From snapshot 386:
Fix crash when VIBR releases heat during explosion
Restrict some of the Lua API to interface events
Change TPT -> The Powder Toy in credits ui
From snapshot 385:
Update / improve many element descriptions (via Rebmiami #983)
Add heat conduction to pipes (via JasonS05 #976)
Allow creating heat pipes by replacing BRCK with HEAC before color generation
Preserve deco in pipe, as long as the pipe wasn't already decorated
From snapshot 384:
Fixed a typo in the rules (via ClayStan404 #994)
Fix infinite pressure / velocity bug in the bottom right corner
Fix missing elements and spurious warning in certain saves made between versions 78.1 and 96.0
Change to version 99.3 (Build 384)
From snapshot 383:
Fix gravity leaking through gravity wall for a frame when undoing
Make gravity mask accessible from Lua
Cap VIBR .tmp and explosion .temp
Fix compatibility sim.TOOL_* constants
Fix rx/ry arguments to sim.toolBox
Fix !set commands defaulting to Kelvin, instead of to current temperature scale
Fix possible game crash when using invalid coordinates in !bubble
Fix prop sampling ignoring temperature scale
From snapshot 382:
Adjust the rest of animations to work properly even at high tick rates
Change to version 99.2 (Build 382)
From snapshot 381:
FPS Cap now only affects GameView, not other interfaces
Don't tick the entire user interface every sim tick
Fix "far away" air heat and velocity code working correctly only in one direction
Prevent heat convection in liquids looking farther than 1px away
Fix LITH breaking temperature limits
Move velocity line to the debug mode DEBUG_AIRVEL
Allow http.post to specify form part content type
post-99.1:
Fix update check not processing when simulation is paused
Fix update check not processing when triggering it manually in options ui (same as previous bug)
Fix PIPE rendering garbage data as elements when carrying PIPE with PIPE
Prevent TPT color codes from being printed to stdout
Render the sim at a lower rate than the UI is rendered, in specific cases
Specifically, this fixes an issue where the the renderer's tick rate jumps from 60fps to the monitor's refresh rate while paused, which can cause fire effects to rapidly jump to their end results in high refresh rate monitors
Stop displaying 0 FPS when the sim is paused
Always render the UI at the monitor's refresh rate
...
View the full changelog
here.