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  1. An editor theme is a pair of a dark half and a light half.

  2. Soft bodies

    softbody2d and softbody3d are bodies of particles held together by springs and elastic cells.

  3. Editor themes

    The editor's look is a theme file, and the Theme window edits one while the editor wears it.

  4. The render.draw_*_2d verbs take a trailing options table.

  5. Plugin docks are nodes

    A plugin's dock is a subtree the editor makes for it. draw(S, k, host) is handed its path, and S.kit fills it with rows instead of drawing them.

  6. A property can now hold other properties.

  7. Batching

    Nodes that draw alike now go to the GPU as one call, with a position, a size and a tint per instance.

  8. Modules

    A file directly under addons/<name>/ is a module every script reaches by path, with no require.

  9. The Gamend dock

    A project that carries the Gamend addon now has a Gamend tab in the editor.

  10. A game's first frames are the ones with nothing to draw: the scene is being built, the textures are being uploaded, and the window is already open.

  11. An import you can watch

    Dropping a model on the editor used to stop it.

  12. Project manager

    When double clicking Balaur Engine, the Project manager will now show up.

  13. Loading screen

    Added support to Balaur for loading / splash screen.

  14. Started with no project, the editor opens on a screen rather than a usage line.

  15. The 3D look

    Sponza, read by one balaur import and lit by its own sky.

  16. Pausing a game

    engine.set_paused(true) holds the tree.

  17. Lists, trees and tables

    The three row kinds hold many rows now, a table has columns a drag resizes, and none of them builds a row the box does not show. multi lets a list, tree or table hold more than one row.

  18. The editor on a phone

    The editor reads two things about the screen it gets: how much room there is, and whether a finger drives it.

  19. Async import of assets

    Importing an asset runs on its own thread, so the editor keeps drawing.

  20. Concave 2D colliders

    A table can be one dynamic body again. collider2d takes a convex_decomposition kind: it cuts the polygon into convex pieces, then grows each piece through the seams it shares.

  21. Menus, popups and toasts

    Menus are scene nodes now.

  22. A label is a picture of its text no longer.

  23. Running Sponza

    Sponza, imported by running balaur import.

  24. Godot to Balaur importer

    balaur import converts a Godot project: the settings, every scene, the scripts, the theme, and a report of what did not carry. balaur import project.godot --project my-game Ported: Polyglot Pirates, a shipped Godot 4.7 game. 181 scenes, 769 scripts, a the…

  25. Pause

    engine.set_paused(true) holds the tree.

  26. A misspelled component method used to be found the first time that line ran, which for a death animation or a shop screen could be weeks. balaur check now resolves it against the same table the run time reads from.

  27. ⇧⌘\ gives the code the whole window.

  28. Balaur 0.1.0

    0.1.0 is tagged, and it is pre-alpha.

  29. Mobile support

    The editor lays itself out for the room it gets, and draws larger under a finger.

  30. A screen made of nodes

    Lists, trees, tables and a code editor are widget kinds now.

  31. Marks in a label can be clicked and hovered, a drag selects its text, and a number in it carries units.

  32. Completion, hover, signature help, go to definition, rename and formatting.

  33. A selection set with box select, group, align and distribute. light3d and an environment a scene owns.

  34. Smaller exports

    balaur export reports what a pack weighs, drops unreferenced assets, re-encodes PNGs, subsets fonts and rewrites WAV as FLAC.

  35. Tile maps

    Tile collision as one voxel shape.

  36. Text2D and Text3D

    text2d and text3d, shaped by the engine the widgets use.

  37. Asset import settings

    Import settings as a TOML sidecar beside the asset.

  38. FABRIK, CCDIK and jiggle in 2D and 3D.

  39. Ten 3D primitives and six 2D ones.

  40. Godot game converter

    balaur import converts a Godot project: the settings, every scene, the scripts, the theme, and a report of what did not carry. balaur import project.godot --project my-game Ported: Polyglot Pirates, a shipped Godot 4.7 game. 181 scenes, 769 scripts, a the…

  41. The editor runs in a browser tab, on the WebAssembly module the examples play on.

  42. Benchmarks

    examples/benchmark is the Godot benchmark suites' physics and scene-tree cases, body for body, run headless, in the editor or on the web.

  43. Textures, models, fonts and sounds reload when saved.

  44. Focus mode

    Focus mode gives the code pane the whole window. ⇧⌘\ folds the three docks and the split; the file's hooks stay beside the pane.

  45. Input actions declared in project.toml and rebound at run time.

  46. GPU skinning

    Skinned 2D polygons and imported 3D rigs deform on the GPU, from a palette of joint matrices.

  47. I also maintain Godot Rapier Physics: Rapier's 2D and 3D physics as a drop-in replacement for Godot's.

  48. One platform module over every store: sign-in, achievements, leaderboards, cloud saves, purchases.

  49. Audio buses: a tree of gains a sound plays through, every chain ending at master.

  50. 2D lights and shadows

    light2d and occluder2d build a light map every sprite, polygon and tile is multiplied by.