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Engine v5.0.13

June 12, 2026

A patch to For Real.

  • Boardwalks built down slopes with tight switchback corners now render coherently — no more railing bars shooting past hairpin turns or flickering planks on long straight runs.
  • Savi editing scripts while you play no longer makes the world's grass and decorations flash and hitch — the scatter only rebuilds when you actually change the decorations.
  • Calling an api method that doesn't exist — whether it was removed in an engine update (like api.patch, removed in 4.5.2) or never existed at all (like api.removeObject) — now tells you the real method to use instead of a bare "is not a function".
  • When a script calls an old removed API name, the error now tells you the new name to use instead of a bare "is not a function".
  • The breeze is back! Grass, flowers, and reeds with wind on them sway again — bases planted, tips swirling in the wind you authored.
  • Screenshots no longer hitch the game: when Savi peeks at your world, a thumbnail gets captured, or you snap a shot for chat, the frame used to stall for ~8 frames mid-gameplay. Captures are now visually identical and nearly free.
  • Platformer fix: characters now fall off platform edges cleanly instead of stuttering up and down at the lip. Walking down slopes and stairs still feels glued, exactly like before.
  • A spotlight given a too-big cone angle (like an angle in degrees) used to go completely invisible with no error. Now it lights up at its widest cone instead, and Savi gets a log telling her exactly how to convert the value to radians.
  • Games with rich terrain no longer gray-screen on GPUs with strict texture limits — the engine now simplifies terrain shading on those machines instead of failing to draw the world.
  • Placing objects on the room grid now works in every spawn shape the docs show: spawn({ properties: { feetPosition: { tile: [x, y] } } }) (with optional offset) lands on the tile like the 3d-rooms guide says, including inline children. Mistyped tile positions get precise messages instead of a generic rejection, and using a tile position in a world without rooms terrain tells you why the object landed at the origin.
  • Walking through translucent things — light shafts, ghosts, holograms, glass effects — no longer slices the screen with hard edges. They now dissolve gracefully as you get close, exactly like you'd expect.

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