All-in-one phase/layer installer and test kit from MEQUAVIS: V1 place layers, V2 native parent/child layers, the V1/V2 hybrid campaign system (shared originals + private solo copies + party visits), an experimental V3 single-map phase-key system, two paired-destination test moons, a GM roster (jump, kill, respawn lock, grants, known players), layer dropdowns, a campaign manager and a journal-style manual with every dev lesson.
Installs moved out of god mode: the 🧅 window has a builder-only ⬇ INSTALL tab (shell, install everything, systems, levels, layers, GM). God-mode PHASE PKG tab removed.
1.13.2
Setup skill: a host Savi wires scripts/db.js and the ui.js HUD lines on install, without asking.
Nexus hall game doors now live in SQL (nexus_games / nexus_hall): FIND NEW GAMES writes rows only, so a scan makes no new version and live gets doors with no publish. The hall draws SQL doors beside the package doors, the jump list shows their covers, and E crosses straight to the game. Also ships the static glass gates (arch.js), the Loader Tower registry recovery (registry.js), and level/keep fixes already in the example world. Still no games library bundled: a fresh world's own scan fills it.
1.12.0
1.12.0: GM signup kiosk takes the F ticket (Copy 5 rule): it opens only when it is the nearest interactable within 3 m, tags itself interactable so other cabinets see it, and waits while another addon window is open or its closing F is still held. Bundled GM Tools port only; standalone gm-tools untouched.
MEQ SOS: one send an hour per player (server + browser gate, shared across suite addons); relay moved to meq-sos-relay/sos.php; help version reads mod.json first.
1.9.0
MEQ Dev Suite member: 🧅 button with FEATURES / HELP / DEV menu, SUITE.json, shared roll-call, 🆘 SAVI FIX MY MEQ DEV SUITE!!! on the help page, gmPass honoured by campaign doors, delayed NPC bodies.
Phase ghosts: lobby greeter walks you to the Infinite Action Elevator and a pushy shady dealer dares you to pull the lever (50 voiced lines, speaks your name). Floating labels no longer turn with the camera. Sim Metro: a lift up to the depot platform, riders sit inside the cabin and get off at the depot on every pass, and the camera follows the train while you ride.
1.6.0
Late-file audit (same bug class as 1.5.0's door fix): shared phase view, local ball phases, V4 realm lookup and section-loader index/manifest no longer cache an empty or missing answer when their file hasn't reached the machine yet; each waits and retries.
1.5.0
Fix: native phase switches no longer fall back to (and cache) the base/private hallway doors when the selected phase file hasn't arrived yet; the view waits a beat and retries. From the game-hub fix (v3152).
1.4.0
Lobby: animated red wayfinding line from spawn over the NCZ logo pad to the Infinite Action Elevator door; logo pads now draw above the line.
1.3.0
Loader Tower Simulation Street: shops, traffic, streetlights, Savi record statue + plaque, elevated metro with depot and rideable train, firewall curtain doubled to 24 m with breach ping. Infinite Action Elevator: OFF now sticks (live and after reload), its board closes with the mode, gun silent outside the tower. Green messages expire after 10 s or on a place change; terminal cards scoped to their place. Gate logo moved to the plaza side. Troubleshooting doc added.