Releases / v0.117.0-rc33
v0.117.0-rc33 Whole Worlds
2026-10-26
Everything in rc32, plus fog through plants shared like the rest of the view, parked craft that sleep in the wind, and a count of what keeps waking them.
Fog through plants
Since rc28 the volumetric fog is worked out once for every four pixels and shared. Plants and other thin things missed out: nearly every pixel of a leaf or a stem sits at an edge with the ground behind it, and each of those pixels worked out its own fog. Now each shared sample holds two depths, the nearest and the farthest surface of its pixels, so a leaf and the ground behind it both find theirs. In our tests, with a dense field of thin poles in front of the ground, the share of pixels using the shared fog went from about 94 % to over 95 %, and each pixel that shares no longer works out its own.
Parked in the wind
Since rc28 a craft asleep under a steady force, such as wind, buoyancy or an idle thruster, stays asleep while the force stays the same. A force that wobbles, as wind does, woke it again and again. Now what it rests on carries any change of up to a fifth of its weight (and the matching turn at its size), so it sleeps through a breeze and wakes for a real push.
What keeps waking things
perf.counts().wakes counts the sleeping bodies and craft woken last frame, by
cause: { force = 2, contact = 1 }, with the names node.wake uses. A craft
woken again and again reads settling between wakes, and this says what keeps
waking it.
Upgrading
Nothing to do. A sleeping craft no longer wakes for a change in the force held on it smaller than a fifth of its weight. A script that pushes a parked craft gently and waits for it to move should push harder, or set its speed.
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.