Releases / v0.117.0-rc8

v0.117.0-rc8 Whole Worlds

2026-10-24 Latest

Everything in rc7, plus projects that upgrade themselves to keep their look, script suggestions that fit what you are typing, bodies whose every size follows their node, and rivers, belts and rocks.

Your project upgrades with the engine

When you open a project made with an earlier version, or the Hub upgrades it, the engine now brings it up to date before loading anything, so it looks and behaves as it did. Each change this release makes to how things draw or move comes with its own upgrade. A file that needs nothing is left untouched, and every file changed is listed in the Console. New projects get the new defaults.

Suggestions that fit what you are typing

The script editor now suggests only what exists where you are typing. After input. you see the input library and nothing else. A value returned by find, spawn, raycast or nav.agent offers its own fields. Inside scatter.create{ you see the options it takes, and a hook's parameters know what they are. Every match is listed, best first, and a note says when an entry only works in fixedUpdate. In Solar's own scripts the suggestion you wanted now appears about three times as often, and wrong suggestions are down by about 95%.

The engine's script library, the file external editors read for completion, is no longer meant to be committed to a game's repository: new and upgraded projects keep .floptle/library/ out of git, and the editor rewrites it from the installed engine.

Every size follows the node

A sphere or capsule body's radius and height now scale with its node, as a box always did, and so do joint anchors and axes and a gravity volume's reach. The Inspector shows the size a scaled body really collides at. Fitted physics objects weigh 500 kg per cubic metre, with density shown beside mass, and new characters weigh 70 kg.

Models and materials

Project Settings choose how model textures are filtered (as each file says, always crisp or always smooth) and whether imported materials draw as their files describe or as they did before 0.117. A model's own choice still wins. Materials now have a blend mode, opaque, cut-out or blended, instead of inferring it from opacity; setMaterial{ blend = "blend" } sets it, and fading a material below full opacity still turns blending on.

The engine finds Blender wherever it is installed, including a Steam library, so .blend and USD files convert. Blender 5 no longer reads .dae; export those as .fbx, .obj or .glb. Models converted by earlier versions are converted again, with all their maps.

Moving worlds

  • node.carry gives how far the world under a body was carried this tick. A script that positions a kinematic part on a moving planet adds it, the way it uses dt, and the part stays put. assembly.info gives it too.
  • Every planet, moon and rock has a reach, how far around it things are carried with it. space.belt{...} spawns a whole belt of rocks on their orbits.
  • Rocks can be irregular: smallBody = { shape = "potato" }, "binary" or "rubble" in a planet recipe, streamed like planets.
  • terrain.impostorAt(id, { pixels = n }) says when a planet switches to its far ball, and the ball takes the colour its ground draws.
  • Planet recipes record the generator that made them, so a world saved on an older version regenerates exactly as it was.

Water and weather

The water simulation takes springs, riverbed friction, a fixed sea level and waterfalls, which water.falls() reports, and a steady river costs almost nothing. Cloud decks shade the ground beneath them. A scattered prop told to glow with no colour glows in its own colour, or else the field's tint.

Upgrading

Projects upgrade themselves when you open them; nothing to do. What upgrading keeps the same: sizes of scaled bodies, joint placements, gravity reach, model texture filtering, imported material looks, each material's blend, and how generated worlds look. What it cannot change for you:

  • A script that set a sphere or capsule radius on a scaled node now sets it in the node's own units.
  • setMaterial{ alpha = ... } below 1 now also switches blending on.
  • A tilted box or polygon body that does not turn now collides at the angle it is drawn, not square to the world.

Floptle Hub

Linux x86_64 10.7 MB Download → sha256 b25045c53b81796a9735a327aa60684e46a41a25616f9350d83ebed58703fbf7
macOS Apple Silicon 7.4 MB Download → sha256 ed802dc49e872383419ef8fba8dcfe621eb0761ab8e3c6132ef80bbba99aa306
macOS Intel 8.0 MB Download → sha256 c6f8324818845176536c71202737ff21c2081b261bff52da9e1938e8a0db39f4
Windows x86_64 9.1 MB Download → sha256 cce3cd6638fab979d57a719289f04ffd466b41e0b5e8817bc471752f25718b45

Engine

Linux x86_64 57.4 MB Download → sha256 5ac442fdf72db9a8f576ae9def0e7f2f28f9fe3d361ebaf95586ff6084ac1b5a
macOS Apple Silicon 45.0 MB Download → sha256 cd4e69edfe0c5e3f462a4767af0e9b1bc1b5bc46576d7a4249ef5f2b224c0fd9
macOS Intel 48.5 MB Download → sha256 1e89838db2a37639715145e4d7c136a23fffdd26867555f596fd136fa4039cff
web 5.4 MB Download → sha256 6e0e9d23b0dc7d9882be1aa4049e009b68505d5cc4321c79548a043480636d91
Windows x86_64 54.7 MB Download → sha256 65654bc6ce1a662f1fb704c3bbd27865d790baabbea8f01c81c46af80552e0c2

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.