FNA 26.07 Released
FNA 26.07 lands as a maintenance-focused release with a few developer-facing improvements that matter in day-to-day engine use. The biggest change is the paired update to FNA3D 26.07 and FAudio 26.07, keeping the rendering and audio backends aligned with the latest fixes and compatibility work.
On the gameplay side, ResetElapsedTime now behaves correctly when IsFixedTimeStep is true. That closes a practical gap for projects that rely on fixed-step simulation and need to resync timing without fighting the engine loop. For teams using FNA’s timing APIs, this should make pause/resume and time-reset flows more predictable.
Platform handling also gets a round of polish. Adapter-change events now track display changes instead of window-move events, ApplyChanges no longer restores windows from minimized or maximized states, and Ctrl+V detection now checks LeftAlt state as part of the shortcut path. Keyboard handling was also streamlined by replacing List usage with a raw bitmask, which should shave some overhead from input processing.
This is a relatively small release, but it touches the parts of an engine that tend to cause the most annoying edge cases: timing, input, and window/display state. For teams shipping on FNA, it looks like a low-risk update with a few quality-of-life fixes that can prevent platform-specific bugs from surfacing later.
- what
- FNA 26.07 released with updates to FNA3D 26.07 and FAudio 26.07, plus timing, input, and platform fixes.
- who
- FNA project, with backend updates from FNA3D and FAudio.
- when
- Released in 2026-07 (version 26.07).
- impact
- Developers using fixed timestep loops, window/display handling, or Ctrl+V input paths may need to retest edge cases.
Small maintenance release with useful fixes and no major risks
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