Releases / v0.117.0-rc35
v0.117.0-rc35 Whole Worlds
2026-10-26
Everything in rc34, plus terrain collision that no longer grows with every step the player takes, a cheaper second layer of shared fog, and a view that shows which pixels use the shared fog.
Collision lets go of ground left behind
The physics builds collision triangles for the ground near every body, and
until now it kept them all, so the collision memory in terrain.stats() grew
with every metre walked. Now, about once a second, it lets go of ground that no
body is near: about 64 m around each one, plus a second of its travel. Every
body counts, asleep or not, so a parked craft keeps the ground it stands on,
and a fast one keeps the ground ahead of it. Ground that a script's raycasts or
queries keep reaching stays too, however far it is from a body, so a scope
aimed at a distant hill doesn't rebuild the hill every second. If anything reaches released
ground again, it is meshed again from the same voxels, so nothing collides
differently.
The second layer of shared fog costs less
Since rc33 the shared fog keeps two layers for every four pixels, the nearest surface and the farthest. On sloping ground the two are seldom far apart, and each was marched separately. Now one march goes to the far surface and takes the near one's fog on the way. A thin thing in front of distant ground (a stem against a hillside) still gets a march of its own. The picture is the same.
Which pixels use the shared fog
perf.fogPaths(true) paints every pixel that uses the shared fog magenta.
Anything left in its own colour works out its own fog, which is the expensive
path, so this shows where the fog costs more than it should. It only works
while a game is running.
Upgrading
Nothing to do.
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.