Props removed (everything is a Node), intro tune, Solution Explorer and debugger polish, named collider queries, and pause on Lua errors.
- Feature: PIXELFALLS very own intro tune on the game loading screen — tune by SquireZero.
- Code Editor
- Feature: Warnings when engine calls sit in the wrong lifecycle method (for example
playTunebelongs inupdate, notdraw). - Update:Props removed, everything is now a Node. Hollow cube = no script (static); solid cube = has a script (dynamic) - Thanks TheLastRobot.
- Update: Solution Explorer - Visual improvements.
- Update: Solution Explorer - Double-clicking a node now opens the node settings.
- Update: Solution Explorer - Hovering a node now shows a larger sprite preview.
- Update: Solution Explorer - Lists folders first (A–Z), with
mainpinned at the top. - Feature: Node Editor - Nodes without a sprite can have an IDE/Level Editor only icon, to help identify triggers etc (not drawn in-game).
- Update: Node Editor - UI polish, more consistent with other editors.
- Update: Node Editor - Arrow keys to nudge colliders/origin
- Update: Node Editor - Colliders/origin may sit outside the sprite bounds.
- Feature: Warnings when engine calls sit in the wrong lifecycle method (for example
- Level Editor
- Feature: Classes with no sprite show their editor icon on the map and as the placement preview.
- Debugger
- Engine
- Feature: Named collider queries —
hasCollided/getCollidedEntitiesaccept an optional collider id (e.g.self:hasCollided("feet", tag.wall)). - Feature:
getCollidedPairsreturns{ selfCollider, other, otherCollider }for each overlap this frame.
- Feature: Named collider queries —
- Sprite Editor
- Fix: Reduced memory usage when drawing sprites — thanks 8Bit Jellyfish.






