| A short guide on how to report client crashes
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| Often when importing tilesets, there are a lot of blank/empty icon states that come along with it. It would be very …
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| It would be nice if the map editor had limited automapping functionality that we could define for each atom. This way …
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| A way to zoom in and out on the variants section of the map editor would be wonderful. Currently it has a predefined …
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| A configurable per-client buffer that is additive or subtractive from overall client.view. It would take the format of …
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| A way to differentiate between when a client naturally logs out, versus when they are disconnected (i.e., loss of …
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| It would be very helpful if client.RenderIcon() supported bounds as a parameter. Anything past the supplied x/y bounds …
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| A overview of all the changes made in April
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| Visualize 2D transformations
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| Right now with particles we have access to drift, which lets us create effects such as snow, rain, or embers, etc. It …
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| A roleplaying game set in an alternate Earth
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| It would be useful to have a way to intercept when the user intends to use their clipboard (CTRL+C, or CTRL+V) and …
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| A new update for a new decade
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| Having a way to layer objects in the same physical space but each with a different "mouse opacity layer" so that they …
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| A lucrative feature for new and old titles.
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| Development News: The Push for Beta We've been hard at work tinkering away at all things related to Zenith's Call this …
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| In the old version of the icon editor, the icon editor screen was separated into 32x32 grid sections. This was beyond …
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| A way to use the BYOND credits API inside a project would be very useful. Currently there's ways to set and get a users …
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| News about the upcoming release!
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| A long overdue web rebranding
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| A pocket campaign for everybody to enjoy.
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