The white PCSL target was never a non-threat. In PCSL that white silhouette
is the rifle target, so asking for a non-threat quietly handed you a
rifle target instead. There is now a proper non-threat for both PCSL and
PCSL Comp - red, with a black X across the body - and a new button on the
target menu flips any threat between pistol and rifle. The rifle target
shows here as a light grey rather than white, because a white target on a
white stage vanishes; in 3D, where it sits on grass or dirt, it stays white.
Hard covers work on a rifle target exactly as they do on a pistol one, and
the choice carries through to the build sheet so the crew knows which target
to staple up.
Custom hard covers here too
The hard covers you draw are now available in the 2D editor. Double-click a
target and your saved covers sit at the end of the usual left-hand,
top-half, v-neck row, each showing its own shape rather than a name you
have to read. Pick one and it goes on. The + at the end of
that row opens the same drawing window used in 3D, and saving applies the
new cover to the target you were working on. Covers are shared between the
two editors, so anything you have already drawn is waiting for you here, and
a cover follows the target when you turn it to face house left or right.
Measure distances right on the stage
Turn on the new Measure tool, press Set
(or the M key), and click to drop an anchor anywhere on the
stage. A line then follows your cursor, reading the distance in feet from
the anchor. The anchor stays where you put it while you work, so you can
measure to any spot - or drag a target or wall and watch the distance
update as it moves. Press Set again to move the anchor when you need to.
It is a view-only aid: it never changes your stage and is not saved
with it.
A heads-up when par time needs shooting positions
On a GPA stage, par time is worked out partly from where your shooters
move. If you save while par is set to calculate on its own but you have
not placed any shooting positions, the editor now pauses to let you know
the par time will not be accurate. You can save anyway, go back without
saving, or switch par to manual mode - which opens the par tab and the
par wizard so you can set the par yourself.
Steel that doesn't count
Placing a steel as a mechanism rather than a scored target - say a popper
behind a paper target to trip a mover - used to pad your steel count, round
count, and par time. Select the steel and use the new
don't-count button next to the lock to take it out of all
three. It stays on the stage and fades so you can tell it apart; it just no
longer counts.
Save your own start positions
Next to the GPA, IDPA, and USPSA start-position buttons there is now a
Custom button. Click it to open a window where you can
save your own start-position wording under a name, then drop any saved
one into a stage with a single click. Load a saved entry to edit and
re-save it, or remove the ones you no longer want.
Your saved start positions are yours alone and follow you between the
2D and 3D editors, so the wordings you use most are always a click
away.
Drag to reorder your props and templates
Open the Prop Manager and drag your custom props or saved templates
into whatever order you like. That order is the order they appear in
the editor, so the pieces you reach for most can sit right up front.
Club mates' shared props and templates can be dropped in anywhere
among your own, and your arrangement is yours alone - it never
changes the order anyone else sees.
Editor fixes
The dots on the ends of a drawn line used to vanish after an undo or redo, leaving the line stuck at its size with no way back short of deleting and redrawing it. The endpoint handles now stay put.
Objects sent to the background no longer get caught and dragged along when you rubber-band-select other things. They stay fixed the way you set them.
Picking a drawing tool now switches off whatever tool was active before. No more leaving the freehand Draw tool running while you place a rectangle.
Ruleset target types
New IPSC ruleset button on the stage editor, library filter, and match plan badges.
Picking a ruleset now sets a default target type: GPA / IDPA / Other use the IDPA target, IPSC / PCSL / PCSL Comp each get their proper silhouette, USPSA uses the IDPA shape (close enough in practice).
PCSL gets a sub-toggle for PCSL vs PCSL Comp targets.
The prop library target thumbnail updates to match the selected ruleset.
Perspective skew (Shift+Q / Shift+E) keeps the new ruleset targets lined up with their stands.
Rotate buttons on the wall arc menu
Select a wall and the arc menu above it now has two extra
buttons on the wings: rotate CCW on the left, rotate CW on
the right. Same 22.5 degree increments as the
Q/E shortcuts, for anyone who hadn't
found those yet. The lock icon scoots up a bit so it stays
clear of the wider arc.
Custom props earn target status
Upload an SVG (or PNG you traced), then click Behavior
on its card in Custom Props. Pick a preset (Threat, Non-Threat,
Steel Popper) or roll your own with the freeform knobs -
default shot counts, counts-as-target, treat-as-steel. Your custom
prop now contributes to stage target counts, par-time math, and the
per-instance shot editor, just like stock IDPA targets.
Re-classifying a prop later updates all the stages it appears in
on next open.
Help popups dismiss on outside click
Click anywhere outside a help popup (the "?" icons in the
settings panel) to close it - no more hunting for the
question mark to dismiss the Visibility levels card.
Club-shared templates and custom props
Templates and SVG custom props you save are now visible to
your club mates. Right-click a club mate's item to copy it
into your own library, or drag it straight onto the canvas
to use it as-is.
Stage HTML style picker
Choose which print/output style your stage's match book page
uses. Style swaps without re-saving via the picker in the
Settings panel.
3D Editor
Paint your steel
PCSL puts colours on steel: blue for handgun, white for rifle, yellow for
3-Gun handgun or birdshot, grey for birdshot. Select a steel, press the new
brush button and a row of colours opens - those four plus
orange, red and green. It works on poppers, on configurable plates, and on
the multi-plate props too: a plate rack, the Texas Star and the polish
plates each take one colour for the whole prop, since a rack gets set up for
one firearm rather than plate by plate. The colours are there on every
ruleset, not just PCSL, and steel you leave unpainted looks exactly as it
always has, so nothing you have already built changes. Your choice shows on
the top-down view and, more usefully, on the build sheet - somebody has to
paint them.
Dump barrels
A dump barrel is an open drum tilted back toward the shooter on a base, held
at the angle by a brace down each side. There are two in the
Furniture section now: Rifle Dump is a full
drum and Pistol Dump is the same thing at half the size.
They block a shooter walking through them the way a table does, and each one
gets its own line on the build sheet so a crew counting drums knows which
size to bring.
Steel safety limit follows your ruleset
How close a shooter may stand to steel is a ruleset rule rather than one
number: USPSA and PCSL allow 7 yards, GPA and IDPA ask for 10. The editor
used to warn at 10 yards whatever you were building, which flagged perfectly
legal steel on a USPSA or PCSL stage. Editor Settings now
carries a Steel safety limit with both values, and it
follows whatever ruleset the stage is set to until you pick the other one
yourself. If you open an existing USPSA or PCSL stage you may find a warning
or two has gone; those were the ones that should never have been there.
Draw your own hard cover
Hard cover used to be a fixed list - left hand, right hand, top half, and so
on. Now you can draw your own: select a target, click the
brush button and pick + New, then click
corners onto a grid laid over the target you are working on. Name it before
you save, because that name is what the crew setting up the stage reads off
the build sheet. Your cover then becomes one more stop on the hard cover
button alongside the built-in ones, and tick Shared to let
your club use it too.
Build your own plate rack
The plate rack used to be a fixed model - six plates, one size, take it or
leave it. There is now a Plate Rack you configure: anything
from one plate to twenty, your own plate size and spacing, and the height of
each leg set separately so you can slope the rail. Set it up as a
Standard rack with the plates side by side facing you, or
Inline with them nose to tail running away from you.
Steel that falls over
Hit a popper or a steel plate in walk mode and it goes down instead of
standing there taking it. Run a par run and the steel falls in sequence as
the shooter works through it, so the run reads the way it will on the
range. Resetting stands everything back up.
Your hits leave holes
Shots you take in walk mode now leave a hole where they landed. A hole
sticks to whatever it hit, so one you put in a mover travels along with the
target as it runs. They clear when you reset, and they are left out of the
picture saved with your stage - so a stage you have been shooting at does
not get published full of holes.
More than one target on a moving stand
A moving stand used to carry one panel. Now pick up a target or a
non-threat and click a target that is already on a stand, instead of
clicking bare ground, and the new one joins that stand rather than starting
its own. Hold Shift to keep adding.
Everything on the stand travels together, so a threat and the non-threat
beside it cross the bay as one rig instead of two you have to line up by
hand. It works on a stand that does not move as well, if you just want a
pair of panels that stay put together.
Number your steel by hand
Steel could only get its S number from Auto T# / S#, which
needs a finished run plan before it will do anything. Now select a popper
or a steel plate and press the new # button to give it the
next free number. Double-click the number on the steel itself to type a
specific one, or blank it to take it off.
Two moving stands that actually travel
Every moving stand up to now turns or lifts where it stands. These two
cover ground. There is a Track Mover, a target on a
carriage running along a pair of ground rails between two end plates,
and a Rope Mover, a target hanging from a trolley on
an overhead rope strung between two poles.
Both take two clicks to place: one for the start, one for the far end.
The rails or the rope follow your cursor in between so you can see the
run before you commit to it. Grab either end plate afterwards to
re-aim it or change its length.
You set the duration for the run and separate
accel and decel times, so you can
build a motor that eases up to speed and settles, or drop decel to
zero for a weight-driven rig that runs flat out and hits the end stop.
Travel is one-way or out and back. A Track Mover can have the holder
fall over once it arrives, or start face down and rise as it sets off.
A Rope Mover can turn edge-on instead, since a hanging target has
nowhere to fall to.
Set the two poles on a Rope Mover to different heights and the rope
slopes, so the target runs downhill as it crosses. The target keeps its
distance below the rope as you adjust, and the editor will not let you
set up a run that would drag it through the ground.
Both turn up on the printed top-down at full size - the end plates, the
rails or rope, and an arrow showing which way the target runs - so
whoever builds the stage can see how much of the bay the rig takes up.
Movers charge through doors
Put a door across a mover's run and the target now drives it open on
its way past. There is nothing to wire up: if the door is physically on
the run, it gets hit. A saloon door across a Track Mover's rails is the
one I built it for, and it looks about how you would hope.
The door swings away from the target whichever end the run starts from,
and it starts moving early enough to be out of the way by the time the
target gets there rather than being shoved along with it.
Height decides whether a given target reaches a given door. A low target
on a Track Mover catches a saloon door; a target hanging six feet up on
a Rope Mover sails straight over the top of one. A full-height door
stops both.
Resetting the mover shuts whatever it pushed and puts the swing back the
way you set it, so one click re-arms the whole sequence for another run.
Bays you can share with everybody
Tick Shared on one of your bays and it turns up for
every other member, not just your club. I have put the ones I shoot
most up there to start with: the HSC pits, the WBRC bays, and the
five pits at Sanner's Lake, all traced off satellite and shaped to
the real perimeter.
The Active bay list in the 3D editor now splits into
My bays and Shared by others, with
the owner's name beside each shared one, so you can tell at a glance
which are yours before you pick.
Open somebody else's bay and you can look around it and build stages
on it, but you cannot write over it. Save becomes Save as
Copy and hands you your own version to change however you
like, and the bay panel has a Copy to my bays button
that does the same without opening the editor. Their original stays
exactly as they left it. The satellite tracing image does not follow
a copy across, since those are stored per member, but the shape,
berms, and downrange all do.
A heads-up when par time needs shooting positions
On a GPA stage, par time is worked out partly from where your shooters
move. If you save while par is set to calculate on its own but you have
not placed any shooting positions, the editor now pauses to let you know
the par time will not be accurate. You can save anyway, go back without
saving, or switch par to manual mode - which opens the par panel and the
par wizard so you can set the par yourself.
Sight lines now show you the shadow
Sight Lines used to tint the floor blue everywhere your shooter could see.
It now works the other way round: the floor goes grey everywhere they
can't see, and stays clear where they can. Cover reads the
way it does on the range - if it's shaded, you're hidden in it.
The shading stays put now, too. Turn it on with a shooting position selected
and it stays with that position while you click around the stage checking
walls and props. It only moves when you pick a different shooting position,
and it clears when you switch Sight Lines back off.
Up and Down targets
A new moving stand joins the swinger, drop-turn, and the rest: the
Up and Down. It rests low behind cover and, when its
activator is hit, lifts the target straight up to a height you choose,
holds it there, and drops it back down. Grab it from the moving-stand
buttons, then set the rise, the start delay,
and how long it stays exposed. Assign an activator the same
way you do for any mover and take it for a run in Walk or Par mode.
Turn on Bob and it keeps bobbing up and down instead of a
single lift - you pick the cycle time and how many times it repeats.
Steel that doesn't count
Sometimes a steel is there to do something, not to be scored - a
popper tucked behind a paper target just to trip a mover. Select any steel
and use the new don't-count button to drop it out of the
steel count, the round count, and the par time. It stays a real, working
activator - in Walk mode a shot through the paper in front still triggers it -
it just stops padding your numbers. It fades on the stand so you can tell at a
glance which steel is along for the ride. Available in both the 2D and 3D
editors.
Configurable steel plate
There is a new steel plate at the top of the Steel section in the prop
palette. It stands on a slim upright with a small shelf, and you set its
shape from the plate's settings: a round plate, a many-sided plate with
anywhere from 3 to 11 sides, or a rectangle. Round and many-sided plates
take a diameter; rectangles take a width and a height. Sizes read in
inches or centimeters to match your chosen units. To set how high it
sits, grab the plate and drag it up or down, the same way you raise and
lower a cardboard target. It counts as steel for your round count and par
time.
New moving stand: Range Master Steel Max Trap
There is a new moving stand in the prop palette. The Range Master Steel
Max Trap starts with a non-threat standing in front of the target,
keeping it covered. On activation the non-threat swings out of the way
to expose the target, holds it open for as long as you set, then swings
back to cover it again. In the stand's settings you can dial in the
delay before it opens, how far the non-threat swings, and how long the
target stays exposed. Because the target hides behind the screen, you
set its target number from that same settings panel.
Suggest a procedure
The Procedure field in the Stage Info panel now has a Suggest button.
Click it and we draft a procedure from your shooting positions and the
targets engaged from each one, with shot counts and steel called out.
Edit the result however you like; if you change your mind there is a
brief window to undo and get your original text back.
Size your text labels
Text you place in a stage now honors the label text size, and each label
remembers its own. Select a label and use the new size button on its
ring menu to step through sizes; Shift-click to step the
other way. New text starts at the size set in Editor Settings.
On-the-move targets are marked
When a target is engaged from an on-the-move shooting position, a green
runner now sits on the ground in front of its stand, so you can see at a
glance which targets are meant to be shot on the move. There is one
marker per stand, and it covers steel as well as cardboard.
Build your own walls
There is a new wall workshop where you design a wall from the front and
then drop it into your stage. Start from a full-height or legged panel,
set its size, then cut openings of any shape, add wood beams and
structure, mark sections as see-through fence, and hang openable leaves
on any edge.
Place your design in the 3D editor the way you place any wall, and pick
from your saved walls at any time. The leaves behave like a window sash:
in walk and par run the shooter pushes them open on approach, so a
covered opening is one more thing to clear before you can engage
through it. Open a saved wall to edit it later and every copy already
placed in a stage updates to match.
Your walls are yours, and you can share a design with your club so your
club mates can build with it too.
Crouch in walk mode
Hold Ctrl (or C) while walking your stage to
crouch down, and let go to stand back up. Handy for checking sight
lines under a port or over low cover. Shift still runs.
Windows you have to open
A window wall can now carry a hinged sash that fills its opening.
Select the window to give it a leaf, pick the opening size, and
choose whether it swings in or out. In walk and par run the shooter
pushes it open automatically on approach, so a covered port becomes
one more thing to clear before you can engage through it.
Walk your stage in VR
If you have a VR headset, the 3D editor now has a VR
button next to Walk. Put the headset on and you are standing inside
your stage at full size, free to look around and move through it the
way a shooter would. Glide around the bay with the left thumbstick and
turn with the right.
The VR button only shows up when your browser and headset support it,
so it stays out of the way everywhere else.
Props stay put in custom-shaped bays
If you build on a bay that isn't a plain rectangle, props you placed
or dragged could jump away from where you dropped them, sometimes by
a good ten yards. That's fixed. Props now land and stay exactly where
you put them, and the bay's edge guidance lines up correctly no matter
the shape of the bay.
Share a stage in 3D
You can now send someone a link that opens one of your 3D stages in a
clean, branded page - they can orbit, zoom, and walk through it, with
the start position, scenario, and procedure right alongside. No account
needed to view.
Open a 3D stage in your library and look for View in 3D
in the details. Create the link, copy it, and share it anywhere; you can
disable it again at any time. Club members see the link on your 3D
stages, and if a stage is shared publicly, anyone viewing it can grab the
link too.
Hand start marks
Mark where a shooter's hands start a stage. Pick Hand Mark
from the prop palette and click any prop face or the floor to drop a
paired X X mark, laid flat against whatever surface you
clicked.
Select a mark to switch it between Horizontal (hands
side by side) and Vertical (stacked), cycle its color
through orange, white, black, and yellow for contrast against the
surface, lock it, or delete it. Marks drag along their surface and
re-seat onto another one if you pull them there, and they ride along
when you move or rotate the prop they're attached to. They also show
up in the read-only 3D view.
Hardcover variants on every target type
Hardcover (the dark cover that blanks out part of a target so only a
portion stays scorable) now works on IPSC,
PCSL, and PCSL Comp targets, not just
IDPA and USPSA. Select a target in the 3D editor and step the
hardcover cycle through L-Hand, R-Hand, Profile, the
L-Hand and R-Hand diagonals, Top Half, Headshot, and V-Neck.
Each cover is cut to that target's own outline, so it lines up cleanly
with the silhouette whichever ruleset you are building for.
Ground surfaces on bays
You can now lay down areas of dirt, shale, concrete, grass, or
gravel on a bay floor. In the Bay Editor, pick the
new Surface tool and trace a shape for each area,
then choose its material in the inspector. Those surfaces show up on
the ground in 3D on every stage built on that bay.
Two extras for tracing from a satellite image: a Ground
opacity slider fades the floor and surfaces so the image
underneath shows through, and a Complete path
button (or the Enter key) finishes the current shape and starts a
new one, which works for berms, blocks, and tree lines too.
Tree lines along your bay
Bays can have tree lines now. In the Bay Editor,
grab the new Tree line tool and click along an
edge to draw one. It shows up as a green band marking where the
trees will stand, with a spacing control for how tightly they
pack in.
Open that bay in the 3D editor and the band fills in with oak
trees in a mix of sizes, planted along the boundary you drew, for
a natural treeline at the edge of the bay.
Want a different look? The Bay panel has a Reroll
Trees button that reshuffles the arrangement. Each stage
remembers its own roll, so two stages built on the same bay can
have different-looking tree lines.
Clicking a ruleset now sets the stage target type: GPA / IDPA / Other use the IDPA silhouette, USPSA / IPSC each get their own, PCSL gets the PCSL target.
PCSL gets a sub-toggle for PCSL vs PCSL Comp targets right under the ruleset row.
The threat-target and non-threat icons in the prop palette both update to match the current target type.
Par staleness warning (the orange highlight on the par calc + Apply button) only shows when the ruleset is GPA. Other rulesets don't use the par calculator so it no longer nags them.
Sponsor logos on walls and barrels
Brand your stages. The new Sponsor Logos
library (linked from Settings) lets you upload PNG, JPEG, or
SVG sponsor art - 2 MB per file, 50 MB per account. Logos
your club mates upload automatically show up under
From your club in your library, so a club's
sponsor pack is uploaded once and used by everyone.
In the 3D editor, select a solid wall or barrel and click the
new flag button in the arc menu. Pick a logo
to drop a banner on the wall (centered horizontally, hanging
from the top, on the shooter-facing side) or a decal on the
shooter-facing side of the barrel. Stacked barrels get a
decal on each drum.
The picker has an optional background color: turn on
BG and pick a color to wrap the logo in a
colored banner with a bit of padding so it reads like a
printed sign. Multi-select to apply one logo to many props at
once.
Par Wizard in the 3D editor
The step-by-step Par Wizard from the 2D editor
is now in editor3d too. Open the Par panel and hit the new
Wizard button in the footer to walk through
each section of the active par config one at a time. Distance
legs pre-fill from your shooting positions; numeric fields
pre-fill from whatever's already on the panel. Apply writes
the total back and flips you into manual mode.
Flip par version on a new stage without saving
Changing the par config selector on an unsaved 3D stage no
longer creates a placeholder stage in your library. The page
reloads with the new config selected and your stage stays
unsaved until you actually save it.
Position labels (Auto P#)
An Auto P# button now sits next to Auto T# in
the 3D editor toolbar. Click it and pick how the first
position should read - SP, P1, P2, ...
or P1, P2, P3, ... - and labels drop on
the floor at every shooting position in order. On-the-move
SPs are skipped (they're transient). The popup also has a
Remove text option to clear every label at
once.
Each SP also has a P# button in its arc menu
if you'd rather name positions yourself. Blank clears the
label; up to eight characters per label.
Labels match the look of the text tool (white with black
outline, no background) and lift up to clear stomp boxes and
painted floor lines so they stay readable. Editor Settings
gained a Label text size dropdown
(48-96 px) so you can tune the size to your bay.
Labels stay put when Show SP is off and
appear in publish + capture renders.
Save clusters of props as templates
Multi-select two or more props in the 3D editor and hit the
floppy icon in the arc menu (or right-click
→ "Save Selection as Template"). Name it and a top-down
thumbnail lands in the new My Templates
section of the palette. Click a tile to arm it, click the
floor to drop the whole cluster - positions, heights,
motion-stand activator links, and clamshell pairings all
travel with the template. Hold Shift while you click to
chain-drop multiple copies.
Templates your club mates save automatically show up under
a "From your club" divider in the same list, with attribution.
Right-click one to copy it into your own templates (any
custom props it references come with it).
Wall wood color
Some clubs paint their wall beams. A color picker in the
Wall Panels section of Editor Settings now lets you set the
frame paint to match your bay. Persists per-user, updates
live as you drag the picker.
Publish dropdown for HTML layout
The HTML Layout picker (which stage-print style your match
book uses) moved out of the Editor Settings panel into a
split-dropdown on the Publish button -
same affordance as Capture. It's a publish-time choice, not
a setup-time one, so it belongs next to the button that
triggers it.
Spinning rotor props (Texas Star, plate rack)
The prop builder gained a Rotor section: tag
at least 3 plates as Steel, mark the cross-arms as Rotor
Structure, and the spindle position + rotation axis are
auto-derived from the plates' geometric center and best-fit
plane. A Test spin button knocks off the side
plate furthest off the gravity-axis line and runs a 5-second
gravity-driven spin so you can see what your physics knobs do
before saving.
In editor3d walk mode, hitting a tagged plate makes it
disappear and the rest of the rotor spins under its own
moment of inertia until friction settles it. Backtick resets
all rotors on the current stage.
Custom 3D props can be multi-target
Upload a plate rack (or any multi-mesh prop), pick meshes from
the Behavior panel, hit Steel, mark the frame
as Structure. Editor3d pins shot markers per
plate and the par math counts each one.
The prop builder also got a shooter silhouette + DOWNRANGE
arrow, a Detect Plates button, and a cyan outline on whatever
mesh you've selected.
Moving-stand popup polish
The Configure stand and Configure stomp box popups are now
draggable by their header bar, and the position you choose
sticks across stands and across page reloads. Preview Motion
runs the full decay duration on every stand type (swinger no
longer cut short at 4.5s), a new Reset button beside it
snaps the stand back to rest mid-preview or after firing,
and clamshell stands now apply the Start delay setting to
both halves so the back and front leaves stay synced.
Club-shared custom 3D props
Custom 3D props imported, extruded, or lathe-built by your
club mates show up in your palette. Right-click to copy one
into your own library.
Clamshell dual pop-up stand
A coupled pair of pop-up targets sharing a base. Back target
rises first; front rises after the exposure window to block
the back. Activator-fired, disc-reset like other moving
stands.
Style switcher in 3D editor
Pick the stage's HTML output style from inside the 3D editor
settings panel. Print HUD stays in sync.
Window wall variants
Window walls in 3D get the variant cycling treatment so you
can pick the look that fits the stage.
Top-down SVG renderer
The 3D editor projects its scene into a 2D top-down SVG for
library thumbnails and match book pages - one stage,
two views.
Multi-panel attached targets
Click a target with a hardcover panel armed to attach the
panel. Whole assembly moves and faces together.
3D match book viewer
Match books now embed a viewer-mode 3D editor for is_3d
stages. Shooters plan runs from the same 3D scene the match
director designed.
Custom 3D prop builder
Import a GLB, extrude an SVG, or lathe a profile to create
your own custom 3D props. Saved to your account.
Classic wall style and stomp boxes
Classic wall style joins the wall variants. Stomp box prop
added for activator-style stages.
Moving target stands
Target stands can be assigned moving-stand behavior in the
target details popup.
Site-Wide
Match books you can flip through online
The match book is now a full interactive book in the browser. It
opens on your cover, then moves through your custom pages and
every stage in order. Each stage stays live, so shooters can plan
their run right on the page. The book is built in landscape and
scales to fit whatever screen it lands on, from a wide monitor
down to a phone, with no awkward cropping.
Designing your pages got richer too: set a background color on any
page, pick a font and color for your text, and drop in an image
you have already uploaded without uploading it again.
You can also build reusable sponsor pages from
logos and text and show one before a stage opens. Tie a page to a
specific stage or rotate through a set, choose how long it shows,
and let shooters skip ahead once the stage has loaded.
One match book, two ways to share it
Every match book now has two layouts you control separately: an
interactive online book and a printable PDF. Lay each one out the
way it works best, and publish either one, the other, or both.
When a printable version is published, a Download PDF
button shows up on the match page and in the book viewer. The
print-all-stages view is still there too.
Match book on your phone
Pinch to zoom into a stage or page to read the fine print; the controls around it stay normal size.
3D stages fill the screen, even in portrait.
The navigation bar stays pinned to the bottom as you scroll.
Stage details slide up from the bottom when you want them, and tuck away when you do not.
Bigger, faster server
We doubled the muscle behind the site. Twice the processing
power, twice the memory, and twice the network bandwidth are
now in place.
In plain terms: pages and stages load faster, saves and PDF
exports come back quicker, and the site stays smooth even
when a lot of people are browsing at once. More headroom
today, and plenty of room to keep growing.
GPA par v2.8
The freshly released GPA par v2.8
(2026-05-04) is now selectable from the Config dropdown in
the par panel and is the default for new stages. Numbers
match v2.5 exactly; the only changes are two cleaner
complexity-factor labels - Seated Start with Pos.
Change and Mags Not at Start Position.
Existing stages stay pinned to whichever spec they were
designed against; switching one over to v2.8 carries every
entered value with it.
PCSL and Other rulesets
The ruleset picker in both editors now includes
PCSL and Other alongside
GPA, IDPA, and USPSA. Tag stages with whichever fits.
The stage library filter and the badge on each stage card
pick up the new rulesets too, so PCSL and Other stages
sort and search on their own.
Versioned GPA par system
Each stage now pins to a specific GPA-PAR spec version, so a
future revision doesn't silently shift the par time on stages
designed under an older rule set.
Both editors gained a Config dropdown in
the par panel. Switching shows a categorized preview of what
changes - fields renamed, merged, removed, newly added,
or about to start auto-filling from canvas - so there
are no surprises. Values follow you through renames and
merges automatically.
Stage descriptions and match books show a small version
badge ("v1", "v2.5") next to the par time so anyone reading
the stage knows which spec the number came from.
Tutorials reorganized: 2D / 3D / Common
The tutorials page now splits into top-level sections:
Start Here for the platform overview,
Editor 2D and Editor 3D
side-by-side, and Common below for
editor-agnostic topics. Three new tutorials cover the 3D
editor: 3D Editor Basics, Shooting Positions in 3D, and
Custom 3D Props.
Bay editor satellite-image tracer
Drop a satellite image into the bay editor, scale it to known
dimensions, and trace the bay's actual perimeter. Per-user
50MB storage cap.
Session-expiry auth recovery
If your session expires while editing, the page now offers a
popup login + auto-retry instead of silently dropping your
work. localStorage snapshot as a backstop.
Custom bay shapes
Bays can be drawn as arbitrary polygons. Both the 2D
distance-marker generator and the 3D scene respect the
polygon shape.
Match book content pages
Match books support arbitrary text and image pages alongside
stage pages.
Earlier Releases
v0.8
2D Editor
Line-of-sight overlay for the shooting position system (SPS)
Automatic "Procedure" writer for the SPS
Shot transition angle display
Shot list summary with angles and shot type
Automatic target group shot assignment (place a shot marker to one target in a "grouped set", great for the new plate rack template)
Shooting position types (Normal, On the move, kneeling, prone)
Window and Door walls on a new Wall arc menu
Shareable prop templates
Custom prop uploads, now with to-SVG conversion built-in
Common
GPA Rulebook reference
Many bug fixes
v0.7
Common
All-new stage layout field - dynamic stage area resizing, custom yard dimensions, pinch/scroll to zoom, props outside the field excluded from the description
Stage element templates (save a group of props as importable)
Upload custom SVG props
GPA Par System - par calculation in the editor, par display in the stage library, par/shot/steel totals in matches, shooting position editor in the GPA tab
Match Book Editor - online match book, sponsor ads, Google map directions, satellite image with areas for parking/bathrooms/registration/vendors/stages, PDF export
Undo/redo (Ctrl+Z / Ctrl+Shift+Z, last 5 actions, experimental)
Newer editor features since v0.5 - target tool arch menu, shots-required per target, automatic rounds/shots/targets/steel updates, target stands, perspective per target, stage rating system, public shared library, clubs and club members, circle drawing tool
Some 3D props in the editor are sourced from third-party CC-licensed models. Per the licenses, attribution:
"Shooting Target Set" (https://skfb.ly/o69nx)
by HippoStance is licensed under
Creative Commons Attribution 4.0.
Modified: individual props (Texas Star, 6-plate rack, Polish Plate Rack) extracted from the pack and re-exported as standalone GLB files.
"Folding Chair - Low Poly" (https://skfb.ly/6WsEt)
by Jeremy E. Grayson is licensed under
Creative Commons Attribution 4.0.
Modified: uniformly scaled to fit the editor's real-world dimensions (~32" total height).
Stage Prop Credits
Some stage props in the editor are modeled after real-world equipment. Credit to the makers: