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Tabletop PlaygroundNewsIn-game Editor Update
In-game event

In-game Editor Update

Tabletop Playground · published 4 Apr 2024, 16:20 UTC · build 13942175

All newsPlayers around this dateRead on Steam

This update is all about the in-game editor (also known as preview mode). There are several changes and updates that remove the need to return to the main editor view for most uses:

• Add "New Template" button in object library for edited package in preview mode
• Add "New Folder" button in object library for edited package
• Add buttons on templates in object library for edited package to allow editing, duplicating, and removing templates
• Allow Drag&Drop for templates in edited package to move them between folders, in object library and main editor window
• You can now edit templates of objects from other packages. Before modifying, you'll need to save them as new templates in the edited package.
• Editing scale, color and other properties of templates that also exist as object properties during preview mode is now more consistent
• Changed buttons in preview mode to "Close", "Save as New", "Save and apply"
• Allow editing card stack properties when editing a card template in preview mode. The cards in the edited stack and other card stacks from the same template will be reset to the template default on saving.
• Don't lift penetrable held objects above regular objects

Scripting
• Add `UIElement.castShadow` to allow control over whether a UI casts shadows
• Add `CheckBox.setBackgroundTransparent` and `CheckBox.isBackgroundTransparent` to make the box invisible while it is unchecked
• Always call `GameObject.onReleased` when an object is released. Before it wasn't called when the object was snapped.
• Ensure that non-interactive objects are included in scripting traces and overlap queries

Fixes
• Fixed issues when using drag&drop in the card stack explorer and container explorer
• Editing relative scale of labels and zones did not work properly
• Zooming objects with certain UI widgets could crash the game when the zoom was supposed to show UI
• Zooming to cards in card stack explorer as client could cause an error message to be displayed
• Lighting settings had no effect in Cyberpunk environment
• `CheckBox` check state changes on host weren't shown on clients
• `MultilineTextBox.setBackgroundTransparent` was not replicated to clients
• Zoomed size could be wrong for objects that had UIs with `UIElement.useWidgetSize = true` and `UIElement.zoomVisibility != UIZoomVisibility.Regular`
• `TextBox.setBackgroundTransparent` and `MultilineTextBox.setBackgroundTransparent` did not make the text box fully transparent while hovered or focused
• Using `StaticObject.onSnappedTo` could cause a crash after reloading scripts

More from Tabletop Playground

Other announcements

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Game update19 Jun 2026Patch Notes - 6/19/2026New Features and Changes · The Template Editor now has a Tooltip Name field. Fill it in to set a default name tooltip for any objects with this template. Like the existing Description field, this can be overridden on an object-level through Properties. Want the Template Name to also be the tooltip name? Just click the arrow button to transfer it to the field below. · Containers can now be creat…Game update7 May 2026Patch Notes - 5/6/2026Beta Branch Patch Notes Hotseat Mode You can now add local players to any game session. Just click “Add Hotseat Player” in the player list in the upper right and give them a name. You can manually switch to one of your hotseat players at any time by clicking the head icon to the right of their name. If you’re using TTP’s built-in turn system, you’ll automatically switch to the appropriate hotse…In-game event8 Apr 2026Patch Notes - 4/8/2026New Feature: Stickers Whether you’re making a Legacy game or marking up a map, you’ll want to know about our new Sticker tool. You’ll find Stickers on the upper left toolbar – they share a slot with the Text tool, so hover over that “T” and click the star icon to open the Sticker panel. All you need to make a sticker is an image – and, as is usually the case, you can use either a Texture file,…