Files
veguAI cc28def7c6 0.39.0 (#274)
- **Help Agent** — A new agent that answers questions about Talemate itself — settings, agents, clients, the world editor — grounded in the bundled documentation, and able to change agent and application settings on request.
- **Timeline Rollback** — Scrub a slider across a scene's automatic version history, preview the message history at any revision, then roll the scene back in place or fork the revision into a new save.
- **Pi Bridge Client** — A new client type that drives generations through the pi coding agent's headless RPC mode, making any model pi can reach usable in Talemate.
- **Application Settings** — Settings move out of their modal into an always-available Settings tab, with a single topic-grouped sidebar, a settings search, all API keys on one page, and unsaved-change tracking.
- **Scene Library** — The home screen is rebuilt as a full-page landing view with a file-tree scene library, cover thumbnails and per-save metadata, scene and save deletion, and a drag-and-drop import dropzone.
- **Fast Character Creation** — Generate a character in a single request instead of one prompt per aspect, with a Consolidate multi-select, a token budget, and a Fill in misses pass. Off by default.
- **Scene Backdrop** — Set any scene illustration as a backdrop filling the scene view behind the messages, saved with the scene, with configurable text legibility and an Immersive quick-toggle.
- **Scene Visual Manager** — World Editor → Scene gains a Visuals tab to browse, upload, generate and delete the scene's backgrounds and illustrations, and set the cover image and backdrop.
- **Visual Prompt Finalization** — Post-processing actions — match and replace, or a free-form AI instruction — rewrite image prompts right before they reach the image backend, with per-scene and per-character overrides and reusable template sets.

- fixes #271 
- fixes #275

Plus 25 improvements and 39 bug fixes — see [CHANGELOG.md](https://github.com/vegu-ai/talemate/blob/prep-0.39.0/CHANGELOG.md#0390) for the full list.
2026-08-29 13:21:22 +03:00

14 KiB

Asset Meta And Selection Nodes

Asset metadata and selection: search assets, build selection contexts, and construct attachment contexts for passing assets into generation requests.

6 nodes.

Node Registry path
Make Asset Attachment Context assets/MakeAssetAttachmentContext
Make Asset Meta assets/MakeAssetMeta
Search Assets assets/SearchAssets
Select Assets assets/SelectAssets
Unpack Asset Meta assets/UnpackAssetMeta
Unpack Asset Selection Context assets/UnpackAssetSelectionContext

Make Asset Attachment Context

assets/MakeAssetAttachmentContext

Create an asset attachment context object.

This controls how assets are automatically attached to messages when created.

Note:

  • When message_ids is empty, assets will be attached to the most recent appropriate message
  • When message_ids is provided, assets will only be attached to those specific messages
  • Use allow_override=true to replace existing message assets, false to skip messages that already have assets
  • Use delete_old=true to delete the old asset when replacing (requires allow_override=true)

Inputs

Input Type Description
asset_name str (optional) name to save the asset under
tags list (optional) list of tags to add to the asset
allow_auto_attach bool (optional) whether to allow automatic attachment of assets to messages
allow_override bool (optional) whether to allow overriding existing message assets
delete_old bool (optional) whether to delete the old asset when replacing a message's asset
message_ids list (optional) list of specific message IDs to attach to (empty = auto-detect last message)
scene_cover bool (optional) whether to set the scene cover image
character_cover bool (optional) whether to set the character cover image
override_scene_cover bool (optional) whether to override an existing scene cover image (requires scene_cover=true)
override_character_cover bool (optional) whether to override an existing character cover image (requires character_cover=true)
default_avatar bool (optional) whether to set the default avatar image
current_avatar bool (optional) whether to set the current avatar image
override_default_avatar bool (optional) whether to override the default avatar image (requires default_avatar=true)
override_current_avatar bool (optional) whether to override the current avatar image (requires current_avatar=true)

Outputs

Output Type Description
context asset_attachment_context the asset attachment context object
asset_name str the asset name (passed through)
tags list list of tags (passed through)
allow_auto_attach bool whether to allow automatic attachment (passed through)
allow_override bool whether to allow overriding existing assets (passed through)
delete_old bool whether to delete old assets (passed through)
message_ids list list of message IDs (passed through)
scene_cover bool scene cover flag (passed through)
character_cover bool character cover flag (passed through)
override_scene_cover bool scene cover override flag (passed through)
override_character_cover bool character cover override flag (passed through)
default_avatar bool default avatar flag (passed through)
current_avatar bool current avatar flag (passed through)
override_default_avatar bool default avatar override flag (passed through)
override_current_avatar bool current avatar override flag (passed through)

Properties

Property Type Default Description
asset_name str "" Name of the asset to save
tags list [] List of tags to add to the asset
allow_auto_attach bool False Allow automatic attachment of assets to messages
allow_override bool False Allow overriding existing message assets
delete_old bool False Delete old asset when replacing (requires allow_override=true)
message_ids list [] List of message IDs to attach to (empty = auto-detect)
scene_cover bool False Whether to set the scene cover image
character_cover bool False Whether to set the character cover image
override_scene_cover bool False Whether to override the scene cover image (requires scene_cover=true)
override_character_cover bool False Whether to override the character cover image (requires character_cover=true)
default_avatar bool False Whether to set the default avatar image
current_avatar bool False Whether to set the current avatar image
override_default_avatar bool False Whether to override the default avatar image (requires default_avatar=true)
override_current_avatar bool False Whether to override the current avatar image (requires current_avatar=true)

Make Asset Meta

assets/MakeAssetMeta

Create an asset metadata object.

Inputs

Input Type Description
name str (optional) asset name
vis_type any (optional) visual type
gen_type any (optional) generation type
character_name str (optional) character name
prompt str (optional) prompt text
negative_prompt str (optional) negative prompt text
sampler_settings any (optional) sampler settings object
reference_assets list (optional) list of reference asset IDs
tags list (optional) list of tags
analysis str (optional) analysis prompt text
reference list (optional) list of vis_types that this asset may be used as a reference for

Outputs

Output Type Description
meta asset_meta the asset metadata object
name str asset name (passed through)
vis_type any visual type (passed through)
gen_type any generation type (passed through)
format any recommended format based on vis_type (PORTRAIT, LANDSCAPE, or SQUARE)
character_name str character name (passed through)
prompt str prompt text (passed through)
negative_prompt str negative prompt text (passed through)
sampler_settings any sampler settings object (passed through)
reference_assets list list of reference asset IDs (passed through)
tags list list of tags (passed through)
analysis str analysis prompt text (passed through)
reference list list of vis_types that this asset may be used as a reference for (passed through)

Properties

Property Type Default Description
name str "" Asset name
vis_type str "" Visual type. Choices: UNSPECIFIED, CHARACTER_CARD, CHARACTER_PORTRAIT, SCENE_CARD, SCENE_BACKGROUND, SCENE_ILLUSTRATION, OBJECT_ILLUSTRATION.
gen_type str "" Generation type. Choices: TEXT_TO_IMAGE, IMAGE_EDIT, UPLOAD.
character_name str "" Character name
prompt text "" Prompt text
negative_prompt text "" Negative prompt text
reference_assets list [] List of reference asset IDs
tags list [] List of tags
analysis text "" Analysis prompt
reference list [] List of vis_types that this asset may be used as a reference for

Search Assets

assets/SearchAssets

Search assets by vis_type, character_name, tags, or reference vis_types.

Inputs

Input Type Description
vis_type any (optional) visual type to filter by (can be a single value or a list of values)
character_name str (optional) character name to filter by (case insensitive)
tags list (optional) list of tags to filter by (case insensitive)
reference_vis_types list (optional) list of vis_types to filter by. Only return assets that have at least one matching vis_type in their reference list

Outputs

Output Type Description
asset_ids list list of matching asset IDs
asset_count int number of matching assets
vis_type any visual type filter (passed through)
character_name str character name filter (passed through)
tags list tags filter (passed through)
reference_vis_types list reference vis_types filter (passed through)
tag_match_mode str tag match mode (passed through)

Properties

Property Type Default Description
vis_type str "" Visual type to filter by. Choices: UNSPECIFIED, CHARACTER_CARD, CHARACTER_PORTRAIT, SCENE_CARD, SCENE_BACKGROUND, SCENE_ILLUSTRATION, OBJECT_ILLUSTRATION, ANY.
character_name str "" Character name to filter by (case insensitive)
tags list [] List of tags to filter by (case insensitive)
reference_vis_types list [] List of vis_types to filter by. Only return assets that have at least one matching vis_type in their reference list
tag_match_mode str "all" How to match tags: 'all' (must have all), 'any' (must have at least one), 'none' (must not have any). Choices: all, any, none.

Select Assets

assets/SelectAssets

Select assets from a list of asset IDs by filtering on vis_type and/or reference_vis_types.

This node is designed to be chained with other SelectAssets nodes to implement priority-based selection.

Modes:

  • noop: Once a selection is made, subsequent nodes pass through the previous selection
  • prioritize: All nodes contribute, results sorted by priority (earlier selections first)

Example usage (noop mode - fallback):

  1. SearchAssets (CHARACTER_PORTRAIT, CHARACTER_CARD) -> asset_ids
  2. SelectAssets (vis_types=CHARACTER_PORTRAIT) -> tries to select portraits first
  3. SelectAssets (vis_types=CHARACTER_CARD) -> falls back to cards if no portraits

Example usage (prioritize mode - sorting):

  1. SearchAssets (CHARACTER_PORTRAIT, CHARACTER_CARD) -> asset_ids
  2. SelectAssets (mode=prioritize, vis_types=CHARACTER_PORTRAIT) -> portraits first
  3. SelectAssets (vis_types=CHARACTER_CARD) -> cards added after portraits

Inputs

Input Type Description
asset_ids list list of asset IDs to filter from (only used on first node in chain)
selection_context asset_selection_context optional context from previous SelectAssets node
vis_types list (optional) list of vis_types to match (asset must match any)
reference_vis_types list (optional) list of reference vis_types to match (asset must have any in its reference list)

Outputs

Output Type Description
asset_ids list list of selected asset IDs
asset_count int number of selected assets
selection_context asset_selection_context updated context to pass to next SelectAssets node (includes original_asset_ids)
selected bool whether this node made a selection

Properties

Property Type Default Description
mode str "noop" Selection mode: 'noop' (stop after first match) or 'prioritize' (accumulate and sort by priority). Choices: noop, prioritize.
vis_types list [] List of vis_types to match (asset must match any)
reference_vis_types list [] List of reference vis_types to match (asset must have any in its reference list)

Unpack Asset Meta

assets/UnpackAssetMeta

Unpack an asset metadata object into its properties.

Inputs

Input Type Description
meta asset_meta the asset metadata object

Outputs

Output Type Description
meta asset_meta the asset metadata object (passed through)
name str asset name
vis_type any visual type
gen_type any generation type
character_name str character name
prompt str prompt text
negative_prompt str negative prompt text
format any format type
width int image width
height int image height
sampler_settings any sampler settings object
reference_assets list list of reference asset IDs
tags list list of tags
analysis str analysis prompt text
reference list list of vis_types that this asset may be used as a reference for

Unpack Asset Selection Context

assets/UnpackAssetSelectionContext

Unpack an asset selection context into its properties.

Inputs

Input Type Description
selection_context asset_selection_context the asset selection context object

Outputs

Output Type Description
selection_context asset_selection_context the context object (passed through)
mode str selection mode ("noop" or "prioritize")
selected bool whether any selection has been made
asset_ids list list of selected asset IDs
asset_count int number of selected assets
original_asset_ids list list of original asset IDs passed to first SelectAssets node
assets list list of asset objects (only computed if connected)
first asset first asset object (only set if asset_ids is not empty)
last asset last asset object (only set if asset_ids is not empty)