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Version 0.13.3

Memory work for phones - a cap on the undo history, an answer to low-memory warnings, a leak closed - and two Prefab Mode fixes

  • A new editor setting, History Objects, caps how many objects the undo history may hold on top of its step count. One mass delete is a single step that can hold 50 000 objects, and that is what it catches. By default a phone keeps up to 200 000 and a desktop has no cap. 0 removes the cap
  • When Android or iOS warns that memory is low, the game now answers. The editor drops history branches you can no longer reach, and the game frees what nothing uses any more. Before, nothing listened, and the only way out was the system closing the game
  • Every time a level was opened, two materials per texture stayed in memory for the rest of the session. They are freed when the level closes now
  • Closing a level in the editor frees the level's data. Before, it stayed in memory until the next level was opened
  • After a heavy level, the game gives back the memory reserved for it when that is more than four times what a normal level needs and the next level does not need it
  • The Prefab timeline no longer jumps back to the top row after every edit in Prefab Mode. It resets only when you enter Prefab Mode
  • An object at the top of a prefab template with no parent set is now fitted to the template's timeline and follows its anchors, just like its copies in the level. Before, a paste could leave it outside the template, and the editor showed it differently from how it played