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.

sh
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

sh
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

sh
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

Linux x86_64 7.5 MB Download → sha256 ea382441859e82f3c140e07e292e99c654bff6d5d5b8336f3cc71c0956b83ac0
macOS Apple Silicon 5.7 MB Download → sha256 8fba65cc7da172294388f59f0523374962223397365b694c893d5f869aad8d28
macOS Intel 6.2 MB Download → sha256 93bdf6a272f5de8f4c091c039d8f09e5ccdf338c3daabb266e256d135d45972a
Windows x86_64 7.1 MB Download → sha256 61da2f03096219b1f5b14c3ea5d38de469e528dff3b8eb5857e1835c5a087f90

Engine

Linux x86_64 20.6 MB Download → sha256 8c5f7b31eada61f58a19215559cf3fe2eb8908719cec44915237093faf362c51
macOS Apple Silicon 16.7 MB Download → sha256 2b77760447d5f9e6ec57cc6a0558225e1d91a62e5c480a2e9f97ed499ba73397
macOS Intel 18.0 MB Download → sha256 d27a27e81da53a936fec38a02da645f9ff1f2790fffc85b2bda76847c7f5402c
Windows x86_64 20.3 MB Download → sha256 d5d9f9d924b3fcf2b9b312370a936c57e1bb96630303e79016adfad49e4273a8

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.