10 fixes already switched on after visual checks (3 to 6 October), each with an off switch that restores the old picture exactly.
Where Nova is going
Every stage has a goal and a result you can check. Finished stages show what was measured; open ones say what "done" will mean. There are no dates on purpose.
Running now
Stage 8 of 8: architecture, scaffolding and performance.
The closing stage tidies the data and shader foundations, rebuilds reflections and sky light, splits transparency and the camera effect chain, and measures performance before chasing it. Every change to the picture goes through a switch and a side-by-side check.
Current priority: finish the render pipeline and the interface. No release date is planned yet.
Every stage so far
From the first native editor to the stage running now. The full dated log is in the devlog.
- GroundworkDone, 2 to 19 Jul 2026
A native editor from zero
- Goal
- Rebuild the core editor natively, with no dependency on the original engine.
- Result
- Viewport, timeline and keyframes, particles, world import, skyboxes and full undo, all native and opening .miproject files. Dev builds 0.1 and 0.2.
- LightDone, 19 Jul to 8 Aug 2026
Light arrives
- Goal
- Add shadows, ambient occlusion, bounced light and reflections, and bring the preview in line with the export.
- Result
- The viewport's Render mode brought in line with the exported image on the test scenes (19 Jul). Planar mirrors on by default (1 Aug). The preview window's Render mode brought in line with the export on the test scenes (7 Aug). The main viewport stopped waiting for the preview window (8 Aug).
- Double-checkDone, 25 Jul to 26 Aug 2026
Root causes, not patches
- Goal
- Find the root cause of every visible problem and measure every claim.
- Result
- 183 open items gathered into one plan. Flicker traced to camera motion. A per-pixel memory for light. Nine render-pipeline fixes in one day (21 Aug) and transparent textures fixed at the root (23 Aug).
- Stage 1Done, 27 Aug 2026
Instruments first
- Goal
- Prove the measuring gates are honest before any pixel may change.
- Result
- Sixteen instruments installed in one day, with zero change to the picture.
- Stage 2Done, 28 Aug 2026
Cheap fixes first
- Goal
- Fix the cheap bugs without changing how existing projects look.
- Result
- Ten fixes landed, all with the picture unchanged.
- Stage 3Done, 28 to 29 Aug 2026
Cures for visible symptoms
- Goal
- Aim fixes at the symptoms animators actually see.
- Result
- Nine fixes for noise during playback, shadow seams, reflection edges and semi-transparent PNGs. The shadow seam between cascades dropped 9.4 times.
- Stage 4Done, 29 Aug 2026
One door for colour
- Goal
- Send all colour maths through one path, shared by the preview and the export.
- Result
- Thirteen steps landed, and things behind glass stopped disappearing.
- Stage 5Done, 30 Aug 2026
Judged by eye
- Goal
- Switch on only the changes that pass a side-by-side visual check.
- Result
- Five themed sessions switched on 15 improvements, from sky lighting to glass.
- Stage 6Done, 19 Sep 2026
Better, not just the same
- Goal
- Upgrade sky, shadows, AO and GI, reflections, tonemapping, transparency and frame-to-frame stability.
- Result
- 43 features on by default by 5 Sep. Eleven reflection improvements switched on together (14 to 16 Sep). A playback bug found in a hands-on test with real animation work, fixed (19 Sep).
- Stage 7Done, 28 Sep 2026
Code audit: the house from inside
- Goal
- Read and tidy the whole engine before the picture changes again.
- Result
- Seventeen chapters audited. The main source file was split into modules, from 77,072 lines to about 10,700. GPU debug-layer errors on the test scenes went from 3,885 to 0. 84 of 84 product tests pass.
- Stage 8Running since 28 Sep 2026
Architecture, scaffolding and performance
- Goal
- Tidy the data and shader foundations, rebuild reflections and sky light, split transparency and the camera effect chain, then measure performance before chasing it.
- So far
- 64 of 93 planned steps done, 3 running, 26 queued. Ten fixes switched on after visual checks, each with an off switch.
- Done when
- The remaining steps have landed, every new look has passed its side-by-side check, and the frame-rate cost of the quality work has been measured and won back where possible.
- After the ladderPlanned, not scheduled
A format of its own, then release
- Goal
- A project format of Nova's own (.novaproject, a superset of .miproject), then a public release.
- Done when
- The render pipeline and the interface are finished; the release decision is made only then.
Parallel tracks
Work that moves next to the render stages.
The new interface
Since 29 Sep 2026, paused 1 to 6 Oct
Theme, row density, panel cards and value controls are redesigned behind a switch that stays off until the look is approved by eye. Seven integration packages landed on 7 and 8 October; the eighth is being integrated.
AI animation assistant (MCP)
Opened 8 Oct 2026
A file-based server with 18 tools to read and edit a project's animation, a separate tool for now. Planned: a live bridge into a running Nova, a motion template library and rig profiles, then an end-to-end test.
3D model import
Paused since 1 Oct 2026
GLB, glTF and OBJ import with rigs and animation is in the codebase behind a switch; imported characters move part by part for now. It is paused so effort can go to the animation assistant, and reopens on a later decision.
Coming next
Built and merged, but switched off by default until they pass their checks. Five are approved for a batch switch-on; none of them is active yet.
One full-quality render path
Every project uses the same full-quality path, whatever its older engine setting. Approved.
Solid characters behind cut-out planes
Characters no longer show through cut-out overlay planes. Approved.
Skin details follow skin swaps
Extruded skin details follow animated skin swaps. Approved.
Seamless HD texture packs
HD texture packs without seams between atlas tiles. Approved.
Face-rig eyes everywhere
Face-rig eyes stay visible in every render path. Approved.
Small camera-effect fixes
Finer handling of lens distortion edges, chromatic aberration and the depth-of-field ratio.
Classic texture filtering
Texture filtering in the style of the classic editor. It needs one more step before it can be judged.
Dome probe bounced light
Bounced light captured from the surrounding scene. It waits to be switched on with the next bounced-light package.
Goals ahead
What comes next, and what "done" means for each. No dates.
Next public milestone: a test build for community testers. No date yet.
Finish the render pipeline
The large reflection package, shared temporal code, transparent draws and their shadows, the camera effect chain, sky and glass, then performance.
The new interface replaces the old
Done when every everyday animation task from the old interface can be done in the new one.
Animate with AI
Done when an assistant such as Claude can make keyframe edits in the running app, and every edit can be undone like a hand-made one.
Model import returns
Done when imported characters bend smoothly at the joints and import leaves the experimental switch.
Public release
A version anyone can download. No date until the render pipeline and the interface are finished.
Ideas, not promises
Listed for transparency only; none of these is scheduled. Hardware ray tracing and AI upscaling are long-term ideas with no work started. Softer subsurface scattering for skin and thin materials is being researched, nothing more.
One rule across every stage: where Nova's maths is correct and an older result is not, Nova follows the correct maths, and says so.