Diod v0.1.0.7 — Equipped for the journey Pre-alpha | 21 October 2026 Changes since v0.1.0.6 - Equipped fibre sling, woven backpack and wood frame pack now appear on your character, with distinct silhouettes, straps, pockets, closures and frame detail. - Improved metre-scale tool models with wrapped grips, stone lashings and distinct wood/stone/iron surfaces. The stone axe now has a full axe handle. - Previously invisible hand drills and air tools now have held models. - Stable reference-based hand and torso attachments follow walking, crouching, working and riding. Gear no longer changes grip based on when you equip it. - The Character preview shows the actual worn bag and held tool, and clears removed equipment. Settlement workers display their assigned bag and tool. - Shared cached meshes keep runtime nodes and repeated geometry allocation low. Controls Inventory: select a bag and Equip bag (B), or a tool and Equip tool (F). Existing 1–6 quick tool shortcuts remain. Use the Character preview to inspect and drag to rotate. Only the equipped bag is worn; spare bags stay in inventory. Compatibility Replace the old app or the entire extracted game folder after closing the game. Existing worlds, inventories, equipment, capacity rules and saves are preserved. No migration, new clothing slots or save reset is required. Validation and limits The actual Linux export passed 61 focused equipment checks, bow aiming/IK and release/content/Earth/legacy save-directory identity checks. A small character-only Linux software-rendered fixture was reviewed for pack/tool placement. Windows native icon/version metadata and Mac version/both executable architectures are checked during release. The Mac release requires fresh Developer ID signing, Apple notarization and stapling before publication. Native Mac/Windows GPU playtesting and fresh Mac Gatekeeper assessment remain pending owner/local testing. Check clipping while crouching, working and riding. Gear is rigidly attached; per-tool finger posing, two-handed shovel/pick work, spare-tool holsters and clothing/armour slots are future work. Existing broader movement, animal, terrain, sound and settlement refinement limits remain.