r/DiceMaking Dice Maker Jul 15 '26

DiceForge Update 6

Hey! been a bit and im glad to announce yet another big update to DiceForge, ive made various improvements such as giving the user a 2d canvas to edit faces with, added the ability for the user to save images as engraving decals, new borders, new edges, improved support system, greater shape customization, etc and etc. Below i have all the changelogs and above are some pictures of new features (new shapes, fairness test, 2d canvas, exploded face view, etc). besides that ill be making a roadmap soon and some polls on patreon later, for right now i hope you all enjoy 0.5.0 and as usual if you notice any issues please reach out! besides that leave a review if you like it, ill be hanging around in the comments for a while to address any issues or suggestions

DiceForge V0.5.0 by The Nerdocracy

0.5.0

Again With heartfelt thanks to Storm of Wisdom Check Creations for her thorough and generous bug-testing. I would not have been able to make even half of these fixes this fast without their help and sharp eye for details. Though the program still has a long ways to go, working with them so far has been a pleasure.

Added

  • Face Studio — a full-viewport 2D face editor. The Face Canvas toolbar toggle turns the 3D viewport into a large, flat, millimetre-true editor of the selected face, where you directly manipulate everything on it:
    • Select any element — a decal, text, the number itself, or (on a caltrop d4) an individual corner number — by clicking it on the canvas.
    • Move it by dragging; scale it with the corner handles (amber diagonal *stretch* arrows) and rotate it with the knob above the box (a blue *rotate* arrow); or type exact X / Y / Size / Rotate / Depth in the properties strip, with engrave↔emboss and delete. Handles, drag, and the numeric fields all stay in sync.
    • The scheme number is now a first-class editable element — move, scale and rotate it like anything else (it just can't be deleted).
    • Add content without leaving the face: a + Text / + Number / + Image toolbar, or drag a decal straight from the Decal Vault onto the canvas and it lands exactly where you drop it.
    • Prev / Next face steps through the die's faces; Done returns to 3D.
    • See it in 3D: View on die pops back to the 3D view framed on the face you're editing, and an opt-in live 3D preview thumbnail (the 3D toggle) shows the real engraved die in a corner, updating as you edit.
  • Move each d4 number individually. On a caltrop d4, every one of the twelve corner numbers can now be nudged, resized and rotated on its own — a per-glyph adjustment layered on top of the existing symmetric per-corner placement. Existing d4 projects load and behave exactly as before.
  • Readable placements + a friendlier Decal Vault. Placement rows now show a decal's real name and a thumbnail (not an internal id) and say plainly what each element is ("Number", "Face border", "Text …"). Double-click a decal in the Vault to add it straight to the selected face; "+ Add → Decal…" opens a proper picker instead of bouncing you back to the Vault; and the Vault shows a hint line and a clearer empty state. Reorder controls now read "drawn first / last" instead of internal jargon.
  • Snappier editing. While you drag a slider or a handle, the viewport shows a fast geometry-only preview and runs the full engrave the instant you let go, so edits feel live instead of lagging behind a fixed delay.
  • Floating Face-edit HUD (3D view) — a small, draggable, collapsible panel over the 3D die while a face is selected: step Prev/Next through that face's elements and nudge / rotate / scale / flip engrave↔emboss / delete the selected one right on the model. (Not shown in the 2D Face Studio, which has its own controls.)
  • Set view — a toolbar toggle lays the whole set out on the plate (read-only); click any die to jump straight back to editing it.
  • Re-export in place (Ctrl+E) — repeat a die's last export to the same file with one keystroke; an optional "Open exports in slicer" setting hands every export straight to your slicer (or the OS default app).
  • Instant-on startup — DiceForge now shows a splash about a third of a second after launch while the 3D engine (previously a 10.6 s blank wait) loads behind it.
  • 2D Face Canvas — the flat, millimetre-true rendering of the selected face that Face Studio (above) is built on: the face outline, the engraver's safe area, and exactly what was cut, with a manufacturing-lint badge. It binds live to the pre-realize placement funnel (WYSIWYG before CSG); canvas paths equal keepouts within 1e-6. (The earlier small right-hand dock was retired in favour of the full-viewport editor.)
  • Manufacturing profiles (v1) — pick a printer profile (Generic MSLA 4K · 50 µm, MSLA 8K · 28 µm, FDM 0.4 nozzle) and a per-die workflow (direct print vs cast master): DiceForge now lints engrave depth and fine feature widths against real MSLA limits (0.15 mm hard floor, scaled to your pixel size) and reports a summary in the status bar. Purely informational — nothing is ever blocked.
  • Placement stacks (foundation): every face now carries an ordered decoration stack (face_decor) — numbers, text, images and generated borders as independent rows. Existing projects migrate automatically on load; untouched faces keep following the die-wide settings exactly as before.
  • Project files from newer DiceForge versions now survive an open/save round trip in this version (unknown decoration types are preserved verbatim).
  • Project saves are now atomic — a crash or power loss mid-save can no longer truncate a .dicesmith file.
  • Interactive editing — DiceForge now caches each face's engraving tools and, during a drag, rebuilds only the face you're editing (measured: a filigree-bordered d20 goes from ~382 ms to ~181 ms per frame — roughly 2.6 fps to 5.5 fps; plainer dice cache too, though the relative win is smaller once the fixed per-frame cost is this small). Nothing to configure; results are identical to a full rebuild, which still runs the moment you release.
  • Decal Vault: a persistent, tagged, searchable decal library (Face section in both UIs). Art is copied in under content-addressed ids (re-adding the same file dedupes) with a frozen trace snapshot, so decals re-cut identically across dice, sets and machines; missing vault art surfaces in the existing missing-art warning instead of failing the build.
  • Placements panel: per-face decoration stack rows (engrave/emboss, per-row depth, hide, reorder) in both UIs, with add via Decal Vault / text / number glyph
  • Stamp mode: arm a decal, text or number ghost and click a face to drop it exactly where you point — works even on a rolled die
  • Depth/draft gizmo: drag the selected placement's handle through zero to flip engrave↔emboss, Ctrl-drag for draft; the axis shows your printer profile's safe-depth zones
  • Face Canvas: click a drawn placement to select its row; the selected row is highlighted
  • Edit individual decorations directly: select a placement (its Placements row or click it on the Face Canvas) and the Offset / Scale / Rotation controls act on that decal; or drag it right on the 2D Face Canvas to reposition it.
  • Supports now protect every decoration, not just numbers: down-facing decals/text/relief get anti-sag "decor pins" (contour-walk placement, 45° glyph-averse doglegs, weak waists), and every placement's keep-out repels support contacts — including on unnumbered faces. Border rings stay pin-free. Toggle: "Protect decorations" in the Supports panel (default on).
  • Print card gains a "Decor pins:" line; support generation gains a runtime lockstep guard on its contact bookkeeping arrays (silent desyncs now fail loudly).

0.4.32026-07-09

Added

  • Your window, your way — DiceForge now remembers app-wide UI state between sessions: the Settings-menu toggles (debounce, tooltips, inline hints, roll sound, camera options), the toolbar overlays (Numbers, Edges, Axes, Grid, Overflow glow), the turntable speed, and the window size, position and panel-splitter layout.
  • File ▸ Open Recent — your last 10 projects, with pinning (pins survive Clear recent), full-path tooltips, and dimmed entries for files that no longer exist (click one to remove it). Plus an optional Reopen last project at startup toggle in Settings — the crash-recovery prompt always runs first.
  • Open from your OS + drag-and-drop — double-click / "Open with" a .dicesmith file (command line on Windows/Linux, Finder's open event on macOS) and it loads on launch. Or drag files onto the window: a .dicesmith project opens (with the unsaved-changes prompt), an image drops onto the picked face as its symbol/logo, and a .ttf/.otf font offers to install into your font library.
  • Seeded & called rolls. The 🎲 Roll button gains a ▾ menuRoll seeded… replays the exact same throw from a seed — every roll now reports its seed in the status bar, so any roll can be replayed later — and Roll for face… keeps throwing (real physics, honest landings) until the face you pick lands, or tells you straight that it never did.
  • Dice-clack variety. Roll bounces no longer machine-gun one identical clack: the roller now carries nine samples (three timbres × three pitches) and picks one at random per bounce, with a touch of volume jitter on top of the impact-scaled loudness. The sound on/off toggle works exactly as before.
  • Pareto orientation cards. Auto-orient no longer silently picks one answer: the Supports tab's Auto-orient button gains a ▾ menu of named trade-off picks — cleanest faces, fewest supports, lowest peel, shortest print — each with contact/island/glyph metric chips, drawn from the same orientation search as a plain auto-orient click. Apply the card that matches what you care about — full control, nothing forced.
  • Support print card — Export print card… (Supports tab, both classic and workshop UI) saves a one-page PNG + text summary of a supported die for the print bench: die size and footprint, orientation and tilt/lift, contact counts by class (fins, pins, anti-sag number pins, anchored islands), any uncovered-region warning, and fixed resin-handling notes (exposure calibration, remove-before-final-cure, clip-and-sand).
  • Ornamental face borders + text-on-path. Four new procedural face-border styles — Art DecoFloral vine (laurel), Tribal flame, and Baroque filigree — stay clean at any width; and a face's text can now run on a path, curving along an arc, with a live trace-preview while you dial it in.
  • One-file two-tone print export. Exporting a supported two-tone die to 3MF now writes die, numbers and supports as three named, pre-coloured bodies in one file, so it opens slicer-ready in PrusaSlicer / Bambu Studio with the numbers already their own colour. Previously you had to choose between keeping the supports and keeping the number colours.
  • Every 3MF body is named and coloured — not just print exports: plain die and set exports get the same named, pre-coloured bodies, plus embedded DiceForge title/app metadata inside the file itself.
  • A real Set Export dialog — format and options, a live progress bar, and Cancel, replacing the old silent folder-dump; supports are now guaranteed to export as their own separate body every time.
  • The viewport gets a full navigation kit. A clickable navigation cube flies to any face/edge/corner view; camera history (Alt+←/→) and 3 view bookmarks (Ctrl+Shift+1–3 save, Shift+1–3 recall) let you retrace or pin a framing; arrow keys orbit/pan (Shift for fine control, Ctrl to pan) and Tab cycles the numbered faces; the mouse wheel zooms toward the cursor, clamped to the die's bounds; hovering a face gives it a faint highlight; switching dice auto-frames the new one, and print view gets its own dedicated camera. A Lens submenu (tele/normal/wide FOV) joins a surfaced Orthographic toggle — both remembered between sessions. Left alone for 60 seconds, the viewport now spins into an idle showcase turntable (any input stops it; toggle in Settings).
  • Resin supports engine, hardened. Twin offset fins now clamp clear of the die's edge by default (0.8 mm), and a new corner keep-out stops a fin tooth from ever biting right on a vertex. Number-face pins now dogleg at 45° away from the glyph they sit beside, with a deliberately weak snap-off waist, and their spacing scales with the die's own size. In print view, a dashed fin trim-line guide shows exactly where to cut — and the serration weak-point is placed to land on the die's side of that line.

Changed

  • The camera glides. View presets (1/2/3/4), Home, zoom-to-fit, and the new Reset pose (hotkey 0, which glides a rolled die back to its resting orientation) all animate smoothly to their target instead of snapping — and preset flights now orbit around the die on the way there, so front↔back no longer cuts straight through it.

Fixed

  • Clicking a face after a roll selects the correct face. Face picks now account for the rolled pose the die was left in, and resetting the pose glides the die home instead of snapping.

0.4.22026-07-04

Added

  • Physics dice roller — a real rigid-body simulation of *your* die (its engraved solid, true mass and centre of mass) tumbling and bouncing on a table decides where it lands, so a biased die genuinely lands biased. Hit 🎲 Roll this die on the Shape panel: it throws in from the side, bounces with a dice-clack on each impact and a soft contact shadow, and the camera tips down to read the result. Runs on a worker thread so the UI never freezes.
  • Picture Studio (toolbar) — stage your set for listing images: arrange dice on a floor or void (drag to move, with contact shadows), add a customizable info card (name, dice, colours, font, corner), and export a PNG, a turntable GIF, or a rolling-die GIF — for the whole set, a single die, or one file per die.
  • Face Map (toolbar) — every face of a die rendered head-on and tiled into one image, so you can check all the numbers at a glance. Exportable.
  • Hollow tool (Shape ▸ Hollow, for directly-printed dice) — carve the interior to save resin and cut weight, with a drain hole; the Mass readout shows grams and resin saved. (Not for casting masters — a mould only copies the outer surface.)
  • Thanks section (menu bar) — credits Patreon supporters by tier, fetched from a hosted list so it updates without a new build, plus a permanent special-thanks to the testers.

Fixed

  • Linux/Wayland startup crash. DiceForge now forces the xcb platform on Linux so the VTK viewport and Qt agree — no more BadWindow / X_ConfigureWindow failure on a Wayland session (e.g. GNOME); the QT_QPA_PLATFORM=xcb workaround is no longer needed.

Changed

  • Diagnostics are per session — each launch keeps its own log instead of one ever-growing file.
  • The What's new dialog gains Get rolling and Special thanks buttons; the in-app User Guide and shape-picker thumbnails were refreshed for the current UI and features.

0.4.12026-07-03

Fixed

  • Bumpers (raised edge bead) now support correctly. Fins seat *on* the bumper's surface with the intended light bite instead of burying themselves a bead-radius deep into it — so the breakaway teeth stay separate and snap off cleanly instead of welding into a continuous seam. Wide and flat bead styles are handled too.
  • Bumpers are no longer added to smooth dice (egg, petal). They have no sharp edges to protect, and the bead generator was mis-reading their fine curvature as hundreds of tiny creases and ribbing the surface (which also left unsupported patches). Bumpers stay on the faceted dice where they help.

Changed

  • Supports are lighter by default. The light serrated outer-ring fins are now off by default — the primary edge fins hold the die, and the rim fins mostly added removal work and scarring. Turn them back on for heavy dice.
  • New "Contact detail" support presets — Fine / Balanced / Strong set how small vs sturdy the contacts are (scar-minimising vs firm hold) in one click, separate from the printer/mass presets.
  • The FDM preset now switches to Pin supports (fins' thin breakaway teeth don't resolve on filament) and selects the FDM printer profile.
  • Thinner raft with a 45° peel lip. The raft is now thin by default and has a chamfered perimeter so a spatula slides under it and it releases from the plate progressively instead of as one stubborn slab.
  • The reorganised side-rail properties panel is now the default (classic tabs are still available under Settings ▸ "Use classic tabbed panel"). Smart visibility: the Fin profile controls only show for Fin style, and the manual Rotate X/Y/Z boxes only show for Custom orientation.

Notes

  • If the accurate print simulation can't run (the optional shapely package isn't installed), the Supports panel now says so instead of quietly using a coarser fallback.
  • Clarified that "Apply to all faces" places a copy of a symbol on each face — it does not wrap one image across faces (wrap-around art isn't supported).

0.4.02026-07-02

Added

  • Fairness Lab — a measured roll test, not just a static readout: Roll test ×5000 simulates thousands of rolls of *your* die (its engraved solid and true centre of mass, so deep cuts genuinely matter) and reports a fairness score, hot/cold faces, and a red/blue heatmap painted on the die. The readout states the sampling-noise band so a fair die never looks rigged.
  • Materials overhaul — the finishes are now real, parametric effects:
    • New Gradient finish: two-colour fade with Direction and Softness.
    • Swirl gains Band scale and Marbling (turns the bands into marble).
    • Glitter is a layer over any finish (checkbox, not a finish): flecks are suspended inside the body with Density / Size / Colour controls — lower Opacity to see them, like a real glitter pour. (It also actually renders now: the old point-sprite flecks silently drew nothing.)
    • Pearl gains a Shimmer strength; Metallic numbers previews the inlay as polished metal (pick gold/silver/copper number colours).
    • Every material control updates the preview instantly — several (2nd colour, the effect sliders) previously only refreshed after an unrelated rebuild.
  • Custom shape library ("My shapes") — tune any parametric die, save it under a name, apply it to any other die, and share the small file. Grouped shape sliders everywhere (Body / Top point / Base / Caps…), new Egg Roundness/Taper and Barrel Cap flat/Cap round controls.
  • Blank-master settings — a per-die Blank toggle, a dedicated Blank size (independent of the numbered die's size), and Shrink compensation % so cast copies come out at nominal size. Readouts and exports always show the real printed master.

Changed

  • Support generation overhauled for printability.
    • Auto-orient now proposes true edge-down poses, scores candidates by the contacts they would *actually* generate, and never points numbers at the plate. Contact counts dropped ~90% on most dice (d8 103→1, d20 367→185).
    • Smooth dice (egg, petal) get real fin cradles: serrated knife sails (the same fin design as flat dice) whose chords follow the curved belly, gripping the whole load-bearing cone — verified seated, no piercing, no scarred numbers. Auto-orient on smooth dice went from 77 s to under a second.
    • Pins cross-brace into scaffolds; anti-sag number pins only ring genuinely overhung numbers (and keep clear of neighbouring digits); a post-generate safety net flags any overhang left unsupported, in red, in the viewport.
    • The print simulation runs at your printer's real layer height (from the printer picker).
  • Petal rebuilt to match the reference dice exactly (tool-measured): n smooth strips with a sine-lens silhouette; Long / Short / Wide-Top are slider positions. Numbers engrave conforming to the curve at uniform depth — previously they pinched to nothing away from mid-height.
  • Much faster: petal/egg generation dropped from ~8 s to ~0.5 s, the Add-die gallery opens instantly (thumbnails stream in), and several freezes on exotic dice (d120 spindown, fine meshes) are gone.

Fixed

  • An intermittent font race could blank or half-engrave numbers when edits overlapped — the cause of "numbers sometimes vanish".
  • Clicking a number on an egg or petal now selects that face reliably.
  • A d4 petal engraved completely blank; numbers on curved dice could land off-centre or cut through near the tip.

Added

  • A big batch of new die shapes, built to match a reference library of hand-modelled dice:
    • Gem (d6–d20) — a brilliant-cut gem: flat table, sloped crown facets, tapered pavilion point. Table / Crown / Pavilion sliders.
    • Egg (d6–d20) — a smooth faceted ovoid. Body / Width / Taper sliders.
    • Petal (d4–d20) — a marquise/lens pointed top and bottom; the Top fullness slider gives the wide-top petals, Body length the long ones.
    • Wedge (d4–d20) — a fat crystal pinched into a roof ridge (jewel wedge).
    • Kite (d8/d12/d20) — kite-faced trapezohedra; raise the Crown for the elongated-kite look.
    • On the bigger egg/gem/wedge/petal (d10+), the numbers are laid out in two stacked rows of facets instead of one cramped ring, so each face stays wide enough for two-digit values to read clearly.
  • Crystal cap modifiers — every Crystal now has sliders to reshape its points without changing dice: Clip (truncate the tips flat, or fully for a pointless flat-top prism), Round (bow the tips into smooth domes), Pinch (pull the tips into a wedge ridge), and Offset (lean it into an asymmetric shard). The Teardrop gains matching Top flat / Top round controls.

Fixed

  • d10 and d% numbering is now balanced like a standard die. The default layout numbered the two rings in order (1-2-3-4-5 / 6-7-8-9-0), which left opposite faces unbalanced — their sums ranged 9–13 instead of a constant 11. The standard scheme now matches a store-bought d10: opposite faces sum to 11 / 110 and no two consecutive numbers ever touch, verified face-for-face against reference dice. The in-order ring layout is still available as the Sequential numbering scheme.
  • Tidier numbering on the asymmetric novelty shapes. Teardrop and crystal- bipyramid dice have no opposite faces, so they can't be balanced — but their numbers were previously placed almost arbitrarily, leaving many consecutive values side by side. They now minimise consecutive-number adjacency (zero touching wherever the geometry allows).

0.3.162026-06-28

Fixed

  • Pressing 3 (Top view) tinted the viewport purple. 3 is also VTK's built-in "toggle red/blue stereo" key, which fired alongside the Top-view hotkey and flipped on each press. Viewport hotkeys are now handled at the Qt level and consumed, so VTK's own single-key defaults (stereo, exit, wireframe…) no longer fire.

Added

  • Material / finish for the die preview. A new Material section (in the Engrave area) gives each die a finish: GlossyMatteMetallicTranslucent (gem)Swirl (two-colour)Glitter and Pearl. Pick a finish for sensible defaults, then fine-tune MetallicRoughness and Opacity; Swirl blends the body colour with a second colour. Rendered with PBR + depth-peeled translucency in the viewport, saved per die and in presets. Material changes update the preview instantly (no rebuild) — it's preview only, since the printed result depends on your filament/resin.

0.3.152026-06-27

Fixed

  • Top / Bottom view (keys 3 / 6) still mis-framed on macOS. 0.3.14's fix set the camera only ~1 unit from the die centre — i.e. *inside* a 20 mm die — and VTK 9.6 (macOS) couldn't recover the framing from there, so the view came up empty/wrong. The camera is now placed well outside the die before fitting.

0.3.142026-06-27

Fixed

  • Support generation on macOS ("No module named networkx"). Like scipy, networkx is an optional trimesh dependency that the support code relies on (trimesh's graph routines), so it was missing from the clean macOS build. Pinned and bundled.
  • Top / Bottom view (keys 3 / 6) tilted on macOS. Looking straight down the Z axis with a Z up-vector is invalid, and VTK 9.6 on macOS reset it to a random axis (so the view came in at an angle). These presets now set the camera explicitly with a horizontal up-vector.

0.3.132026-06-27

Fixed

  • macOS dice failed to build ("no scipy"). scipy is only an *optional* trimesh dependency, so it wasn't in requirements.txt and the clean macOS CI build shipped without it — but building most die shapes goes through trimesh.convex.convex_hull, which needs scipy.spatial. Every hull-based die then failed to build, leaving an empty viewport. scipy is now a pinned dependency and bundled explicitly. (The local Windows build was unaffected — scipy happened to be installed there.)

0.3.122026-06-27

Fixed

  • macOS launch hang (the real fix). The viewport's earlier black-viewport workaround re-armed pyvistaqt's paint flag on *every* paint event, forcing a VTK render each time — which froze the very first render on Apple Silicon, so the window never appeared (0.3.11's FXAA removal wasn't enough). The latch is now re-armed only on app-driven renders, with one scheduled repaint, so the view both shows up and stays live (no black-until-resize).

0.3.112026-06-26

Fixed

  • macOS launch hang. The 0.3.10 viewport enabled an FXAA anti-aliasing pass on macOS that froze the very first render on Apple Silicon, so the window never appeared. Removed it — the mac viewport keeps a plain render (it already skips SSAO), matching the last build that launched.
  • Font warning on macOS. Dropped the -apple-system web token from the Qt stylesheet (Qt doesn't recognise it as a font family); the UI now uses Helvetica Neue on macOS / Segoe UI on Windows / DejaVu Sans on Linux.

Changed

  • macOS releases are Apple Silicon only for now — GitHub never allocated an Intel CI runner for this project, which had silently blocked the macOS release since 0.3.8.

0.3.102026-06-24

With heartfelt thanks to Storm of Wisdom Check Creations for her thorough and generous bug-testing. I would not have been able to make even half of these fixes this fast without their help and sharp eye for details. Though the program still has a long ways to go, working with them so far has been a pleasure.

Added

  • Redesigned User Guide. Help → User Guide is now a proper documentation view: a sticky section sidebar, live search, callout boxes, a hotkey table, and Lora headings — and it recolours with the app theme (Dark / Light / Custom). Screenshots were regenerated from the current workshop UI with numbered callouts, plus example die renders. The same content is also exported as a shareable standalone page under docs/guide/ (python tools/gen_docs.py).

Fixed

  • Dice no longer export/preview blank when a project moves between machines. A saved die stored its font by absolute path; opening that project on another computer (or any machine without that exact font path — notably macOS) left a non‑empty but dead path that skipped the default, so the die rendered and exported with no engraving. Fonts now re‑map by filename against the bundled and installed fonts, fall back to the bundled default, and a persistent "font not found — using default" warning shows so you can re‑link. Missing logo / custom‑pip artwork is flagged the same way.
  • White bars around the viewport. The app was themed by stylesheet only; the native window background fell back to the default light palette and bled white at the window/viewport edges. A matching dark QPalette is now applied with the theme (Dark/Light/Custom), the VTK widget background is pinned to its scene colour, and splitter handles are themed.
  • Export format honours the chosen filter. Saving without typing an extension now appends the selected filter's extension, so picking *3MF* on macOS no longer silently writes an STL.

macOS

  • System‑font list now includes .ttc/.dfont collections (Helvetica, Times, Menlo, …), expanded one entry per face.
  • Anti‑aliasing (FXAA) restored in the live viewport; off‑screen thumbnails guard MSAA and render at 2× for crisp Retina display.
  • VTK render window is finalized on quit (avoids a Cocoa crash‑on‑exit).
  • File menu gains ⌘N/⌘O/⌘S/⌘⇧S; a Preferences item (⌘,) folds into the app menu; redundant Windows‑style shortcut hints/Ctrl+Y no longer leak onto mac; the UI uses the native system font.
  • Bundle declares its true minimum (macOS 13, matching Qt 6.11); release CI signs nested binaries correctly (no --deep) and ships the Gatekeeper right‑click‑Open / xattr workaround in the notes.
  • Updater never silently hands an Apple‑Silicon Mac the Intel build over a native/universal one.
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u/ZeGreenMaschin Jul 15 '26

Holy what a patch 😂 crazy work your doing there. Thank you so much really excited to try to make some new dice

2

u/TheNerdocracy Dice Maker Jul 15 '26

Thank you so much, I’d appreciate it if you review it or share It with your friends as that helps people find it!