SVG export: you can now export your maps as SVG files. Markdown support: Note texts, room names and subtitles, and object names now support limited Markdown formatting, giving you more control over how your text appears on the map. Note text also respects line feeds now. Map scrolling: the map canvas now features scrollbars for easier navigation. These scrollbars appear only when the map is too big to fit inside the viewport. Connection names in code generation: connection names are now properly included in generated code. Inform 6 code generator: Newly added; some users asked for this
Improvements
Hand-drawn line jitter: removed the jitter effect from hand-drawn style rendering. Previously, the hand-drawn lines would change form as the map was panned or zoomed. Redesigned UI: animated menu transitions for a smoother experience. Tooltips throughout the application for better discoverability. Keyboard shortcuts have been refined to not interfere with text input. Improved tool panel layout. Image export: better image export quality on high-DPI displays.
The entire build system has been modernized, moving from Grunt (old!) to Vite. This results in faster builds and a more maintainable codebase.
Bug report: Importing a Trizbort (non-io) map, ie. a .trizbort file, doesn’t seem to work. The developer console says the following:
Uncaught TypeError: Cannot read properties of undefined (reading 'close')
at importMap (MenuPanel.ts:163:10)
at FileReader.<anonymous> (MenuPanel.ts:136:7)
Also, when clicking a room, the connector circles don’t seem to appear, just the resize handles (squares).
Ah, thanks, it seems that I actually had a room selected already, and connection circles don’t show up when hovering over any room if a room is selected!
trizbort.io (the web tool) and Trizbort (the Windows program) are unrelated codebases developed by different people, as I understand it; so changes to one shouldn’t be expected to end up in the other without special effort.
I’ve noticed one big issue: I can no longer click and drag to select a large area of the map. I use this a lot to keep multiple maps (e.g. floors of a building) in the same canvas, moving them whenever they get too close to something else.