Themes that follow the system
An editor theme is a pair of a dark half and a light half. The editor wears the half the system is in, and switches when the system does.

An editor theme is a pair of a dark half and a light half. The editor wears the half the system is in, and switches when the system does.

The render.draw_*_2d verbs take a trailing options table. Its z_index puts a shape among the nodes of that index, over them and under the next.

The editor's look is a theme file, and the Theme window edits one while the editor wears it. A theme states a few source colours and every other token is derived from them.

softbody2d and softbody3d are bodies of particles held together by springs and elastic cells. Rapier simulates them on the fixed step, and the node is drawn from what it produced.
Nodes that draw alike now go to the GPU as one call, with a position, a size and a tint per instance. Nothing turns it on.

A property can now hold other properties. A list is ordered and holds one type, a map is keyed, and a record is a fixed set of named fields. The inspector draws a row per entry, each with the editor its type already had.

A file directly under addons/<name>/ is a module every script reaches by path, with no require. The Gamend SDK is laid out that way: one module per server feature.

A project that carries the Gamend addon now has a Gamend tab in the editor. It shows what the played game holds on the server, and reads each server feature without a line of script.

When double clicking Balaur Engine, the Project manager will now show up. You can view here your projects, the examples and manage the engine versions.

Added support to Balaur for loading / splash screen. Now, while the game loads the assets and the engine itself gets ready, a nice progress bar and an image will show for a few seconds (configurable).