Cubio

Changelog

What's new in Cubio

Every update as it ships, straight from the team: new features, fixes and improvements to the game, the server, blueprints and the Blender add-on.

Last update 1 day ago · 2,705 updates so far

Yesterday

Server

:cube:Fixed two server crashes tied to blueprint quests

  • Fixed a crash when a blueprint built new nodes while being searched
  • Fixed a crash on player death when a quest's blueprint wasn't loaded yet
byLinkupdated
Server

Model editor remembers your modifier stack on meshes

  • The model editor now saves each mesh's modifier stack so it persists with the model
  • Replacing a mesh automatically re-syncs its modifiers to everyone viewing it live
byZorak

Saturday, October 10

Server

Fixed a crash that could silence server-wide chat

  • Fixed a crash where a player stuck between worlds broke chat events for all later worlds
byLinkupdated
Server

Join a friend across servers, plus region and sound upgrades

  • Project keys (API tokens) now read from the bank's secure key store
Linkupdated
  • GO TO a friend: join them on this server, or across servers, from the store
  • Friend list now shows games, last seen, and live updates as friends change
  • Store search now finds creators as well as their games
  • New studio project settings page, with save history and an item picker
  • A bad plugin setting no longer crashes the server, just skips that one value
  • motd can now be a full custom menu built in UI Studio, not just text
  • New ChangeServerByIdV2: server-change targets no longer linger past their trip
  • AI document checker now understands sliders, color pickers, and more UI parts
Nohack
  • Fixed crashes when changing game mode, tools, or building while a player moves between worlds
  • Fixed a player left stuck on a world roster after quitting with no world
  • New SetRegionDataV2: No Projectile Damage stops bullets in a region
  • Fixed SetRegionDataV1's Entities Invisible In Region option
  • New SoundEffectV4 / SoundEffectClientV4: sounds can now be Blocked By Walls
  • Fixed a fake player (NPC) stuck buried in blocks instead of lifted on top
  • New bp learn: checks what a human changed in an AI-placed layout
  • New bp place tools: +copy, +bus, +function/+call, and --doc previews
  • Fixed a loop bug that flung blueprint nodes 120k pixels off-screen

Friday, October 9

Server

:hammer:Fixes for exports, NPC guns, new projects and two crashes

Nohack
  • Fixed a Blender export not reaching players after a world refresh
  • NPCs holding a key via PressKeyV1 now register with IsKeyPressedV2, fixing hold-to-fire guns
Linkupdated
  • New Studio projects now start from Basic Game Project 2.0.1 with store, parts and icons included
  • Fixed a crash deleting a blueprint comment that was already removed
  • Fixed a crash when an entity's health changed while it was between worlds
Server

Blueprint layout tooling and a faster, lighter network path

  • A UI screen now runs one blueprint, like a 3D object; attaching a new one replaces the old
Nohack
  • New BPLayout console tool arranges blueprint nodes, frames and tips like the editor would
  • place --restore and place --frames fix nodes and frames moved by a text apply
  • Screens on NPCs: ChangeEntityScreenV1 can open/close several at once, and reload with R
  • Fixed touching a voxel picking up the wrong item (it used the tile's middle block)
Linkupdated
  • Raised the per-connection cap to 64 screens with a blueprint (was 16), and 64 per NPC
  • Screen blueprint failures are now reported to chat, logs and bp errors, never silent
  • OnUiEventV2 replaces the deprecated V1 for new screen logic
  • Fixed /resethome by properly unloading and reloading the home
  • New compressed v2 network transport (zstd per connection), opt-in per server
  • Fixed a bug resending unchanged distant chunks every second, cutting join data hugely
  • Entity skins are now only sent to viewers when they actually changed
  • Fixed entity id 255 being handed out, which corrupted sound packets
  • Laggy connections now drop stale queued entity positions instead of piling up
  • Avatar editor: edit your global look or just this server's, hiding server parts while designing
  • Store pages now show your Cubits wallet, creator/team faces, and a notifications bell
  • Added a local end-to-end test harness simulating phone and school network conditions

Thursday, October 8

Server

Fewer disk-space alert texts; admin edits now show a name

Linkupdated
  • Only the main redsky server now texts about redsky's disk, cutting alert spam
Nohack
  • Console saves made via admin commands now credit who sent them, not an anonymous account
  • devcmd now signs its commands with the sending session or user
Server

Fixed a crash when loading into a world

  • Fixed a crash when a player's loading-finished signal arrived between worlds
byLinkupdated
Server

Projectile shooter V6 loop node and screen-blueprint tools added

Nohack
  • New ShootProjectileV6 shooter node replaces the old explosive projectile, with one-click upgrade
  • ShootProjectileV6 can now loop shots on a timer; StopProjectileLoopV1 stops the loop
  • Fixed the shooter's Entity output so it correctly returns the shooter
  • ShootProjectileV6 and its loop stopper both left beta, with Range defaulting to 35m
  • New GetOpenScreensV1 node reads a player's open UI screens
  • New AttachScreenBlueprintV1 lets a blueprint attach itself to a screen
  • Open screens now keep their blueprints until the player reloads
  • Fixed GetOpenScreensV1's Screens output to use proper separated text
  • Fixed creative paste so it no longer stamps extra tiles onto the bank
  • Fixed NPC trigger review issues and added a load benchmark
  • Fixed SetEntityVariableV3 to write the correct value at write time
Zorak
  • Map pictures can now be measured for structure library previews
  • Fixed shallow water rendering correctly over ground in map pictures
  • Map picture retakes are now rarer and only done by one editor at a time, improving performance
  • Shape keys and UVs are now supported when editing UI models
Linkupdated
  • Fixed media re-login no longer kicking the player's own connection

Wednesday, October 7

Server

New dev sheet editor and blueprint CLI node placement tools

  • Added dev sheet get/set to read and edit spreadsheet map cells from console
  • dev sheet set on an empty tile now copies the row above to start a new row
  • Fixed copied new-row objects landing at the wrong height; now matches the tile's own ground
  • Added bp layout and bp place to read and hand-move blueprint node positions
  • Added bp save to persist the live blueprint session from the CLI
byNohack
Server

Standardized spelling to "meters" across messages

  • Command messages and blueprint node tooltips now spell "meters" consistently
byKebrouh
Server

Doors go client-side; UI docs load and search by name

Zorak
  • Doors now follow the client simulating them, server trusts its reports
  • Fixed placed cars and trains spawning as duplicate or jumbled entities
  • Vehicle state no longer resets incorrectly on a world change
Nohack
  • NPCs now fire OnTriggerEnter/OnTriggerExit on placed _trigger volumes
Linkupdated
  • UI documents can now be opened directly by name instead of full index lookup
  • cubiohtml search added to find UI documents by name across projects
  • Studio collab.addPlayer now allows adding players who aren't friends
Server

Placed trains and vehicles now behave correctly on reset

Zorak
  • Rails are never destroyed by vehicles, and /kr sends placed vehicles back to their spot instead of destroying them
  • Placed _train and _car objects now spawn their vehicle automatically
  • Vehicle smashing only happens inside a player home
  • A placed train snaps onto the nearest rail, facing the way it was placed
  • Doors now simulate real hinge motion and shut fully, even while an NPC walks through
  • NPC hordes now run far cheaper on performance and move smoothly without stepping
  • Map menu now shows preview thumbnails for structures
  • Distant and horizon objects now keep their correct scale
  • Towers can no longer be newly created, though existing ones stay editable
  • World saves no longer drop spawner NPCs that haven't spawned yet
Nohack
  • Finding the nearest sign now measures to the centre of its storage voxel, not a stray offset
  • /sign and /getsign now find signs with item ids above 32767
  • Added DoRaycastV3, a true 3D line check through the voxel grid
  • Gameplay screens can now run their own blueprint logic, not just click handlers
Linkupdated
  • HELP can now read feedback and news and send feedback for you
  • New avatar hover video clips, with a tuned v3-standard prompt and per-character intro lines
  • Avatars are now drawn from theme packs, with a numbered reveal showing pack progress
  • Fixed a wide batch of crashes across triggers, particles, menus, websocket packets, and spreadsheet nodes

Tuesday, October 6

Server

Sign targeting, spawn safety, and silent editor hangs fixed

Nohack
  • /sign and /getsign now grab the nearest sign, not just the nearest object
  • Mobs can no longer spawn inside walls
  • Blueprint-placed objects now reach players who load the chunk later
  • Object warmup no longer re-arms per model, fixing a memory leak during navigation
  • Main Thread Goto V2 can now jump to a ShortcutOutV4
  • New nodes: DropExpOrbV2 and DropExpOrbClientV2 add 3D orb drops with Random/Direction modes
  • ShortcutIn/OutV4 and ProjectileExplosionV3 are now out of beta
  • OnUiEventV1 and SetScreenDataV1 are deprecated in favour of their V2 versions
Vayeti
  • Material Set and Effects editors now answer refusals instead of hanging forever
  • Data-file bank callbacks are now swept for timeouts even on idle servers
Zorak
  • Undo no longer corrupts the bank's saved map copy
Linkupdated
  • Client crash reports now group by what the game was doing and count repeats
Server

Zone and Find Free Spot nodes now fill areas to 100% density

Nohack
  • Random Voxels In Zone now fills up to 100% density instead of stalling near 2/3
  • Find Free Spot now fills an area to its full density, sweeping row by row when needed
Zorak
  • Placed objects now block pathing and movement using their real collision meshes
  • NPC navigation is cheaper and no longer re-copies world columns on every walk
  • SAVE_AS in the model editor now writes a model over another project's id

Monday, October 5

Server

Navigation, scatter brush and blueprint node fixes land

Nohack
  • goto/follow now give up in seconds, not minutes, when truly stuck
  • NPCs no longer path through window glass or get stuck against it
  • New FindFreeSpotV1 node finds the roomiest clip-free spot for an object
  • Scatter's 100% fill now covers the ground edge to edge without clipping
  • Changing your own team no longer recolours everyone you can see
  • Wildcard-typed node ports link correctly again across matching types
  • ItemStackV1 now pairs each item with its real plugin, not the label
  • World-load blueprint triggers fire instantly for already-loaded maps
Zorak
  • COLUMNS NEAREST scatter mode resolves the ground brush on real voxels
  • Translation lookups no longer block the world tick waiting on the bank

Saturday, October 3

Server

Jolt-powered trains and rail couplers enter the game

Zorak
  • New rail network: trains, rail cars and _joint couplers now run on Jolt physics
Nohack
  • Route search no longer stalls when a caller goes quiet mid-search
Linkupdated
  • Store now pushes a badge when fresh news arrives on the feed
  • Store news now pulls from players' Discord posts instead of the dev changelog
  • playcubio.ca changelog restored as the default news source
  • Studio template, form limits, title length and media layout now settings-driven
  • First store open no longer wrongly marks the whole changelog as unread
  • Player presence now shown consistently across every store row
Server

Scatter footprints, store badges, and smarter pathing

Nohack
  • GetDistanceV2 measures real 3D distance between positions; GetDistanceV1 is deprecated
  • Scatter brush's footprint fill now covers ground by objects' real size, not a flat count
  • Mix rows in the Scatter brush each get their own fair share of covered ground
  • Scatter kits now live on the bank and are shared across a project's dependencies
  • Fixed stalled NPCs that got stuck in crowds never re-planning their path
  • Ladders are now always climbed, never walked along or climbed down
  • Sword guards now soak explosion damage, not just bullets
  • Fixed OnWorldEntityLeft only firing once, right before rejoining
Darkirby3
  • Fixed overlapping drag clicks fading together instead of fighting each other
Linkupdated
  • Store sidebar now shows real friend-request and news badge counts on every page
  • Purchase window now shows each pack's tier, ribbon, and bonus gems
  • Store messages now carry translatable keys, not just raw English text
  • Character model picker now reads Creative's race map, falling back to Citywars'
  • Fixed a race's eyebrows overwriting its eyes on load
  • Store avatar cards now get three distinct pictures, one per card state
  • VoxelWorldProjectRemap can now move a 3D world into another project
  • system-payment is now a staff-only document; AI docs can carry @keyframes

Friday, October 2

Server

Swim in the ocean past the map's edge

  • The ocean sheet drawn around the map is now swimmable, matching what you see
  • Layer tool can roll random materials and tints per voxel, like Paint
  • Scatter-placed props now sit flush on uneven ground instead of floating
byGiarpy
Server

Avatar purchase prompts now show the character's picture

  • The trusted purchase frame for an avatar unlock now shows its card picture
  • UI words written as plain string literals get auto-extracted for translation
  • Fixed a crash (Recursive update) when a translation table's words were all known
byLinkupdated