Releases / v0.117.0-rc10
v0.117.0-rc10 Whole Worlds
2026-10-26
Everything in rc8, plus big terrain edits and marks that no longer stall the frame, planets that give their memory back, wheels that roll, and posts the crew cannot walk through.
Big edits stay smooth
- A large dig or flatten is made in the background and lands whole a frame or
two later, so one big edit no longer freezes the game. Anything that reads
the ground in between sees it as it was before the edit.
terrain.pending()counts it until it lands. decals.addreturns at once. A big mark is laid over the next few frames within a small budget each, anddecals.landed(id)says when it is down. A dig re-lays only the marks it reached.- Landing on a new world no longer hitches for seconds: far ground is put away
a little at a time, and chunks are prepared off the frame. The time it
takes shows as
terrainStreaminginperf.hitches. - On Linux, memory a planet no longer needs is handed back to the system, so a game's footprint falls when ground is put away.
- A planet generated over an existing terrain no longer shows grey squares or the inside of the far side of the world.
Physics
- Free wheels roll. A plane's ground roll and a coasting vehicle no longer drag as if their brakes were on, and a driven wheel can no longer pull its craft faster than its motor allows.
- A capsule (a walking crew member) can no longer pass through a post or pole narrower than its own height, moving or still.
- Many moving parts touching each other cost far less: 1,000 cost about a hundredth of what they did.
spawn(prefab, pos, fn, { body = false })spawns a prefab with no physics, for parts that are only seen.
Scripting
- A script that runs past its time budget once is skipped for that frame and runs again the next. Only three overruns in a row stop it until it is edited, so a single slow frame no longer stops a script for the rest of a game.
input.simulatenumbers mouse buttons asinput.buttondoes (0 left, 1 right, 2 middle), takesmouse,scrollandtext, and a simulated click reaches the game's UI.scene.load(name, { additive = true, parent = node })places a scene under a node, where it rides along as the node moves.- Turning a camera on from its Camera component's
activeturns the others off, assetCameradoes. The component also exposesprojection. draw.setFrame(node)draws debug lines and shapes in a node's space, so they stay on it however fast it moves.draw.textanddraw.rectland in the right place in ashotor capture of a different size,shot --afterwaits for models still loading, andperf.scriptMsreads real values inshot.
Plants and materials
- Scattered props give way to walkers only when their source has
bendabove 0 (scatter.create{ bend = 1 }for grass), so rocks stay put. Bent props now spring back upright once the walker has passed. - Materials take a near fade: a surface dissolves as the camera comes
close, between two distances (
nearFadeStart,nearFadeEnd). Dithered and fading surfaces keep their full shadow. - A material faded below full opacity and then brought back to 1 draws as it did before the fade, solid or cut out, instead of staying blended.
Upgrading
Projects upgrade themselves when you open them; nothing to do. Upgrading no
longer rewrites scenes, prefabs or materials to record their blend mode: it
changed nothing about how they draw, and dropped the comments in them. A
project's own settings are still written to project.ron.
A project made on rc7 now keeps drawing imported models' materials as their files describe. rc8 set such a project to classic (0.116) instead; if yours was upgraded by rc8, set Imported materials back to as each file says in Project Settings.
What upgrading cannot change for you:
- Scatter sources that should part around walkers need
bend = 1; it was on for every source in rc7 and rc8. input.simulate{ button = 1 }now means the right button; use 0 for left.
Floptle Hub
Engine
The binaries are not signed yet. On macOS, right-click the app and pick Open the first time. On Windows, if SmartScreen appears, pick More info then Run anyway.