🧼 Improved
  • The tweak panel has a new look: a near-black card with a 16px radius and a hairline border, the kit's green accent filling the active tab, the three step sizes grouped into one pill, and pill slider tracks with a flat accent fill. Copy is now the primary button on the panel.
  • The demo's key card matches the panel it sits opposite. Same card, same radius, a proper title and lede, and 110px key chips in pure white on a neutral plate. It stays accent free on purpose, so the green stays the tweak panel's colour.
  • A slider dragged to the bottom of its range still reads as a pill instead of an empty track, and the track lights up under the cursor.
  • Type sizes are consistent across both panels instead of riding whatever the engine defaulted to.
🪛 Fixed
  • A key row with a two line explanation no longer leaves its key chip floating half way down the row.
🧼 Improved
  • The README now says where the demo scene actually lives after install: search placement_demo in the Asset Browser with Everything selected, or walk the sidebar to Libraries, fieldguide.placement, Assets, scenes. The kit installs under your project's Libraries folder, not your own Assets folder, and the docs stop pretending otherwise.
  • The README names the real export file location: the s&box data folder, outside your project, with a concrete Windows example so the first export is findable.
  • The Input.config section now covers projects with trimmed configs: re-add attack1 and attack2, restart play mode, done. It also notes that Q and G overlap the stock Menu and Drop actions, with a per-instance way to move them.
  • placement_panel, placement_place and placement_hint now explain themselves in the console instead of printing "No description".
🚯 Removed
  • Internal release notes no longer ship inside the package.
🎁 Added
  • First public release of the Placement Kit: fit accessories to a character while the game runs, then paste the numbers into your code.
  • The tweak panel: sliders for position, pitch, yaw, roll and uniform scale, all written to the object's local transform, with a step toggle (xfine, fine, coarse) worth 0.025, 0.25 and 2.5 units on accessories.
  • The Copy button, which puts the active target's bake line on your clipboard with the frame it was measured against named in the comment above it.
  • CharacterAttachPoint: mounts resolve by model attachment name first, then bone name, then fall back to the character root so a renamed attachment still shows you something.
  • PlacedOffset, the paste target on the other end, with ApplyTo writing LocalPosition, LocalRotation and LocalScale in one call.
  • Ghost placement: press B, place props with the mouse, tinted green or red by your own validity check, and cycle the catalog with the bracket keys.
  • Export all to Data, writing placement_export.json and placement_export.cs with the character-relative offsets and the world-space placements together, plus editor menu actions that copy either file whole.
  • An orbit camera built for editing inside a running game: right-drag to orbit, WASD to pan, wheel to zoom, cursor stays visible so the panel is clickable.
  • A demo scene with a dressed citizen carrying a tool, a hat and a pack, tweak panel open on start and a key card on screen. Every model it uses ships with the engine.