Releases / v0.74.1
v0.74.1 Second Look
2026-08-22 Engine Latest
Four fixes to the tools you use to check what's actually happening in your project — a screenshot, a performance count, a light budget, a frame rate — all told the truth a little less often than they should have.
Screenshots show what's actually there
floptle shot, the command-line tool that renders a picture of a scene
without opening the editor, skipped a level's map-tool geometry entirely — a
level built with walls, floors and ceilings photographed as an empty room
with only its props and characters floating in it. Screenshots now match
what you'd see playing the level.
The editor tells you when a scene has too many lights
A scene can only light with sixteen point lights at once — always true, and now said out loud. Past sixteen, the ones actually contributing light near the camera win the remaining slots and the rest cost you placement time for nothing. The editor now warns you, once per scene and naming the count, instead of quietly picking sixteen and staying silent about the rest.
perf counts you can trust
The perf scripting API — for a project to check its own frame cost from
Lua — could answer 0 for draw calls and lights even while the game was
running normally, because part of the count simply wasn't being kept for
every view. Those numbers now reflect what's actually on screen, in the
editor and from the command line alike.
The editor knows when your display is the slow part
On some machines, a scene that costs almost nothing to render can still show a low, flat frame rate because of how the display is presenting frames — not because anything in your project is slow. The performance panel and the console can now tell the two apart and say which one it is, along with the setting to try (Project Settings ⏵ Rendering ⏵ Frame pacing).
Upgrading
Nothing to do.
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.