in session history, and background shell and Unity Test runs continue until completion or cancellation without synchronous execution deadlines.
- Built-in Unity project-file generation. The Locus Unity plugin can generate complete
.slnand.csprojfiles directly from Unity'sCompilationPipelinewithout Visual Studio, Rider, or VS Code integration packages. Generated workspaces retain project references, compilation defines, analyzers, and Unity project-generation callbacks.
Fixed
- Nested subagent stack overflows. Each child agent now runs its full loop in an independent Tokio task, separating the parent tool loop, tool execution, and child LLM loop onto distinct task stack boundaries. Ending the parent execution also aborts the child task.
- Concurrent agent scheduling stalls. Foreground subagents in mixed tool rounds complete before local sibling tools run. Workspace locks are scoped to normalized project paths, allowing separate projects to execute independently. Long lock waits identify the waiting tools and blocking sessions.
- Unity parallel-edit deadlocks. Completed asset changes are imported whenever any overlapping edit session ends, while remaining sessions continue normally. This prevents finished files from remaining outside the AssetDatabase behind a long-running sibling session.
- Interrupted tool history. Resuming or continuing an interrupted session now records explicit interrupted results for unfinished local tool calls, preserving a valid tool-call sequence.
- Unity C# snippet compilation. Common
System.IOtypes now use explicit aliases inunity_executeandunity_run_states, preventing Unity Mono's internalMonoLinqHelper.ToArrayfrom conflicting with LINQToArraywhen non-public access is enabled. - Unity YAML inspection guidance. When a direct read is redirected from a Unity YAML asset, Locus now recommends both semantic YAML tools and
unity_executefor Editor-side C# inspection, while retaining the explicit raw-read retry path.
新增
- 后台任务实时状态。
async和notify工具调用会在原工具块中持续更新执行状态。Shell 输出可实时显示,最终结果会写入会话历史;后台 Shell 与 Unity Test 任务会持续运行至完成或取消,不再应用同步执行超时。 - 内置 Unity 项目文件生成器。 Locus Unity 插件可直接根据 Unity
CompilationPipeline生成完整的.sln和.csproj,无需安装 Visual Studio、Rider 或 VS Code 集成包;生成结果保留项目引用、编译定义、分析器和 Unity 项目生成回调。
修复
- subagent 栈溢出。 子 Agent 的完整运行循环改为使用独立 Tokio 任务,使父工具循环、工具执行与子 LLM 循环拥有分离的任务栈;父任务结束时会同步终止子任务。
- 并发 Agent 调度卡住。 同一工具轮次中的前台 subagent 会先完成,再执行本地同级工具。工作区锁按规范化项目路径隔离,不同项目可独立运行;长时间锁等待会显示等待工具与占用会话。
- Unity 并行编辑死锁。 任一重叠编辑会话结束时,已经完成的资源变更会立即导入,其余会话继续运行,避免完成文件因同级长任务持续停留在 AssetDatabase 之外。
- 中断工具历史。 恢复或继续中断会话时,未完成的本地工具调用会写入明确的中断结果,保持工具调用序列完整。
- Unity C# 动态代码编译。
unity_execute和unity_run_states使用显式别名提供常用System.IO类型,避免启用非公开访问时 Unity Mono 内部MonoLinqHelper.ToArray与 LINQToArray冲突。 - Unity YAML 检查引导。 直接读取 Unity YAML 资源被重定向时,Locus 会同时推荐语义化 YAML 工具和通过
unity_execute在 Editor 内运行 C# 检查,并保留明确的原始内容重试入口。
Locus v0.7.0
English
Added
- Python Agent SDK. The bundled standard-library-only
locuspackage exposes models, agents, tools, workspaces, sessions, custom Python callbacks, asynchronous runs, events, cancellation, input handling, and reusable workflow orchestration. - Expanded Unity automation. Added dedicated Play/Edit Mode control, multi-level Console queries, Unity Test Framework discovery and execution, external script-editor integration, richer YAML inspection, improved viewport capture, and broader CLI parity testing.
- Graphics and UI debugging workflows. Added RenderDoc and Unity Frame Debugger capture, texture analysis, and a UI Toolkit API for inspecting, querying, interacting with, and serializing live panels.
- Runtime debugging. Added cooperative PlayerLoop debugging with cross-frame conditions, pause, frame stepping, inspection, and native Windows debugger discovery for CDB and WinDbg workflows.
- Session and workspace navigation. Pages and sessions can open in standalone windows. Added user-turn navigation, paginated history, interrupted-run resume, context export/review, compacted-context inspection, file previews, and model usage statistics.
- Agent execution controls. Added parallel tool scheduling with workspace locks, same-file edit batching, standardized
subagentexecution, optional background tasks with status/cancellation, inline todos, and local tool-failure logs. - File-driven knowledge workflows. Design, Memory, Reference, and Skill now use file-driven Markdown operations, with a unified knowledge panel, Markdown previews, canonical Skill packages,
/grill, and/review-context. - Codex and provider controls. Added extended Codex context settings, optional GPT-5.6 session-title generation, native deferred tool loading for compatible custom providers, and provider-specific compaction output limits.
- Checkpoint compaction. Long sessions now compact into an anchored summary plus recent verbatim context, retain structured migration/export data, and expose the checkpoint contents in the compaction viewer.
Fixed
- Hardened Codex WebSocket recovery, proxy handling, compressed and continued frames, stale request cleanup, continuation state, and compaction synchronization.
- Unity execute requests can reattach after native bridge disconnects or domain reloads without running accepted requests twice.
- Improved Unity YAML parsing, serialized-value fidelity, prefab/reference handling, viewport capture, and cold-path inspection safety.
- C# diagnostics now target Unity-managed source files and append semantic warnings to hot-reload or recompile results for the current edit batch.
- Markdown file references cache path status, handle folders correctly, and avoid repeated filesystem probes during rendering.
- UI Toolkit panel snapshots refresh explicitly, stale panels are rejected, and JSON serialization has bounded depth, members, collections, strings, and total output.
- Replaced native select controls with the shared dropdown implementation and reused the provider configuration flow during onboarding.
Removed
- Removed the legacy Agent Graph,
graph_view, andsheetworkflows. Agent delegation now usessubagent, and custom interactive output uses View and Skill packages. - Removed dedicated
knowledge_*CRUD tools and the old standalone Todo panel. Knowledge changes use unified file-driven operations, while todos render directly in the session.
中文
新增
- Python Agent SDK。 内置仅依赖标准库的
locus包,覆盖模型、Agent、工具、工作区、会话、自定义 Python 回调、异步运行、事件、取消、问答及可复用 workflow 编排。 - Unity 自动化扩展。 新增运行态切换、Console 多级筛选、Unity Test Framework 测试发现与执行、外部脚本编辑器接入、更完整的 YAML 检查、视口捕获及 CLI 一致性测试。
- 图形与 UI 调试工作流。 新增 RenderDoc、Unity Frame Debugger、纹理分析,以及用于检查、查询、交互和序列化实时面板的 UI Toolkit API。
- 运行时调试。 新增 PlayerLoop 协作调试,可跨帧等待条件、暂停、逐帧执行和检查状态;同时支持发现 CDB、WinDbg 等 Windows 原生调试器。
- 会话与工作区导航。 页面和会话可在独立窗口打开。新增用户轮次导航、分页历史、中断续接、上下文导出与回顾、压缩上下文查看、文件预览和模型调用统计。
- Agent 执行控制。 新增带工作区锁的并行工具调度、同文件编辑合并、标准化
subagent、可选后台任务及状态/取消接口、会话内 Todo 和本地工具失败日志。 - 文件驱动的知识工作流。 Design、Memory、Reference、Skill 统一采用文件驱动的 Markdown 操作,并加入统一知识面板、Markdown 预览、规范化 Skill Package、
/grill与/review-context。 - Codex 与供应商控制。 新增 Codex 扩展上下文、可选 GPT-5.6 会话标题生成、兼容供应商的原生延迟工具加载,以及按供应商生效的压缩输出限制。
- Checkpoint 上下文压缩。 长会话压缩为锚定摘要与近期完整上下文,迁移和导出保留结构化数据,压缩查看器可直接展示 checkpoint 内容。
修复
- 强化 Codex WebSocket 恢复、代理连接、压缩与续帧处理、失效请求清理、会话续接状态和上下文压缩同步。
- Unity 执行请求可在 Native Bridge 断线或域重载后重新附着,并通过幂等执行避免已接受请求重复运行。
- 改进 Unity YAML 解析、序列化值还原、Prefab 与引用处理、视口捕获和冷路径检查安全性。
- C# 诊断限定为 Unity 托管源码,并在 hot reload 或 recompile 结果中追加当前编辑批次的语义警告。
- Markdown 文件引用缓存路径状态,正确处理文件夹,并减少渲染期间的重复文件系统查询。
- UI Toolkit 面板快照支持显式刷新并拒绝失效面板;JSON 序列化限制深度、成员、集合、字符串及总输出长度。
- 原生选择器统一迁移到公共下拉控件,新手引导复用供应商配置流程。
移除
- 移除旧 Agent Graph、
graph_view与sheet工作流。Agent 委托统一使用subagent,自定义交互输出由 View 和 Skill Package 承载。 - 移除独立
knowledge_*CRUD 工具和旧 Todo 面板。知识修改统一走文件驱动操作,Todo 直接显示在会话中。