Release planning

CadCraft 1.0 impact map

Every fix and feature lined up for 1.0, and what each one touches: which apps, and which layers of the stack.

ProjectCadCraft
Sheet0.10 impact
Items110
Date2026-11-09
51Fix
22Feature
0Spike
28Platform
0Site ops
8Sanity check
1Decision
≈ 319days in the written 0.10 plans
  • Planned 101 on the plan for the release it is filed under
  • Built 0 built and working in /lab (the dev builds). Whether the public has it is its reach: "in the lab", "Live" (the last gate) or "switched off"; see docs/REACH-LIVE.md
  • Partly built 1 part of it is built in /lab; the rest waits (see "Waits on")
  • Promised 0 the live site already says it is coming
  • Moved 0 moved here from an earlier release or wishlist
  • Found 0 bug found after a release shipped; fixed in a point release or the next one
  • Candidate 3 recommended in a spike or session log; owner to choose
  • Community please test 0 built and in /use; a Discord post gives the steps and the expected result and asks people to try it on their own devices, files or know-how
  • Decision Time 5 a decision, check, file, key, flag or go only you can give; folds into the list once answered

Built means built and working in the lab. Live means the public can use it, and is the last gate: 0 Built · Live, 0 Built · in the lab.

Sheet 1 · impact areas

Where 0.10 lands

How many items touch each app and each layer, by kind. One item can touch several areas, so the rows add up to more than the item count. Pick a row to filter the schedule below.

Impact areaFixFeatureSpikePlatformSite opsSanity checkDecisionAll
Apps
CadCraft 20 17 – 10 – 3 1 51
BimCraft 18 20 – 9 – 4 1 52
ModelCraft 19 20 – 10 – 3 1 53
MarkupCraft 12 16 – 9 – 3 1 41
TakeoffCraft 14 16 – 9 – 3 1 43
CivilCraft 21 18 – 10 – 4 1 54
DetailCraft 15 17 – 9 – 4 1 46
PartCraft 15 17 – 9 – 3 1 45
Studio – 1 – – – – – 1
SuperCad Studio – 6 – 6 – 1 1 14
Layers
Site and services 13 3 – 8 – 1 – 25
Desktop host – 1 – 1 – – – 2
App shell 5 15 – 8 – 2 1 31
App code 23 4 – 3 – – – 30
Our engines 8 – – 1 – 1 – 10
Vendor engines – – – – – – – 0
Drawing surface 3 – – – – – – 3
Help and words 2 1 – – – 1 – 4
Tests and tooling 2 1 – 2 – 3 – 8

Sheet 2 · schedule

Every fix and feature

Grouped by track. App chips carry each app’s layer colour; Studio is in ink. "Waits on" names what has to happen first; the small lines under it say who asked and where the item is written up.

Add an item Fork map (Rust and C++ forks) The roadmap

Issues sync every 10 minutes; last sync Nov 9, 2026 7:00 pm.

ItemWhatAppsLayersStatusDaysWaits onIssues
Render engines (Track RE) 3
FeatureRE.10 Link to RE.10Comment on RE.10 Unreal in the browser edition: we host Unreal and send the picture back

A browser cannot run Unreal (native C++, no web build) or reach one on the person's computer, so the web edition can only save the Unreal folder as a zip today (RE.5). To give it Unreal pictures, Unreal must run on a machine we provide: the browser sends the RE.2 scene package, a GPU server renders the chosen camera through Movie Render Queue, the PNG comes back to the Render dialog labelled "Drawn by Unreal Engine". Needs a render service and queue (accounts, limits, timeouts, cost per picture), a GPU host (the VPS has none), and the plug-in proven in a real Unreal first (RE.5 never ran there). Recommended first if any of this is done. Not promising soon (owner 2026-11-06). Licensing points are from memory, not checked against Epic's terms. Full write-up: docs/spikes/RE-unreal-hosted.md.

BimCraftModelCraft Candidate 15 You: is browser reach the goal; Epic EULA for hosting; who pays for the GPU host; RE.5 run in a real Unreal first From: owner (Owner) docs/spikes/RE-unreal-hosted.md
FeatureRE.11 Link to RE.11Comment on RE.11 Unreal inside Studio with no install: ship a packaged CadCraft renderer built with Unreal

Studio could draw with Unreal without the person installing it, but the Unreal Editor itself cannot be redistributed as far as we know (tens of GB, Epic's EULA). What could ship is our own packaged program built with Unreal that loads our scene and draws it, under Epic's royalty and attribution terms. Problems: gigabytes added to the installer; separate Windows, Mac and Linux builds; a packaged build may not read USD at runtime like the Editor, so it would load glTF and lose fidelity; native code people download, against KICKOFF rule 44 (content first). Desktop only: it does nothing for the browser edition. Not promising soon (owner 2026-11-06). Licensing points are from memory, not checked against Epic's terms. Full write-up: docs/spikes/RE-unreal-hosted.md.

BimCraftModelCraft Candidate 20 You: read Epic redistribution and royalty terms; decide against KICKOFF rule 44 From: owner (Owner) docs/spikes/RE-unreal-hosted.md
FeatureRE.12 Link to RE.12Comment on RE.12 Unreal Pixel Streaming: a live Unreal view in the browser

Unreal runs a live session on our GPU server and streams it to the page, so a person can orbit the scene in Unreal's lighting. One GPU is held per viewer, so it is by far the most expensive route; docs/0.8-PART1.md said not planned. Only after RE.10, and only if people ask for a live view rather than a rendered picture. Not promising soon (owner 2026-11-06). Licensing points are from memory, not checked against Epic's terms. Full write-up: docs/spikes/RE-unreal-hosted.md.

BimCraftModelCraft Candidate 10 RE.10; GPU cost per viewer; you From: owner (Owner) docs/spikes/RE-unreal-hosted.md
Suggest an item

Anyone can send one; no account and no name needed. The team reads each idea, and the ones we take on appear on this page. Please leave out web addresses.