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.carrygives 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 usesdt, and the part stays put.assembly.infogives 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
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.