Hey. No new feature this time - just a pass through the corners before the next one.
We had a list of nine bugs we'd written down and kept walking past. Most were small. One wasn't, and it was hiding behind a button.
When you import a file the studio already has - same bytes - we ask whether to share the existing file or make an independent copy you can edit on its own. Pick "independent copy" and you expect exactly that: your own file, safe to change or delete without touching anything else.
It mostly worked. But the new copy's internal name was built from how many copies already existed - copy 2, copy 3, and so on. The problem shows up after a delete. Say you had three, removed the middle one, then made another. The new one counted "two exist, so I'm number three" - but number three was already taken. The studio saw the clash, quietly kept the old file, and pointed your new scene at it. You thought you'd made a clean copy; you were sharing the original, and the real copy you just made was orphaned on disk with nothing
pointing at it. Edit "your" copy later and you'd be editing the original too.
Nothing crashed. Nothing warned you. That's the worst kind.
The fix: stop counting, and instead look at which names are actually taken and pick the first free one - so a copy made after a delete always gets its own identity. We also made the studio shout in the logs if two files ever collide again, instead of silently dropping one. Better a loud bug than a quiet one.
The rest were smaller. A menu element could jump for a single frame when you grabbed it (the drag started from where the element was saved, not where it was shown). A countdown number sat blank for one frame before popping in. And the end screen had a leftover timing delay we fixed - which you'll never see, because that screen is solid black either way. Real bug, just invisible.
The one we'd marked most important? We went to fix it and found a rebuild from two weeks ago had already solved it. We checked three ways before believing it. Crossing something off because it's genuinely gone feels almost as good as fixing it.
None of this is the glamorous part of building a tool. But it's most of what "does this actually work" comes down to, and we'd rather spend a week on the foundation than stack features on a floor with holes in it.
Next: back to the part that makes the stories. If you hit something that feels wrong - especially the quiet, hard-to-pin kind - tell us on X, in the Discord, or by <!--email_off-->email<!--/email_off-->. More soon.

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