Diod v0.1.0.5 โ€” Movement and item experience Stage: Pre-alpha ยท 21 October 2026 Changes since v0.1.0.4 Character and camera - Looking around while standing still keeps the character planted rather than turning the feet with every camera movement. Movement turns toward travel at a bounded speed instead of snapping through direction changes. - Walk/jog/sprint loops share a common phase and playback uses measured stride distances. Idle is blended separately. Backpedalling while using a tool reverses the foot cycle; pickup gestures leave the hips and legs grounded. - Camera height settles over steps and crouch changes, with a small damped landing response and less sprint FOV expansion. Collision handling remains. - Opening a menu immediately clears horizontal momentum. Quick access and useful item feedback - Six persistent quick slots: press 1โ€“6 to equip/stow a real carried tool or eat one assigned food item. In Inventory, select a tool or food and click a number or press 1โ€“6 to assign it. Repeat that assignment to clear the slot. - Equipping a new supported tool fills the first empty slot. Existing saves receive initial shortcuts from carried tools/food, starting with the held tool. - The bar shows real quantities, current equipment and depleted slots. Empty or depleted slots explain what to do; depleted assignments work again on refill. - Focused items show an icon, name, unit weight, carried count and E action. A full bag has an explicit make-room cue and a different reticle indication. - Recent inventory gains/losses show icons and carried totals. Bursts merge; the feed stays bounded and fades. Loading a save does not fake new pickups. - Bow draw and tree felling have progress feedback. The held-bow card shows finite arrow count. Health/food/stamina have numbers and low-state messages. - Inventory and storage icons are larger; more supplies have distinct artwork. Tool details prioritize practical use, including chopping for the stone axe. - Gameplay overlays hide while using menus. No terrain/world scan is added for UI; refreshes are bounded and item artwork is cached. Updating and save compatibility Close Diod, back up your save and replace the application (or the complete Windows/Linux extracted game folder). Existing worlds, inventories, knowledge, terrain edits, settlement and horse progress retain their normal save locations. Quick slots add saved references to inventory stacks; they do not create items or change item quantities. Assignments persist only after a successful save. No normal player save was reset, included in the download or used for testing. Validation The actual Linux export passed 32 focused experience checks, 10 camera checks and release identity/content/Earth/save-path verification. Source inventory scrolling, field-guide and bow-pose checks passed. The small rendered fixture passed 32 checks including the inventory action/shortcut layout. Windows icon sizes/groups and v0.1.0.5 native metadata passed. Mac identity/version and both x86_64/arm64 executables were verified. The Mac app is Developer ID signed, Apple notarized and stapled (submission 53e635f2-4b1d-4241-a5c1-97044fa96253). Evidence is recorded in the release acceptance receipt. Native Mac/Windows GPU movement and full-world usability remain pending owner/local-agent testing. The rendered review uses a small Linux software-rendered UI/rig fixture and is not a performance benchmark. Known limitations The current Rocketbox body and Quaternius clips remain. This is an experience pass, not new motion capture, directional strafing, slope foot IK or final combat animation. Backpedalling reuses a reversed forward clip. Sideways tool use, turns and the existing rider/animal art need further local feedback. Wider item-art refinement, gamepad support and accessibility options remain future work. Earlier moving-target hunting, full horse-to-bunker acceptance and known river-generation issues remain pending. Windows publisher signing is absent. https://diod.world/updates.html#v0.1.0.5