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

Linux x86_64 7.5 MB Download → sha256 66e8a0c6e48fb5377c33a4746b89793570ff4db44fc529398a558e07e1a2174f
macOS Apple Silicon 5.7 MB Download → sha256 d451e54c6251f6553e45473bc7b6f62a16064dcad7515328911a7dc92d3a8556
macOS Intel 6.2 MB Download → sha256 6c98a4eeb2f184ec8e3a59e1e5fae2b24dcf34199e8207d644761bc534f934f2
Windows x86_64 7.1 MB Download → sha256 a02b97b6ac566e1b3697c0bf8c74654102799f60568184c9e56b8ac9f05165d2

Engine

Linux x86_64 20.7 MB Download → sha256 d5246078ea6ba5f2cff55d237645bd95aadf5b3cd45e88a73ba6f115f5401ef1
macOS Apple Silicon 16.7 MB Download → sha256 0cf8c10d6090b190083c99566fc74ec5e93f0fb4adbd28789e47639372fa01ae
macOS Intel 18.1 MB Download → sha256 6bf20e1000d377549c6b26a66d752089cea0ff9ab5615023f1154e2275e5cbf7
Windows x86_64 20.4 MB Download → sha256 7a2ed80b5ebbde8a30aca43a0a03a6fc3dace0d989a3b14e38b2d1336ff8c08a

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.