Releases / v0.117.0-rc37
v0.117.0-rc37 Whole Worlds
2026-10-26
Everything in rc36, plus solid ground that stays solid on a world moving on its
orbit, and floptle check catching scripts that don't compile.
The ground stays where it is drawn
On a planet moving along its orbit, anything that rebuilt the physics world partway through a frame (freezing or thawing water from a script, for example) could leave every solid object in the level out of place for the rest of the session. Floors, launch pads, buildings and the terrain itself still drew where they belonged, but rays found nothing there and characters fell straight through. A launch pad check that looks for its deck refused every launch, and a crew walking through a cave dropped into the planet.
Rebuilding the physics world in the middle of a frame now keeps everything where it is drawn.
Solid objects that aren't physics bodies (a node marked Collidable, or a model
with a mesh collider) also ride a moving planet exactly now. Before, they
trailed a moment behind it: a few metres at orbital speed, and further in a
level with thousands of pieces. A ray cast from where something is drawn finds
it there, in update and in lateUpdate, and a character moved onto a
platform lands on it.
floptle check compiles your scripts
floptle check now compiles every script under scripts/, without running
it, the same way the game does. A syntax error is reported at its file and
line, for example scripts/broken.lua:2: Expected identifier when parsing expression, got '=', and the check fails. Before, a script with a syntax error
passed the check and only showed the error once its scene was played. The
summary counts scripts alongside scenes and shaders, and --json lists them
under examined.scripts.
Upgrading
Nothing to change in your projects or scripts.
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.