2025.5.1 is available for testing!
Use version control/backup (always) and switch your modules.lx
version over to try it and let us know if you run into any issues.
This build focuses largely on a big chunk of work Ronja has been doing on the animation workflows being landed into main, and bring up some foundations done during April.
Note: 2025.4.1 was hotfixed into 2025.5.1!
Animation
The animation system has been upgraded to the new workflows internally, which was a lot of shifting and changing, but allows for a lot more expressive animation tooling and tracks. Existing content should be auto upgraded and mostly just work - let us know if not!
This is new + WIP for testing!
There’s a lot of little quirks, tidying and fixes to be done, but we always find it better to have people trying it for real as soon as we can. Keep that in mind, and let us know what you run into! We also don’t have a ton of documentation just yet, we’re working on that.
Animation workflow
The workflow for animation is now a lot simpler for the common cases: make an entity, attach some modifiers → attach Anim
→ create animation → show animation window → add tracks → edit tracks via curves or keys.
The animation data is stored with the entity inside the scene/prototype in this case, which reduces loose anim assets and clarifies what belongs to what and where it’s intended.
New animation tracks
Thanks to the new animation system and the modifier system we can now animate any field for any modifier.
When adding a modifier anim track it will show the list of modifiers already attached to the entity:
When you select the modifier track type you can configure the modifier, the field and how it applies the animation data.
We also kept the custom sprite animation track for easy sprite frame animation:
Even though it’s early being able to scrub the timeline of skeletal animations in the editor helps with game stuff we’re working on.
Visibility
The initial foundations for visibility have finally landed. For a variety of reasons we left that to user code before now but it’s now as easy as Entity.set_visible
as you’d expect.
There’s also a visibility tag argument, where different ‘competing’ things controlling visibility don’t need to worry about the binary state, just their own and it’ll work.
Nothing too surprising here, it’s a simple API + an quick editor toggle. Now that the base is here we’ll answer the rest (like how saving visibility works, the relation to modifiers and how that looks is why this was a question mark for a bit - it’s a design problem, the code is easy. This will land soon).
Other Fixes
- Fix some minor issues with scene script data
- Shader compiler updated properly for all platforms
- Assets don’t shadow editor assets now