Releases / v0.71.0
v0.71.0 Nothing Left Open
2026-08-20 Engine Latest
The loose ends from the command line, closed: baking light probes no longer opens a window, the dedicated server has a verb, and a machine can be asked whether it will run the things that need a screen. Plus a spritesheet animation fix and a renderer that builds on OpenGL.
Animating a sprite's frame works
Attach an animation controller, press ● Record, click through the frames of a spritesheet — the keys landed correctly and playback never changed the picture. Every key was right, every value was right, and nothing moved, which reads as spritesheets being broken.
A ▫ Sprite carries its own frame number and ignores its material's copy. The timeline was keying the material's, so playback wrote a number nothing draws. Clips you already recorded start working; there is nothing to re-record.
Baking light probes no longer needs a window
floptle bake gi said "and exit" and did the opposite — it opened the editor
and baked there, so on a build machine with no display it did not bake at all.
floptle bake gi # bakes and exits
floptle bake gi --scene arena --json
It runs the same bake the editor runs, back to back instead of a slice per frame, and writes the result beside the scene. It still needs a graphics adapter, because it photographs the scene from every probe. A scene with no enabled Light Probes node says so instead of baking nothing.
--bake-gi is unchanged and still opens the editor, so anything driving the
old flag keeps working.
The dedicated server has a verb
floptle serve --port 7777
floptle serve --relay relay.example.com --scene arena --tick 30
The same server floptle-runtime --server runs — this is just where to type it,
so one command line covers the engine. A scene with no Networked nodes, or a
rollback scene (which is hosted by one of the players, not by a dedicated
server), is refused by name rather than served empty.
Ask a machine what it can do
floptle doctor
floptle 0.71.0
graphics NVIDIA GeForce RTX 4060 (discretegpu)
backend Vulkan
rendering yes — shot, bake gi, open and play will run here
It answers by building the renderer, not by asking the adapter what it
supports, because those turn out to be different questions. It exits non-zero
when the machine cannot render, so a build script can check before it reaches
for shot, and when it cannot it lists what still runs without a screen.
The renderer builds on OpenGL
On a machine with only an OpenGL adapter, the renderer could not be created at
all — so shot and the editor itself were unavailable there, and the failure
looked like a crash rather than an answer. Two shaders were sampling one texture
with two samplers, which OpenGL does not allow. Both fixed, with no change to
what anything looks like.
If you are on hardware where Floptle would not start, this is worth another try.
floptle check notices a stale spritesheet grid
A scene saved before its textures were sliced — or one whose materials were
built by a script — carries a sheet grid the project's own import settings
contradict, and it draws as a sprite showing its whole sheet instead of one
frame. check reports it now, naming both grids and the frame it would move to.
It does not correct the files, on purpose: writing a scene back reformats it and drops every comment in it, and a command you are told to run after every edit should not do that. Opening the project in the editor and saving applies the correction, which is what the warning says.
A picture with the light in it
floptle shot was rendering before the scene's baked global illumination had
been uploaded, so every picture was taken with the bounced light missing.
Upgrading
Nothing to do. Scenes, projects, clips and scripts are unchanged, and every existing flag behaves as it did.
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.