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engine v5.2LumeJul 10, 2026engine v5.1ConnectionJun 18, 2026engine v5.0For RealJun 4, 2026engine v4.6AtelierJun 1, 2026engine v4.5Surface TensionMay 22, 2026engine v4.4SolidMay 15, 2026engine v4.3GroovyMay 13, 2026engine v4.2ContinuumMay 9, 2026engine v4.1FoundationsMay 4, 2026engine v0.1GenesisApr 29, 2026

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Lumeengine v5.22w agoConnectionengine v5.11mo agoFor Realengine v5.01mo agoAtelierengine v4.62mo agoSurface Tensionengine v4.52mo agoSolidengine v4.42mo agoGroovyengine v4.32mo agoContinuumengine v4.22mo agoFoundationsengine v4.12mo agoGenesisengine v0.13mo ago
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engine v5.0.5

Engine v5.0.5

June 7, 2026

A patch in the For Real line.

Savi stops nagging about performance: at most one heads-up per hour, only for games genuinely slow for minutes on end, and she never changes your game over it without your say-so.

what's new

  • Savi stops nagging about performance: she now hears about it at most once an hour, only when a game has genuinely been slow for minutes on end (never during loading), and the note explicitly tells her it's informational — she won't change or remove anything in your game over performance unless you ask her to.
›technical notes
  • Perf notifications to Savi rebuilt to the consent-and-chronicity law (ledger #235). A new governor (tome/perf-notify.ts) owns every perf push: categories client-sim / server-sim / render, one DM per hour GLOBAL — in any circumstance (a render DM silences all categories for the hour), and the message is a fixed pointer naming the category and Savi's own tools (getLogs(), view_live_scene) plus an explicit consent frame: the report is informational only, and nothing in the game may be optimized, simplified, or removed to address it without the creator's explicit consent. Analysis never rides the push — it stays in the runtime log for her to pull.
  • Chronic-only triggers everywhere: the frame-budget guard's per-episode warning is deleted — a render DM now requires degradation covering >60% of 5 minutes of accumulated steady-state time (load/startup/compile grace never enters the window), re-arming hourly. The degraded line moves 22→28ms (~36fps of real measured work): ~43fps steady is "the scene running well" and stays silent, per Jacob's calibration. fx-cap breaches and server-behind episodes log richly but only DM on the same >60%-of-5-minutes coverage; a combat-burst spike culls and logs, never DMs. Fallback (parking) keeps episode semantics as an ACTION report, firing only when something was newly parked.
  • The 240-character DM clip is dead: engine-diagnostics delivered a truncated copy of the 500-char runtime log entry (the mid-sentence cutoffs creators screenshotted). One cap now — the DM carries the same full framed message as the log.