Skip to main content
Version: 3.4 (unreleased)

Release Notes 3.03

VRGS 3.3.41 – Photogrammetry Update

July 2026

✨ New & Enhanced Features

Ground Control Points

  • Ground control points are now first-class project objects: visible and pickable in the 3D view, listed in the Data Tree under Ground Control Points, and saved with the project. They are reusable outside SfM.
  • Import Ground Control Points (CSV)… reads what survey instruments actually export — byte-order marks, quoted fields, comma/semicolon/tab/space delimiters (auto-detected), and decimal commas. Coordinates can be supplied in the project CRS or as WGS84 longitude/latitude, and are reprojected on import. Any row it cannot read is reported with its line number rather than silently dropped.
  • Mark control in the photo browser (right-click → Mark Ground Control Point). Three or more marked points then drive the georeferencing in place of camera GPS — centimetre survey instead of metre-level GPS — with GPS demoted to a soft constraint. The log always states which data placed the model.
  • Points can be flagged as check points: held back from the fit and only measured, which gives an independent estimate of the model's true accuracy.
  • Seed Mesh Tie Points from Ground Control turns measured control into a mesh's own tie points, so the existing Corrections → GCP tool can register a mesh against a survey.

Scale bars

  • Scale Bars (Known Distances)… gives a model real size when there is no GPS and no ground control: pick the two tie points either end of something you measured and type the distance. Several bars are combined by median, so one mistyped distance cannot drag the model's scale.
  • Where GPS or control already set the scale, scale bars are measured as an independent check of it rather than applied.

Quality report

  • Show Quality Report summarises a reconstruction in one place: registration, reprojection RMS with median/90th/99th percentiles, what georeferenced the model and how well, per-GCP accuracy with control and check points reported separately, scale-bar agreement, and the worst photographs by residual. Written to the messages panel and to a text file in the workflow folder.

Texturing

  • Textures are now blended from multiple photographs per texel, weighted by how well each one sees that point, which dissolves the exposure and white-balance seams that appeared where neighbouring triangles drew from different photos.
  • The texture budget is now calculated for you. Texture Mesh from Photos leads with a recommendation worked out from your own data — the surface area of the mesh against what the photographs can actually resolve at their range — so accepting it takes one click and the manual options become an advanced path. Asking for far more texture than the imagery contains is the commonest way to spend gigabytes and hours storing blur, and the prompt now states the resolving power alongside the page count.
  • Page size is offered as 4096, 8192 or 16384 and clamped to 16384, which is the largest 2D texture AMD and Intel GPUs will create. The page-count prompt is pre-filled from the mesh rather than defaulting to 2.
  • Two new per-triangle attributes are written by every bake: Texture GSD (units/texel) and Texture resolution 0-1. Colour the mesh by either to see how well resolved each part is; the second is normalised for meshes with no real-world scale. The log reports whether the model is limited by photograph resolution or by texture budget — which is the difference between "fly lower" and "add pages".
  • Fewer flat facets: the occlusion test's tolerance now scales with triangle size, so a ray clipping nearby micro-relief is no longer mistaken for a real obstruction, and a triangle that loses every candidate is textured from its best photograph rather than left flat. Only triangles no photograph framed at all fall back to vertex colour.

Camera calibration

  • VRGS now reads the camera make and model from EXIF, and recognises bodies that remove lens distortion in firmware — every DJI drone, and most phones. For these the distortion coefficients are held at zero through bundle adjustment instead of being solved for.
  • This fixes a subtle and damaging failure. Left free on an already-corrected camera, bundle adjustment still finds distortion coefficients: on a near-nadir survey it can lower reprojection error by absorbing feature-matching noise into the radial terms while the poses compensate. The solution reports an excellent reprojection error and is geometrically wrong, and the error only surfaces when photographs are projected onto real geometry — as smeared, evenly spaced bands across the baked texture.
  • Every bake now measures whether the distortion model belongs to the imagery, by checking whether overlapping photographs agree when sampled at the same point in space, and warns if the setting is the worse of the two. A correct camera model makes the two readings identical.
  • When a photograph carries no EXIF focal length, the solve falls back to a 50 mm assumption — roughly 2.5× too long for typical drone or phone imagery, which is enough to stop photographs registering. This used to happen in silence, and looked like a matching problem rather than a missing tag; the run now reports how many photographs were affected and why it matters.

Dense MVS diagnostics

  • New log lines explain why a dense cloud came out sparse, rather than leaving the fusion funnel as the only clue. A confidence profile shows how much surface sits just below the confidence cutoff, so you can tell whether lowering it would recover real geometry or merely admit noise. A per-reference yield line reports which views produced almost nothing, separating a localised hole from uniform thinning and pointing at the stretch of flight path responsible.
  • The per-reference line now tags each weak view with its partner counts — how many overlapping views were assigned to it versus how many actually confirmed its depth. This tells a coverage gap (nobody overlaps that viewpoint) apart from a bad camera pose (overlapping views were found but disagree), which need completely different fixes and were previously indistinguishable from a bare point count.
  • Each view now reports whether its depth search was range-limited (the surface lay outside the depth range searched), texture-limited (nothing to correlate), over-quantised (measured, but sampled too coarsely to confirm at range) or terraced (depths quantised onto shells). The first two are not fixable from the settings panel, so this is worth reading before spending a run adjusting the dense parameters — the guide's Reading the run log section covers how to act on each.
  • The guide also now explains why the dense cloud has gaps where the sparse cloud has points, which is expected behaviour rather than a fault: dense matching needs three views and a whole patch to correlate, where sparse needs two views and a single feature.

Photogrammetry workflow

  • Cameras with EXIF GPS now appear in the 3D view as soon as photos are imported, before any reconstruction — drawn without thumbnails to mark them as provisional GPS positions rather than solved poses.
  • Quality presets (Fast / Balanced / Accurate) over the reconstruction parameters, plus eight previously hidden settings exposed in the Properties panel: match strategy, retrieval threshold and neighbours, epipolar RANSAC, registration tolerance, and both triangulation-angle gates.
  • The sparse cloud now carries Observations and Reprojection error attributes, so weak camera coverage and bad points can be found by colour and filter — before a dense MVS run spends hours on them.
  • Open Photos in Annotation View opens a mesh's photographs for SAM2/UNet interpretation, with clicks propagating between photos through the mesh.
  • Add Satellite Imagery Basemap and Show Camera GPS as Point Cloud added to the workflow menu.
  • Progress bars for reconstruction and for photo import.
  • A GPS altitude is MSL option, for cameras that write true MSL rather than the ellipsoidal heights most drones record.

Virtual Field Trips

  • All the trip controls are in one place. The panel's icon toolbar and the ribbon's All Pointers button are gone; everything is now a labelled button in a single row at the top of the VFT panel, all the same size, wrapping onto more lines as the panel narrows. Each button appears only when it applies to you and lights up when it is on, so there are no controls that do nothing — and no trip controls sitting on the ribbon when no trip is running.
  • 🎥 Follow the leader now works. Camera-follow only ever drove the old OpenGL view, so the button did nothing in the Vulkan view. Your camera now tracks the leader's as they move, in both.
  • 🧽 Clear Ink. The leader clears the board for the whole trip; anyone else clears their own view and withdraws only their own strokes, so no one can erase someone else's work.
  • 🔦 Pointers switches between seeing only the leader's pointer and everyone's, each labelled with its owner.
  • The trip set-up dialog opens on Join, with the cursor in the invite-code box — being handed a code is the common case. Codes now tolerate the way they actually arrive: any case, and stray spaces, line breaks or separators from an email or chat message. A code that could not possibly be one is refused with a message instead of a three-second wait on a trip that does not exist. The mislabelled Port field (which set a development token, not a port) and a Copy button that copied the trip name have been removed.

🐛 Fixes & Reliability

  • Dense clouds no longer have holes where the sparse cloud has data. The depth range each view searched was padded in a way that collapsed to a near-zero start whenever the view spanned more than about an 11:1 range front-to-back — common on any oblique or valley shot. The entire depth budget was then spent in the first few centimetres in front of the camera, and the view contributed nothing to the dense cloud. On one 252-image survey this silently emptied a third of the views; fixing it recovered the missing surface and also cut the scattered-debris count roughly twelvefold. The learned (CasMVSNet) backend carried the same fault and is fixed with it. The plane-sweep depth search was also made finer, which the same fix had been masking.
  • Reconstructions are now georeferenced. The model was previously left in a local frame relative to the photo centroid and never converted to the project coordinate system, so sparse and dense clouds could sit hundreds of kilometres from the camera GPS. Reconstructions are now fitted directly to project-CRS coordinates.
  • Sparse and dense clouds are saved. They were written to the project database but their point data never reached disk, so they reloaded empty.
  • Baked textures now appear immediately in the Vulkan view. Previously a re-baked mesh kept the previous unwrap's texture coordinates until the project was reloaded, showing scrambled texture.
  • Importing a photograph with no GPS data no longer places a phantom camera on the equator once a project coordinate system is set.
  • VFT ink no longer draws lines shooting off the outcrop into the sky. The vertex layout for plain 3D lines gained a dash attribute and grew by four bytes, but the packer feeding it was never updated, so the graphics card read every vertex slightly further into the buffer than the last and the positions drifted. Ink strokes are now drawn as rounded 3D lines of constant on-screen thickness, and a stroke that slips off the surface it started on breaks cleanly instead of stretching across the scene. The same packing fault also affected the seismic bounding box and the DFN line styles (slicer lines, fracture outlines, intersection lines), which are fixed with it.
  • Avatars and pointer beams no longer sit on your camera. While following the leader — or just after a recall — your viewpoint is theirs, so their avatar was drawn at your eye and their pointer beam ran straight down your line of sight. Both are now cleared out of the way; the marker at the end of the pointer, which is what tells you where to look, stays.
  • Invite codes copied from the trip dialog are no longer truncated to a single character by the clipboard.
  • The Coordinate System dialog now pre-selects the exact EPSG code for the zone covering your photos, instead of filtering by name (which matched every datum's version of that zone).
  • Ground control spread along a single line is now refused with an explanation, rather than producing a model rolled arbitrarily about that line while looking correctly georeferenced.
  • Photographs, camera poses and calibrations are attached to the mesh a workflow produces, so they survive save and reload and can be used for interpretation.

🔄 Minor Updates

  • The GPS pair max distance default is documented correctly as 100 m (it was previously documented as disabled). Photo pairs further apart than this are skipped during matching; raise it, or set 0, if genuinely overlapping long-range shots are failing to register.
  • Removed a dead "Create Image Tie Points" mode in the photograph view that only left the mouse in a state where clicking did nothing.

VRGS 3.3.23 to 3.3.40 – Major Update

April – July 2026

✨ New & Enhanced Features

New Vulkan Rendering Engine (Major Upgrade)

  • Brand-new Vulkan-based 3D rendering backend delivering faster, more stable, and more modern graphics (enabled via the new "VRN" licensed option).
  • Full feature parity with the existing view: meshes, point clouds, Gaussian splats, polylines, annotations, scale bars, labels, and waypoints.
  • Physically based lighting (PBR), hardware ray-traced shadows and ambient occlusion, and screen-space post effects (bloom).
  • Eye-Dome Lighting for clearer point-cloud depth perception.
  • Realistic sky with time-of-day sun, procedural clouds, and planetary/space backdrops.
  • Cesium & Google 3D Tiles, i3s/SLPK streaming, and Google raster overlays supported in the new view.
  • Interpretation and measurement tools available directly in the Vulkan view: tape measure, cross sections, orthopanels (SquashPlot), billboards, surface digitising, orientations, geobodies, geopolygons, and vertex editing.
  • ICP mesh registration and picking tools (add GCP, tie-point/target, rescale).
  • Split-view support, orthographic toggle, infinite base-plane grid, and a virtual laser pointer.
Early access

This feature is currently in early access and gated behind a licensed option. Request access from support to enable it.

Geopolygon Surface Fill (Vulkan view)

  • Geopolygon fills now drape directly onto the outcrop surface, following the digitised outline exactly — no more fill bleeding through ridges and gullies or smearing across overhanging faces.
  • Boundary triangles are trimmed per-pixel, so the fill edge stays crisp at any zoom level.
  • Fills are computed in the background and cached; the classic projected fill shows while computing and remains available per object via the new Fill Style property (Auto / Surface / Projected). See the Geopolygons & Surface Fill guide.

Virtual Reality (Vulkan VR)

  • New Vulkan/OpenXR VR pipeline with single-pass stereo (multiview) rendering for improved performance.
  • RTX shadows, anisotropic filtering, and fixed foveated rendering for sharper, faster VR.
  • VR tools for digitising orientations and polylines, plus spectator view and improved captions.
  • Smoother controller input, teleport, and vignette comfort options.
Early access

This feature is currently in early access and gated behind a licensed option. Request access from support to enable it.

Structure from Motion (SfM) Photogrammetry (NEW)

  • Native photogrammetry pipeline built directly into VRGS — reconstruct 3D models from your own photographs.
  • Dedicated photo browser with live progress, cancellation, tie-point picking, GPS editing, and a post-run dashboard.
  • Dense multi-view stereo (MVS) reconstruction with quality filtering, plus an optional AI (CasMVSNet) backend.
  • Create meshes directly from the dense point cloud (Poisson or greedy triangulation) with photo-projected texture baking.
  • GPS-based alignment and licensing integration.
Early access

This feature is currently in early access and gated behind a licensed option. Request access from support to enable it.

Seismic & SEG-Y Support (NEW)

  • Import SEG-Y seismic volumes and LAS well logs, with an import preview dialog and editable field-map auto-detection.
  • GPU brick-paged 3D volume rendering for large seismic datasets (OpenGL and Vulkan).
  • Horizon picking on seismic sections, AGC gain control, percentile-based clipping, and pre-stack gather display.
  • 2D line support with curtain panels along the acquisition path.
  • Synthetic (forward-model) seismic sections generated directly from outcrop meshes, including facies/impedance overlays, Kirchhoff modelling, and 2.5D aperture control.
  • Drape seismic sections onto meshes for integrated interpretation.
Early access

This feature is currently in early access and gated behind a licensed option. Request access from support to enable it.

CT / MRI & Voxel Volumes (NEW)

  • Import and visualise voxel-based CT and MRI volumes with GPU brick-paged ray-marching (Vulkan).
  • Volume picking and interrogation, plus consistent level-of-detail handling (new CTIMAGE licensed option).
Early access

This feature is currently in early access and gated behind a licensed option. Request access from support to enable it.

Discrete Fracture Networks (DFN) (NEW)

  • Generate and analyse discrete fracture networks with statistical fitting and stereonet integration.
  • Export to FracMan FAB, CSV, and project polylines.
  • Advanced analysis: Oda equivalent permeability tensor, percolation analysis, and virtual scanline sampling with Terzaghi correction.
  • Per-DFN stress parameters and region masking.

Fracture Detection & Analysis

  • AI-powered U-Net fracture segmentation with two-pass vectorisation.
  • Scan-line fracture statistics with P32/P33 intensity measures and junction-aware tracing.
  • Fracture histogram with logarithmic axis and true-dip orientation output.

Stereonet & Orientation Tools

  • Smooth density (tendency) contouring plotted directly on the stereonet.
  • Enhanced slip/dilation tendency analysis with stress tensor input, failure parameters, and normalised output.
  • Mesh-attribute plotting on stereonets and refined rose diagram keys.
  • New 3D Stereosphere view for immersive orientation analysis.

3D Logs & Well Data

  • Faithful 3D lithology columns, LAS log spheres, and grain-size display along well paths.
  • Surface-following geodesic log tracking that digitises along the outcrop.
  • Rectified image-track extraction from outcrop textures along a log path.

Field Guide & Virtual Field Trips

  • Comprehensive Field Guide page management with integrated editor.
  • New WebSocket-based multi-user server transport for more reliable virtual field trips.
  • Trip leader controls to pause and resume trips, with improved invite-code experience.

Flight Path Timeline (NEW)

  • Visual keyframe timeline for editing camera flight paths, with zoom, scroll, and context menus.
  • Smooth interpolation and a scenes track for cinematic sequences.
  • Faster, higher-quality video recording (async capture, MSAA, tile pre-warming).

AI Assistant (Athos) Enhancements

  • Native tool-calling support across OpenAI, Claude, and Ollama, plus GPT-5.x reasoning models.
  • Help-documentation retrieval (RAG) so the assistant can answer from VRGS docs.
  • Screen-capture and multimodal (image) support.
  • Conversations now persist with the project, with improved reliability and cancellable requests.

Sketchfab Integration

  • Search and download public models, browse and download your own models, and upload directly from VRGS.

🚀 Performance & User Experience

Rendering & Large Models

  • Tiled-mesh level-of-detail with background loading to eliminate loading stutter.
  • Point-cloud LOD improvements with per-region frustum culling and per-cell detail.
  • Faster tile streaming, texture decoding, and mesh loading throughout.
  • Screen-space curvature shading and slope/aspect colouring.

Navigation & Interaction

  • Gamepad/game-controller navigation and full-screen support.
  • Google-Maps-style compass navigator replacing the old HUD.
  • Improved 3D picking speed and accuracy, including brush selection with 3D sphere and depth occlusion.

Stability

  • Undo/redo support for object deletions.
  • Numerous crash fixes reported via Sentry (project tree, display lists, mesh import, and more).
  • Safer GPU resource handling and guards against recycled-pointer errors.

🛠 Improvements

User Interface

  • Refined project tree and property editor: F2 rename, icon previews, alternating rows, and tree item badges.
  • Expanded ribbon and backstage tooltips with detailed command descriptions.
  • Sedimentary log improvements: SVG pattern fills, base-contact lines, and live cursor readout.
  • Per-group display property overrides and inheritance for TINs, point clouds, and orientation groups.

Data Handling

  • Automatic discrete-GPU selection when software OpenGL is detected.
  • Improved texture compression, mipmap handling, and fixes for meshes rendering black after import/reload.
  • Secure on-demand ONNX model downloads for Geotour users.
  • More robust PROJ coordinate grid downloads.

🐛 Fixes & Reliability

  • Fixed wrong/black textures on streaming tiles and DDS decode issues.
  • Corrected SfM registration, bundle-adjustment, and reconstruction quality issues.
  • Resolved seismic overlay alignment and projection issues.
  • Fixed stereonet tendency display updates and rose-diagram binning symmetry.
  • Improved handling of corrupted or malformed data during load.

🔄 Minor Updates

  • Ongoing version updates and general maintenance across the platform.
  • Extensive background refactoring for long-term stability and performance.

VRGS 3.3.20 to 3.3.22

24 April 2026

✨ New & Enhanced Features

Mesh Decimation Tools

  • New configuration dialog for simplifying meshes.
  • Choose target size by triangle count or percentage reduction.
  • Options to preserve important features like edges and textures.
  • Consistent batch processing across multiple meshes.

Segmentation & Image Analysis

  • “Segment Everything” (SAM) auto-segmentation introduced.
  • Faster and more seamless segmentation on large images.
  • Improved visualisation using project-defined colours.
  • Undo support and better control over overwriting existing labels.

Photogrammetry & Image Handling

  • Improved Metashape camera import, including support for grouped cameras.
  • More accurate image interaction and picking in 3D.
  • Enhanced 3D visualisation for image-based data (e.g. SquashPlot).

Orientation & Stereonet Tools

  • New contouring methods for stereonets (including smoother density options).
  • Improved statistical analysis of orientation data (e.g. clustering vs girdle detection).
  • Better visualisation of planes, poles, and intersections.
  • New tools for analysing relationships between geological features.

Orientation Group Tools

  • Convert orientation groups into structured grids for further analysis.
  • Improved workflows for handling grouped structural data.

🚀 Performance & User Experience

Segmentation Performance

  • Significantly faster processing for large images.
  • Background processing reduces UI blocking.
  • Smoother results across image tiles.

Rendering Improvements

  • More consistent and stable rendering behaviour.
  • Improved handling of overlays and textures.
  • Better responsiveness when working with complex models.

General Stability

  • Reduced crashes during object editing and deletion.
  • More robust handling of large datasets and complex operations.

🛠 Improvements

User Interface

  • Cleaner layout in mesh decimation tools.
  • More intuitive controls for segmentation workflows.
  • Improved notifications for software updates.

Project & Data Handling

  • More stable handling of object deletion and project tree operations.
  • Improved consistency when working with complex datasets.

Visualisation

  • Improved 3D display of image-derived data.
  • More accurate colour handling across tools and exports.

🐛 Fixes & Reliability

  • Fixed issues with object manipulation in certain edit modes.
  • Improved stability when working with photogrammetry data.
  • Resolved inconsistencies in stereonet projections and calculations.
  • Better handling of edge cases in orientation analysis.

🔄 Minor Updates

  • Version updates and general maintenance.
  • Background improvements to ensure smoother operation across the platform.

VRGS 3.3.2 to 3.3.19

February – April 2026

✨ New & Enhanced Features

Project Backups

  • Option to choose a custom backup location when saving projects.
  • Improved reliability and error handling during backup creation.

Cross Section Tools

  • Adjustable vertical scale for cross sections.
  • Better control over section positioning and elevation.
  • Improved editing experience and accuracy.

Measurement & Interpretation Tools

  • Convert measurement groups into isopach and isochore polylines.
  • More efficient handling of large datasets and complex projects.
  • Faster interaction when selecting or editing polylines.

Outcrop.io (DOR) Integration Enhancements

  • Improved syncing of interpretations with better feedback and reliability.
  • Clearer linking between VRGS projects and Outcrop.io models.
  • Additional context and metadata included during sync.

🚀 Performance & User Experience

Large Model & Tile Performance

  • Faster loading and smoother navigation in large scenes.
  • Improved responsiveness when working with high-resolution datasets.
  • Better handling of detail levels for more consistent visual quality.

Rendering & Visual Quality

  • More stable and consistent rendering across different views.
  • Improved handling of textures and imagery on models.
  • Better terrain masking and visual blending.

VR Experience Improvements

  • Smoother and more stable tracking in VR.
  • More reliable controller positioning and interaction.
  • Reduced visual glitches during movement or tracking loss.

🛠 Improvements

Project & Data Handling

  • Improved project loading across different systems (better file/path handling).
  • More robust handling of large datasets and complex models.
  • Improved coordinate transformations for more accurate positioning.

User Interface

  • Cleaner UI with reduced unnecessary messages and logs.
  • Improved dialogs and workflows (e.g. backups, imports).
  • More consistent behaviour across tools and panels.

Data Import & Export

  • Better handling of textures during export.
  • Improved compatibility with external data formats.
  • More reliable import of external datasets and imagery.

🐛 Fixes & Stability

  • Fixed crashes related to missing or invalid selections.
  • Improved stability when opening projects on different machines.
  • Resolved issues with large project performance and delays.
  • Fixed inconsistencies in measurements and attribute updates.
  • Improved handling of missing or corrupt data.

🔄 Minor Updates

  • Ongoing small improvements and refinements across the platform.
  • Regular patch updates for stability and maintenance.

VRGS 3.3.1 – Major Update

December 2025 – February 2026

✨ New Features

Cesium 3D Tiles Support (NEW)

  • Full integration of Cesium 3D Tiles for high-resolution geospatial streaming.
  • Support for Cesium Ion assets and URL-based tilesets.
  • Improved video recording behavior to ensure complete tile loading per frame.

Google 3D Tiles & Maps Overlays

  • Support for Google Photorealistic 3D Tiles.
  • Google Maps Satellite, Roadmap, and Terrain overlays.
  • Proper attribution and credit display.

Raster Overlay Support

  • Add and manage imagery layers (ion or URL-based).
  • Tiles render with imagery, embedded textures, or PBR base color.

Vertical Datum & Geoid Support

  • Optional vertical datum correction (EGM96 / EGM2008).
  • Improved orthometric ↔ ellipsoidal height accuracy.

Terrain Masking (Major Upgrade)

  • 3D occupancy grid masking for meshes with overhangs/caves.
  • Automatic mask mode detection (2D footprint or 3D volume).
  • Shader-based terrain clipping for accurate visual results.

Mesh Decimation (QEM Upgrade)

  • New Quadric Error Metrics (QEM) decimation algorithm.
  • Topology preservation and boundary protection.
  • Optional texture seam preservation.
  • Improved visual fidelity after simplification.

Point Cloud → DEM Conversion

  • Convert point clouds to triangulated DEM meshes.
  • Median gridding with IDW fill of empty cells.
  • Mesh tiling for improved performance on large datasets.

Gaussian Splat Improvements

  • View-dependent color using Spherical Harmonics (up to degree 3).
  • Improved transparency, sorting, and falloff controls.
  • Adjustable splat scale and falloff parameters in properties panel.
  • Better depth handling and occlusion behavior.

Digital Outcrop Repository (DOR) Browser

  • Embedded DOR browser panel.
  • “Open in VRGS” one-click model import.
  • Async download with progress and improved error handling.

Interpretation Branching & Version Control

  • Full branch management system for interpretations.
  • Create, switch, merge, and manage branches via dedicated panel.
  • Per-branch object visibility and history tracking.

Virtual Field Trip (VFT) & Multiuser Enhancements

  • Multi-trip support with invite codes and waiting room.
  • Real-time chat, heartbeat monitoring, reconnection logic.
  • Standalone GeotourServer support with TLS & JWT authentication.
  • Monitoring dashboard and metrics exporter.

WYSIWYG Editor (NEW)

  • Modern TipTap-based editor replacing raw HTML editor.
  • Image alignment, tables, callouts, figures, YouTube embeds.
  • Local video embedding support.
  • Improved save workflow and media handling.

Stereonet Tools

  • Equal-angle / equal-area projections.
  • Kamb contouring (area corrected).
  • Rose diagrams and circular statistics.
  • Stress tools (slip / dilation tendency).
  • SVG export from histogram pane.

🛠 Improvements

Rendering & Lighting

  • Consistent light direction handling across pipeline.
  • Improved motion blur with shutter angle and Gaussian weighting.
  • Better shadow consistency and shading accuracy.

Cesium Performance & Stability

  • Improved LOD selection and tile filtering.
  • Safer thread handling during load/shutdown.
  • Better handling of large/global tilesets.
  • Improved video recording stability with tiles.

Mesh & Point Cloud Handling

  • Faster mesh loading with progress reporting.
  • Improved mesh decimation quality and safety checks.
  • Fallback UV generation for meshes without texture coordinates.
  • Improved histogram rendering for attribute layers.

Database & Project System

  • Versioned migration system for safe upgrades.
  • Improved branch-based object visibility.
  • Schema cleanup and legacy feature removal.
  • Export schema to SQL.

Coordinate Systems & PROJ

  • Improved grid management and automatic grid download.
  • More robust CRS transformations and diagnostics.

Cesium & Overlay UX

  • Improved overlay reload behavior.
  • Tile extent filtering for local CRS use cases.
  • Debug tools for tile bounds and coverage.

Video Capture

  • Optional microphone audio recording.
  • Configurable cursor display in recordings.
  • Higher recommended bitrates for 3D content.

🐛 Fixes & Stability

  • Fixed Gaussian splat center saturation and opacity scaling issues.
  • Corrected covariance construction for splats (CPU/GPU consistency).
  • Resolved race conditions in display list and picking.
  • Improved TIFF NoData handling and robustness.
  • Fixed mesh decimation counting and edge-collapse issues.
  • Corrected directional light eye-space calculation.
  • Improved handling of corrupted or malformed data during load.