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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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what spawn isstart herefrequently asked questionsfaqthe spawn betthe bet

updates

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 v5.1.5

Engine v5.1.5

June 23, 2026

A patch in the Connection line.

what's new

  • Bloom is now much more performant.
  • Finished combat effects are cleaned up correctly in multiplayer games instead of accumulating and slowing the room down.
  • Custom event listeners and sound-finished hooks now work on player-owned and shared-room objects.
  • Visiting players can interact with and drive hosted vehicles with the correct mounted state and follow camera, without the room rejecting the handoff as not_simulator.
  • Games on Retina displays are faster.
  • Shadows are cheaper for inactive lights.
  • Custom paired controls now follow the order you write them, so reversing a pair reliably reverses the control.
›technical notes
  • Replaced Three.js BloomNode with a fixed-topology Dual Kawase bloom pyramid, reducing bloom render passes from 12 to 9 while preserving live strength, radius, and threshold controls.
  • Moved runtime FX reaping onto each entity's active simulator so client-auth owners and place hosts publish completed-effect deletes through the normal state-delta lane.
  • Moved onSoundEnd tracking and dispatch onto the active simulator instead of the server replica.
  • Added server-sequenced, place-scoped custom-event fanout so client-auth simulators can invoke their local api.on subscriptions.
  • Made vehicle/control handoffs server-canonical, with two-phase A→B switching that uploads the old target's onControlEnd cleanup before the server atomically grants the new target and runs onControlBegin on its simulator.
  • Fixed severe WebGPU frame-presentation stalls by avoiding 4x scene MSAA on Retina DPR-2 displays, where native pixel density already supplies edge smoothing.
  • Skipped PCF filtering and transmitted-color texture sampling for resident shadow lights whose runtime intensity is zero, while preserving stable lighting pipelines.
  • BREAKING: Changed keyboard axis polarity from a hidden key-name lookup to positional negative/positive pairs. input-config.ts now assigns alternating -1/+1 scales to slash-separated keys, so arbitrary pairs such as f/r behave predictably and reversing the string reverses the axis.