# Update Notes — New Tools, New Toys, and a Long Night of Bug Hunting
This update is a big one. Alongside a full new item and a scripting upgrade for our builder community, we went deep on a batch of visual and world-simulation bugs that have been nagging players for a while — some of them turned out to be hiding in places we didn't expect.
## New Features
**Grappling Hook** — A brand new tool for getting around. Right-click to fire it as a real physical projectile (it actually flies through the air and can miss!); land it on a solid block within range and you'll swing from the anchor point with genuine pendulum momentum, Spider-Man style. Hold **E** to reel yourself in and climb the rope. Right-click again to detach early. Craftable and obtainable via the usual channels.
**Script Terminal: Multi-Script Save Slots** — Script Terminals can now hold up to 8 named scripts per terminal instead of just one. Switch between them with a click, rename them, and your in-progress edits are automatically saved to the slot you're leaving before the new one loads — nothing gets lost.
**Script Terminal: Copper Wire I/O** — Scripts can now send *and* receive signal pulses over the copper wire network. A script can act as a programmable clock, firing timed pulses into a connected gate array, and any Script Terminal that receives an incoming pulse will automatically run its active script — enabling real script-to-script and script-to-redstone signal chains.
**WorldEdit Wand** — A full cuboid-selection and world-editing toolkit for builders: `//set`, `//replace`, `//undo`, shape tools (`//sphere`, `//cyl`, `//pyramid`), copy/paste/rotate, pattern fills, and a few extras (fractal structures, a floating island generator, a Parthenon placer) for when you're feeling ambitious. Now usable by anyone inside their own pocket world, not just server admins.
**Modding: `onNPCTick` Hook** — Mod authors can now hook directly into an NPC's per-frame decision loop and fully take over its behavior, instead of fighting the built-in AI by repeatedly overriding its position. See the updated Modding Guide for a working example.
**Third Handycam Capture Mode** — Picking up a Handycam now offers a dedicated "Take a GIF" option alongside the existing Record/Stream-to-Computer modes, so you don't have to co-opt one of the network modes just to record a quick clip.
**Experimental HD Texture Option** — A new x32 high-resolution texture toggle in the graphics menu, upscaling the game's textures using a proper pixel-art-preserving algorithm (not blur — we tried that first, it looked bad, we threw it out).
## Fixes
**Recorded photos and GIFs were showing the wrong scene.** This was the big one — reports of handycam captures showing a stretch of ground instead of the sky, sometimes with HUD elements baked in. After several rounds of chasing camera-direction bugs, the actual root cause turned out to be much deeper: a framebuffer-binding leak inside the world renderer's shadow pass, which under specific conditions caused off-screen captures to draw straight onto the real screen instead of their own private buffer. Fixed at the source — this should also quietly resolve some other rare visual glitches nobody had reported yet.
**Item icons missing in the Companion Panel and Recipe Book.** Coins, books, and other item-type icons were rendering as blank slots with correct counts but no artwork — while block-type icons worked fine. Turned out to be backface culling left enabled from 3D world rendering, silently discarding UI sprite geometry that happened to use the opposite winding order from the block-icon geometry. Fixed by properly resetting render state before drawing UI panels.
**Diamond blocks placed in water losing their collision.** Placing a solid block into a water cell left a stale water-flow flag behind, which could re-assert water at that spot on the next flow tick — the block kept rendering but you'd fall right through it. Fixed.
**Sea serpent / Kraken body segments had visible gaps.** Added connecting geometry between body segments so the whole creature reads as one continuous body again.
**Cat and dog sitting animations were broken.** Both pets previously "sat" with their whole body sinking uniformly, making the rear end look disconnected from the torso. Re-tuned using real model measurements so the haunches settle to the ground while the front legs and chest stay planted — a proper seated pose instead of a floating one.
**NPCs flickering during GIF recording.** The recording capture and the main view were competing for the same per-frame NPC render budget; recording could now silently starve the main view's NPC draw calls for that frame. Recording now gets its own budget.
**Moon rendering bugs** — fixed moons briefly appearing in front of all other geometry (a depth-buffer issue from an earlier fix), and gave moon craters genuine 3D shading via bump-mapping instead of flat darkened texture blotches.
**Gem blocks no longer emit light.** Diamond, Emerald, Ruby, and the rest of the gem block family were unintentionally acting as light sources; removed. Their glassy glow appearance is unchanged.
**Picture frame photos loaded from disk were upside-down.** A missing image-orientation flag on load meant any photo that got saved and reloaded (not just viewed fresh) would come back inverted. GIF exports had the same bug independently, in their own encoder — also fixed.
## Also In This Update
- Galaxy backdrop and Saturn-ring sky effects are back as opt-in graphics settings (previously removed for performance).
- Full weather effect toggles (meteors, dense rain/snow, shooting stars, moons, rain splashes) and volumetric lighting toggles added to the graphics menu.
- Canopy "god ray" lighting under tree cover no longer flickers/pulses when walking near the edge of foliage.
- An Ollama AI on/off switch has been added to the graphics menu and console (`/ollamatoggle`), for players who want to fully disable the local AI dialogue system.
- Shadows are now enabled by default.
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As always, thanks for reporting bugs and for your patience while we chased some of the trickier ones down. Keep the reports coming.