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.add returns at once. A big mark is laid over the next few frames within a small budget each, and decals.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 terrainStreaming in perf.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.simulate numbers mouse buttons as input.button does (0 left, 1 right, 2 middle), takes mouse, scroll and text, 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 active turns the others off, as setCamera does. The component also exposes projection.
  • draw.setFrame(node) draws debug lines and shapes in a node's space, so they stay on it however fast it moves.
  • draw.text and draw.rect land in the right place in a shot or capture of a different size, shot --after waits for models still loading, and perf.scriptMs reads real values in shot.

Plants and materials

  • Scattered props give way to walkers only when their source has bend above 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

Linux x86_64 10.7 MB Download → sha256 8c07bdaf3757fd0dbd4e31857c9117c036629a0bb145ef3454162aeec72d8122
macOS Apple Silicon 7.4 MB Download → sha256 a24984d29207e983d5923c01d65d6d6a13d457e75e7ab9037d857f6c76d13975
macOS Intel 8.0 MB Download → sha256 7c8f33ff2928161d1debb2756724c993d127f51dbcc177513a5fc3061c7c8d91
Windows x86_64 9.1 MB Download → sha256 82f9018ca54943043228d440241fbf790af6b36e9844ad3d4ec462dca892ffc5

Engine

Linux x86_64 57.6 MB Download → sha256 d57506be6ddcb9296f5730842018e0afb8df357469447d2d5d78dd825c55d5b1
macOS Apple Silicon 45.1 MB Download → sha256 9110be0881ae830bc224995ecfbb3c44aec66dee0063692f1488a2f41e862d72
macOS Intel 48.6 MB Download → sha256 63b063067157f01fc59a405ea037ec1add4530ea32a77948464f51e235d84599
web 5.4 MB Download → sha256 913193205a543609ab7acb7256028d088af9391d49323f1b73da6296635995ea
Windows x86_64 54.9 MB Download → sha256 c6f527ef580c5dd0dc8295042efe3ef5fcba0ac70483e9338f18becd9d3f8f28

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.