2.03

Update 2.03 was a major bug-fixing update.

MyObjects
Captured Objects was improved in this update.
 * 1) Bolt Stablity has been improved in Captured Objects.
 * 2) Captured Objects and object-based Gadgets can be rotated before placing them, and Shapes can be scaled and rotated before being placed.
 * 3) The max complexity of Captured Objects has been increased.
 * 4) * Emitters, Scoreboards, Prize Bubbles, and other Captured Objects can be captured.
 * 5) You can place Gadgets on Collected Objects and Captured Objects.
 * 6) You can now use the Material Changer and Lethalize Tools on Captured Objects.

New Features

 * 1) The Copy Tool was introduced.
 * 2) The ability to disable Rewind is added to the Settings menu. It does not save between sessions.

Bug Fixes

 * 1) The Object Shifting bug has been fixed (where switching to and from create mode, materials and gadgets used to lose position and shift when repeatedly selected).
 * 2) The bug where some material's rotation will change between saves is fixed.
 * 3) Dynamic objects joined to Static objects by dissolve material will separate and move once the dissolve material has been destroyed.
 * 4) Detaching glued objects correctly remembers the original static or dynamic nature of the individual glued objects.
 * 5) Stickers applied to an emitted object stay attached to the object if the emitter itself is moved.
 * 6) Stickers do not disappear when corner editing.
 * 7) Sensor switches and buttons save their initial states properly.
 * 8) Deleting a switch will not delete the object it was glued to.
 * 9) Pistons connected to an inverted switch trigger correctly on level load.
 * 10) Wobble Bolt angle and flipper properties save correctly in Create Mode.
 * 11) The bug that makes an object invisible by using the corner edit tool has been fixed, instead you must use the Material Changer to do this.
 * 12) Sackboy doesn’t get stuck on edges when he should fall to the floor.
 * 13) Numerous other stability issues have also been addressed.

New Bugs

 * 1) Scoreboards only check above the base for Sackboy’s presence.
 * 2) Attaching a Piston to a Dynamic Object first, then a Static Object will cause the Piston to act incorrectly.