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Xogot: Godot for iPad & iPhone

by Xibbon, Inc

iPhone · iPad

Active Last checked 31 Jul 2026

Quick verdict

What it is
Store information collected; independent summary not yet available.
At a glance
  • Free to download
  • In-app purchases

Categories and search queries

Official categories

AppCorpus categories

Key functions

Function Availability Access Scope Evidence
Family Sharing Yes Unknown App Store Store published
Free app Yes Free Store published
In-app purchases Yes Limited free Store published

Screens

No screenshots collected yet.

Pricing & paywalls

App Store

  • Free to download
  • In-app purchases

Ratings & reviews

App Store

4.1 123 ratings · App Store

  1. 4/5Good but.

    It’s every good game and great for if you want to make games but it’s very high tier you need to have coded and 3d modeled for years it’s very challenging for a beginner like me plz devs make it just a bit easier then maybe more people would love it.

    Zazaymo · 31 Jul 2026

  2. 1/5Needs to be fixed

    I love the optimizations that they have continually pushed but with this last fix where they stated they fixed the bug created a whole other mess. I can’t even change scenes now and the program has become complete unusable to me. I’m very frustrated and hope they fix this soon as I am literally gridlocked out of the app. I can open a project but am stuck on whatever scene is there and trying to close any scene or do anything in the app causes the app to freeze and then either crash or need to force a restart. Please fix. Was great before this happened though and have been using the app for a few months without any real issues. Small bugs but mostly just inconvenient.

    nckcksksbdosm · 31 Jul 2026

  3. 5/5Can someone help me?

    So I’m tryna make a 2d game to start. I am used to desktop 3d Godot so this was new. And I tried to make and or import a sprite cuz there were none already in the app. But I tried and I can’t. Then i tried a 3d project but there were only like two collision things that I understood and there was no inspector bar to change shape or size plz help. 😭😭

    This_guy_again · 31 Jul 2026

  4. 5/5A good mobile game engine

    This is honestly a really good mobile game engine. Graphics is good, and many Mobile players have been dreaming of a game engine to be on Mobile since many game engines have been on desktop. But when this released… it absolutely made me excited

    Skullo Saur Workshop · 31 Jul 2026

  5. 5/5Godot on the Go?!

    Honestly was pretty skeptical at first since I thought I’d need a whole computer to work on projects, but this has been a satisfying surprise! Can’t wait to get some projects out!

    Kyonagi · 31 Jul 2026

Privacy & accessibility

App Store

Privacy

  • Data Linked to You — App Functionality — Contact Info — Email Address Developer declared
  • Data Linked to You — Contact Info Developer declared
  • Data Not Linked to You — Analytics — Diagnostics — Crash Data Developer declared
  • Data Not Linked to You — App Functionality — Contact Info — Name Developer declared
  • Data Not Linked to You — App Functionality — Diagnostics — Other Diagnostic Data Developer declared
  • Data Not Linked to You — App Functionality — Diagnostics — Performance Data Developer declared
  • Data Not Linked to You — Contact Info Developer declared
  • Data Not Linked to You — Diagnostics Developer declared

Accessibility

No accessibility labels collected yet.

Versions

App Store

  • 1.1.0

    * Shader Editor now surfaces a "File" menu for common file operations on shaders. * Added keyboard shortcuts for toggling various user interface elements on and off, running and stopping programs. * The "Add Node" dialog now has a convenience "ColorRect" added. * The animation editor will automatically scroll the view as you navigate using the arrow buttons at the bottom of the screen. * FilePad: added a swipe gesture to delete a node. * FilePad: input text will now give additional space when editing by hiding unused items. * Added support for running Editor Scripts. * Animation Editor has further guiding posts to help you get started, and will now trigger the toolbar keying support for new animations, without requring opening and closing the tab. * Performance improvements to the TileSet and TileMap editors. * Now supports other subscription tiers. * Fixes a bug that prevented games from running twice in some conditions. * Fixes the list of viewport display modes, we were missing one display mode. * Changing the size of the text editor now updates immediately. * 3D Editor: it is now possible to change the color of the sun. * VisualShaderEditor: it is now possible to add new shader editor nodes. * Inspector: Fixes an array editor bug, shows the current anchor selection, colors for animation keys can now be updated continuously, * Text Editor: Option+Delete and Option+Left now work correctly, and you can jump to a line using the Command-L shortcut. * Consistency changes to double-tapping on file selectors. * Xogot would enter dark mode, but could not go back to light mode, this has been fixed. * Fixed inconsistency of icons in the Add Node vs Scene Pad views.

  • 1.1.1

    Fixed a crash that happens when importing assets on the first run.

  • 1.1.2

    * If you have an Apple Pencil, when you hover over properties in the inspector, you will get a documentation tooltip. * It is now possible to search for text in the documentation pages and trigger search with Command-F in the code editor. * It is now possible to select multiple nodes and alter their common properties together by changing the values in the inspector. * Your games can now take advantage of the accelerometer * You can now use the drag gesture on numeric values on the grouped editors to alter values without having to type the numbers. * Navigation to linked resources is now consistent, tapping on it will always disclose it, in the past, some resource required tapping on "..." and then "Inspect". * Project Settings, Input Map now includes a letters and numbers filter option, to more easily connect keys and numbers to events. * Simplifies the view switching, rather than using Command-Shift-Number, you can now just use Command-Number * Added more keyboard shortcuts, they are contextual and visible by holding the command key. * Performance improvements to the TileSet and TileMap editors. * It is now possible to alter the scaling behavior in the UI (freeform vs uniform) when resizing objects. * When you have a hardware keyboard, the shift, control, alt and meta keyboard modifiers can now be used to modify certain operations in the 2D and 3D editors like uniform resizing. * Made it simpler to set the "Expand" flags when editing a SizeFlags property, it no longer requires opening up a popup menu, and polished the UI. * You can now drag images into the TileSet editor. * Error messages are no longer obscured by the disclosure buttons. * Dividers no longer use a different color, which was making the user interface feel bumpy. * We no longer reset the help browser position when you switch tabs. * On the FilePad, Tapping on a favorited folder will scroll down to that folder. * Modifying numeric values for nodes are now reflected immediately in the object when dragging values. * Fixed a slowdown during debugging when selecting a remote node that had a preview image. * Fixed a problem with some array values that could not be reordered. * Fixed a case where dragging the root node into a child node would remove the nodes. * Fixed several crashing conditions.

  • 1.1.3

    * Drag gestures in various editing fields react immediately, rather than waiting (numeric inputs mostly). * Fixes some crashes when closing projects and going back to the main screen. * Fixes double quotations being added when completing strings. * Provides a workaround for the inspector that vanishes on smaller screen displays. * Fixes support for recording Audio in Xogot. * Scripts created from the FilePad will inherit object by default, and now templates for each type are available when creating new classes. * Fixes a handful of crashes we detected on Testflight.

  • 1.2.0

    You can now use Xogot for free to build and run small projects. We're also making Xogot available on iPhone.

  • 1.2.2

    You can now use Xogot for free to build and run small projects. We're also making Xogot available on iPhone.

  • 1.4.0

    Xogot now supports iOS 26 and iPadOS 26 with full Liquid Glass integration! • Import images directly from the new Image Playground • Vastly improved iPhone layout with a slide-out Inspector • Now available in 9 languages • New “Reload Project” menu option • Better performance and more sliders in numeric editors

  • 1.4.10

    * This release is purely a bug-fix update: prevents crashes when closing a project during the cleanup stage.

  • 1.4.12

    * Support for External Displays: Beyond manually moving windows with Stage Manager, Xogot now provides explicit support for running your game on an external display without window management. Works great with external controllers. * Remote Scene View: You can now toggle individual nodes on or off, and they will hide or show in the running game. * Two taps on the surface now trigger Undo; three taps trigger Redo. * The default "Output" panel behavior from Godot often covers too much screen on iPhone. This setting is now exposed in Xogot so you can configure whether the Output panel opens automatically. * AnimationEditor now supports negative key values. * Inspector: The remote debugger now supports fetching the contents of a remote object when tapped. * BottomBar animation: restored to full smoothness and consistency — thank you for your patience during this period. * New color palette toolbar item in the code editor to insert color values (community request from Discord). * iPhone UI improvements: Sidebars now appear with edge pulls and can be dismissed the same way — reducing the need to reach for top action buttons. * Autoloads are now available in the free edition. * Quick Open & Command Palette: now show image previews for loaded assets. * Keyboard users: Press Control or Command when dropping a scene node into the code editor to insert an '@onready' variable declaration instead of only the name. * Keyboard users: FilePad dragging gains new options — holding Control or Command inserts `preload("PATH")`, or `const VAR = preload("PATH")` when dropped on an empty line. Holding Shift inserts UID references on Xogot 4.4; on 4.5, Shift prevents UID usage. * XogotBeta (4.5): Variants can now be exported, allowing type changes directly from the Inspector. * You can now sort Animation Tracks. * iPhone: Tabs can now be scrolled without triggering a reordering operation. * Script editing nodes are now visible in the Inspector for Nodes and Resources. * Inspector now supports typed dictionaries from Godot 4.4. * You can now pair devices for remote debugging using pairing codes — no login required.

  • 1.4.14

    * Improved encoding of paths when dragging scene pad nodes into the text editor * GLTF Exporter now uses our numeric input pads to avoid triggering the full keyboard * Search in Files: the Replace button now automatically moves to the next match after performing replace * Command Palette: filtered internal Godot scripts not available on iPad and added a new Find in Files command * Command Palette: now accessible via Command-Shift-P for command search similar to VSCode, and spaces after ">" are ignored * Added support for Godot dynamic path sections used in the Bone editor so bone elements are now visible (#876) * Added support for Godot Recovery Mode; if Godot crashes at startup, we now offer to start in recovery mode with certain features disabled (#1915) * Added the ability to drag and drop multiple nodes into editors (#1896) * Added support for gLTF 2.0 exporting * Fixed a major memory leak when starting and stopping a game * Over twenty-six bugs fixed

  • 1.4.16

    * Godot feature tags are now supported * Upgraded numeric input controls * Added a convenient "Download from GitHub" option to get started with a project * Faster and snappier texture preview panel * Removed the "Swipe to Delete" gesture from directories due to low usage * Over 38 reported bugs fixed

  • 1.4.18

    Scene tabs: you can now navigate scenes using tabs. This takes some vertical space but is far more convenient than the previous menu-based switcher iPhone navigation: iOS navigation now uses TabViews and the new Liquid Glass search pattern, with search integrated into the Command Bar This simplifies several navigation pain points on iPhone. Scene Editing, Code Editing, and Playing are now accessible from the bottom of the screen, and switching between 2D and 3D editors is within easy reach The Command Palette in the Search tab has been extensively updated to improve the phone experience Precompiled shaders are back, improving startup performance by reducing shader compilation XogotShell no longer triggers the Command Palette when tapping the 2D/3D toggle. The document icon now opens it instead The code editor now supports Arabic, Korean, and other international keyboards New scenes are now created relative to the currently selected item in the File Pad Improvements to the Polygon Editor in the Inspector New scenes now default to the directory currently selected in the File Pad iPhone: the keyboard accessory has been simplified. Copy and paste were removed, a new Hide Keyboard button was added, and undo/redo now share a single slot Editor/Run configuration for Run Action On now supports open output, open debugger, or none. The same options are available for stopping Over 26 bug fixes across crashes and general editor issues

  • 1.4.2

    * New: Command Palette This release introduces our new Command Palette. This is activated either with the Command-P shortcut, or from the "View" menu. Our command palette incorporates ideas from MacOS' Spotlight and from VSCode's Command Palette. By default, it shows and searches your project files as you type doing fuzzy matching. If you are picking a text file, you can also append ':NUMBER' to directly go to a specific line on that file. For other files, they are opened in Godot's preferred location (either a scene is opened, or the current object is displayed on the property editor). This file search also allows you to filter by kind (Scene, Script, Shader, Resource), and I hope to replace the existing "Quick Open" dialog with this one. When editing a text file or a script the ":NUMBER" will take you directly to that line - and this will soon replace the existing "Go To Line" shortcut with this UI. On a text file, you can also navigate to a symbol location by typing '@SYMBOL', and you can also quickly select a node, by using the "$" prefix. Or you can run EditorScripts that your project has by typing ">" which will display all the available editor scripts in your project and you will be able to automate some of your work that way, without having to first select the script and then using the "Run Script" command. And you can search documentation by using the "?" prefix. * New: ShareSheet, it is now possible to share content to Xogot from various creator apps by selecting Xogot from their share sheets. Once this is done, the file is tranferred to Xogot, and when you switch back to Xogot, or open Xogot for the first time, you can place the file in their proper location. * It is now possible to rename scene collections in TileSets. * To better support iPadOS 26, when games are launched on a dedicated window, we now have controls to allow you to Pause/Stop the game there. * Fuzzy text searching that is used on both the command palette and quick open now allow the " character at the start to mean "Do whole string matches, do nto use the fuzzy mode". * Hitting a breakpoint will no longer resize the bottom part of the screen if you have the debugger pad open. * Code Editor tabs can now be rearranged. * It is now possible to use keyed animation that target resource properties in a node. * The Output panel now has selectable text. * Connect Signal dialog now select first node with script. * Now also available in Italian, Czech and Dutch. * The accessory bar now also includes the equal sign. * We now show a small counter on the File menu when there is more than one scene opened. * Improve UX for Dictionary/Array editing, will start pushing nested untyped arrays in NavigationStack rather than displaying sheet one over another. * The Shader File menu now has a "New Shader" convenience menu. * The iPadOS menu for Xogot settings now opens the app settings, instead of the OS provided settings. * Many bug fixes and improvements.

  • 1.4.20

    Fixes a crash that would occur when stopping a game

  • 1.4.4

    * Numeric input will now use “,” as the decimal separator if you’ve selected this, and we’ve updated numeric input to also display Arabic-style numerals when your language is set to Arabic. * While editing Path3D objects, a new option has been added to the Path toolbar to control a node’s handles — this lets users with only touch input take full advantage even without a keyboard. * New command (Command-Shift-J shortcut) that highlights the item currently being edited (text file or scene) in the FilePad, so you can quickly locate its environment. * When editing a scene, we no longer display the project name in the toolbar — only the scene name — as the project name was taking up too much space and compressing important icons. * The command palette is now also available from the menus on iPads running iOS 18 even without a keyboard. * The help elements in the command palette are now tappable and insert the corresponding text to trigger the action. * The Animation Editor now supports “Add Easing Keys” and multi-key selection. * Support has been added for exporting a scene to a mesh library. * iPhone: We’ve shuffled the tabs to place more important items to the forefront; and when editing a single numeric value if you tap the “return” key it will now dismiss the sheet. * When importing files via the system File Picker, if you pick from multiple directories the hierarchy is preserved — making it easier to import 3D models that often arrive with a “Textures” folder and colour maps alongside them. * We’ve refined the BottomBar/Output View controls so the trash-can icon is easier to tap and text alignment is improved. * Clipboard operations are now supported in embedded Godot controls. * In the AnimationPlayer we’ve improved the Bezier editor — because it requires more space we now zoom in when selected so users can more easily edit values, and we auto-adjust the values in the view accordingly. * The accessory bar now includes the equals sign (#1711) — we had previously implemented this, but not merged the change — apologies for that. * BottomBar resizing should now be faster as it follows your finger rather than animating the resize as you drag (#1824). * Over 35 reported bugs and usability issues have been addressed.

  • 1.4.6

    * New: Remote Debugging on iPad and iPhone You can now continue developing on one device and deploy your game to another. Keep the debugger and inspector open on your development device while enjoying a full-screen experience on the target device — no editor UI in the way. This is especially useful for testing iPhone games directly from an iPad. To use this feature, make sure you’re logged in and that both devices are nearby. They don’t need to be on the same Wi-Fi network. This feature is powered by Apple’s Multipeer Connectivity Framework. For this feature to work, you must be logged in, and your devices must be near each other — they do not need to be on the same WiFi network. * Improved tile guidance – Xogot now provides clearer feedback when tiles from a texture are incorrectly configured. (#1841) * FilePad – New directories are automatically selected after creation. (#1805) * Output View – BBCode rendering is now supported. (#574) * Inspector – Remote objects are now displayed. (#1224) * Animation Player Editor – No longer zooms into non-Bezier tracks. * Sprite Frame Editor – Added cut, copy, and paste support for sprite frames. (#1843) * Plus dozens of bug fixes and performance improvements.

  • 1.4.8

    * Faster loading of projects that do not come directly from iPad or iPhone storage (those you pick from the Files app). * Animation Editor no longer slows down when you have too many tracks in your animation. * TileMap editor and SpriteFrames editor will now zoom to crisp pixels instead of interpolating values. * And over a dozen reported bugs have been fixed.

  • 1.5.0

    This update delivers a major refresh to Xogot, combining a new Learning Center with the full power of Godot 4.5.1. Learning Center * New 2D and 3D videos, guided tutorials, and updated sample projects help you learn game development and get productive in Xogot faster Editor & UX * Stencil Buffer Support – Enable advanced rendering techniques with full stencil buffer capabilities * Variants in Editor – Variants are now surfaced for direct inspection and editing * Improved File Drag-and-Drop – Hold modifier keys while dragging files into the editor to quickly generate preload templates GDScript Enhancements * Variadic Arguments – Support for `*args` and `kwargs` in function signatures * Abstract Classes & Methods – Define abstract base classes and enforce method implementation via the `@abstract` keyword * Deep Copies – Full support for deep copying complex data structures Animation System * Bone Constraints – Add constraints to bones for more realistic and controllable character animations Rendering Improvements * Specular Occlusion from Ambient Light – More realistic lighting by occluding ambient specular reflections * Bent Normal Maps – Improved indirect lighting with bent normal map support 2D & Tilemap * Chunk Tilemap Physics – Optimized physics handling for large tilemaps via chunk-based collision detection

  • 1.5.2

    * Learning Center content has been fully localized, including localized captions for all videos. * Major performance improvement to the scene pad, making switching between nodes significantly faster. * Fixed more than ten crashes that were occurring in real-world usage.

  • 1.5.4

    * Performance optimizations: using the new Instruments profiler, we have been fine tuning our user interface to make it snappier - we improved the response times on almost all interactions of the UI. * Battery efficiency work: We have been hard at work profiling Xogot and measuring the battery impact - we have addressed most of the idle busy work that Godot was doing, and we have contributed those changes to upstream Godot. * AnimationPlayer: we brought support for the "Dummy Player" when using the AnimationTree, brought Onion Skinning support, we display the current position and allow it to be changed numerally, added cut and paste of keys across players and you can now select keys across tracks. * We have now support for @icon(#path) annotations. * We now have a native Theme Editor replacing the Godot one ### Small Improvements: * New Scene UI has been revamped to assist users with larger projects, you can now search existing scenes, pick a project and we now use a sheet rather than a small popup. * We now track Godot's editor unfolding rules more closely. * You can now launch your games without opening a new window. * Functions that are targets of signals will now show an indicator in the text editor like Godot on desktop does. * 32 bugs that were either caught in the wild via crash reports or user feedback were fixed.

  • 1.5.6

    * This release contains over 36 bug fixes for issues reported by our users or caught by crash reports which improves the reliability of Xogot

  • 1.5.8

    AssetBrowser We now ship with an asset browser that should make it easier to quickly select images, meshes, audio, fonts and work with them in the editor. This asset browser will also auto-tag your resources to help you find what you are looking for. The inspector will now also show the tags for your resources. ### Improvements * The ScenePad now accepts g:GROUP to filter out nodes that belong to the GROUP and the t:TYPENAME to show only nodes that belong to the type. This follows the same feature in Godot (#2020) * Xogot now brings support for "Live Edit" allowing changes to your selected scene to be reflected live on your game. You can change the target on the new options menu on the debugger tab (#2551) * Surfaced additional Audio Importer options, matching the latest features in Godot and improved the importer features to match the Godot behavior. * Performance improvements to the AnimationPlayer * Inspector: We now surface a SwiftUI-based Skeleton3D browser, instead of the Godot one, that should work better with touch input. * Keyboard modifiers like shift, control, alt, meta are now propagated to the game and you can bind to those events. * Pencil support: now if you hover over the timeline on the animation editor, the tracker will temporarily snap to that position, to help you tune your animations, inspired by Final Cut Pro. * Adds support for editing sub-resources (#67) * Lots of performance improvements to the UI. ### Small Usability Chnages * Add Node now will show the type hierarchy in the inline documentation. * iPhone: add scroll while in script editor during selection #2503 * iPhone: use a new bottom bar handler, which was previously preventing various sheets from being displayed (sheet-on-sheet issue). This should now be fixed, but it is a large change. * Made the learning center buttons more consistent with other platform idioms. * UI Improvements to the Theme Editor. * Learning Center: will re-download images for tutorials if there are transient network errors. It also brings a small UI touch, when scrolling, it will automatically resize for easier browsing. Over thirty-five bugs addressed.

  • 1.6.0

    This release brings the Godot 4.6 features to Xogot, along with many iOS-specific improvements and a refreshed Learning Center. ### iOS * More iOS native UIs: we have upgraded more Godot components to be iOS native both large, like the Animation Tree Editor, small, including the Dependency Editor, Material and Mesh inspectors, Texture Viewer, Emissions Mask, Camera control, and audio inspector - plus small updates across the board for consistency with the platform. * The Embedded Game preview now supports configuring different stretching modes when playing your game, in addition to the setting you chose for your game, during this debug mode, we can stretch or fill the view. * We now offer a visual representation of your masks and layers, as an alternative to the numeric grid that we have used in the past. * We brought Find and Replace across all files. * The asset browser will now preview audio files and you can batch generate previews for all assets directly from it. It is now also available on the iPhone. ### Performance This release further reduces battery consumption when idling, but we also improved the performance of several key components of Xogot: the inspector, scene pad and file pad were all subject of extensive updates to reduce busy work with noticeable response times. ### Godot 4.6 In this release we are upgrading the Godot engine from 4.5 to 4.6, and this brings many capabilities. Some of the most noticeable features include: * A new inverse kinematics framework adds new IK modifiers, solvers, and constraints for procedural 3D animation. * Screen Space Reflections have been overhauled, with better visual stability, roughness handling, and performance. * 3D texture imports are faster, with some compressed textures importing twice as fast. * Mesh LOD generation has improved, helping distant 3D objects preserve their shape better. * Jolt Physics is now the default for new 3D projects, bringing a faster and more robust physics backend while leaving existing project settings unchanged * Rendering improvements include better glow blending, configurable AgX tonemapping, lighter reflection and radiance probes, material debanding, and improved HDR precision. ### Fixes Over 57 bugs fixed since our last release.

  • 1.6.2

    * Performance improvements: starting the editor is about 30% faster now and the setting dialogs are faster and consume less memory. * GameViewPad: now we surface the Game toolbar even when the game is not running, allowing you to customize settings before you launch. * You can now resize the time of an animation in the AnimationPlayer visually, you do not have to type in a value. * You can now copy entire values from categories and sections and paste them on other categories/sections. * We now have a macOS/iOS native GridMap placer UI, this replaces the Godot GridMap placer. * Shader Visual Debugging: Setting breakpoints on canvas_item shaders will now show a preview of the texture being assigned at that point in time. * Added support for plugins that registered controls on the toolbar. * New: new advanced Font Importer settings UI is included. * New MultiMeshInstance plugin written in SwiftUI, provides a convenient prototyping UI for the multi-meshes.

  • 1.6.4 · 27 Jun 2026

    * New: Asset Placer for faster 3D scene building, including grid, surface, vertex, spline, paint, scatter, MultiMesh, collision, material override. * AssetBrowser will now automatically generate the thumbnails for your assets, rather than requiring the user to manually reload each asset. * AssetBrowser has been extended with support for Asset Zoo construction. * Usability: Improved project importing with threaded loading, cancelable progress, and smoother progress updates. * Automatic saving: Added automatic scene saving around run, close, export, focus changes, and script attachment. You can configure this option if you would rather have full control of saving. * Command Palette now has a command history. * Context menu now always has a script node present, rather than being contextual, and it will let you add/remove/extend without resorting to a separate menu. * Improved Font Import and Animation editing on iOS with better selectors, platform navigation, glyph tapping, Pencil hover behavior, and clearer resize affordances. * Fixed 45 tracked user-facing bugs.

  • 1.6.6 · 30 Jul 2026

    - InputMap definition got support for templates, we are shipping various presets for different kinds of games, and an import input map so you can just bring existing definitions from another project. - The Asset Browser now has additional filters, details and you can hide assets. - Added a gizmo-free Select mode and faster touch menus. - Performance improvements: startup and the use of the inspector are faster. - Added better support for resource scripts, external scene changes, and shared resources. - Improved editor navigation - we now support temporary tabs, we now also restore shader tabs. - Added an Output and Debug panel on iPhone, with better live-output scrolling and command history. - Improved scene and resource editing with external-change reloads, shared-resource indicators, and clearer resource actions. - Includes 60 user-visible fixes.

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