Frame Engine 0.2.0
This is the first release of Frame Engine that you can actually build something with. You can make a scene, script it, watch things collide, set the editor up how you like, and save your work. It's still early, but it's past being just a tech demo now.
0.1.0 was a working engine and an editor shell. This release is where the real authoring shows up.
What's new
You can dock the editor panels now. The Viewport, Scene, Inspector and Script Editor are tabs, and you can drag them around, tab them together, or split them apart while the editor runs. The viewport is see-through, so the 3D shows behind wherever you put it.
Entities can run scripts. There's a shared script library that runs on Rhai. You write a script once in the Script Editor, which has a line-number gutter and checks your syntax as you type, and then you assign it to entities from the Inspector. A script can read the tick count and whether its entity is currently colliding. There's a guide in SCRIPTING.md.
Entities can be a cube, a sphere or a plane now, and you pick the shape per entity in the Inspector.
Collision works as detection only. Overlapping entities turn red, and a script can read a hit flag to know it's touching something. Nothing gets pushed apart yet.
You can save and load scenes. Open and save to any path with a normal file dialog, or use F5 and F9 to save and reload the current scene. The files are plain readable RON.
Entities also have their own colour and a per-axis scale, both editable in the Inspector and saved with the scene.
Smaller things
There's a logical input system, and you can drive a Controlled entity with WASD while the sim runs. The toolbar has File, Edit, View and Help menus that do the same things as the keyboard shortcuts. The editor has a logo and a proper app icon. And the segfault on closing the window is fixed (it was a GPU teardown ordering issue on Wayland).
Still early
Collision only detects, it doesn't respond. There's no undo, redo or gizmos yet. Projects, meaning a project file and a launcher to open them, are the main thing coming next, and they'll build on the save and load that landed here.
Full changelog: 0.1.0...0.2.0
Preview of the Editor
