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Engine v5.1.8

July 2, 2026

A patch to Connection.

  • Side-scroller levels with visual-only heightmaps no longer get fake ground snaps or repeated collider rebuild warnings.
  • Color-grading looks that adjust saturation build correctly again instead of failing with a shader error.
  • A broken or still-compiling look can no longer darken your world: the screen always shows your plain, correctly-lit scene until the look is healthy, and Savi still gets told what failed.
  • Games can now author their render resolution: api.patchEngine({ graphics: { renderResolution: [480, 270] } }) renders the whole game at 480×270 and upscales to fill the screen — retro/PS1 looks, pixel-perfect low-res, or a performance cap for heavy scenes. It applies live (no reload), acts as a ceiling (players' devices can still auto-reduce under it when struggling, and it never exceeds their native resolution), and renderResolution: null removes it.
  • Player progress now saves when a stuck world update forces a room restart — players rejoin the fresh room with their latest progress instead of losing everything since their last save.
  • A model can now sit offset from its physics body: model: { id, offset: [x, y, z] } slides the rendered mesh in meters along the entity's local axes — no more child-entity workarounds when a model's art doesn't line up with its hitbox (e.g. an avatar mesh 1m behind its capsule).
  • Paint parts of a model: model: { id, materials: { PartName: { ... } } } layers color, metalness/roughness, opacity, and glow onto one named part of a GLB while the rest keeps its built-in look — make the blade glow without touching the grip, light the brake lights, tint one building's windows. Typos in part names warn in logs with the names that would match.
  • Switching a game into a different built-in camera style now changes both its framing and movement behavior.
  • Blueprint placement is more reliable across larger multi-area games.
  • God-mode labels and status text (like "Generating…") stay readable while the UI is still loading.
  • Switching in and out of god mode keeps player placement more consistent.
  • Games built from many scripted shapes load smoothly when you join — no more lag spiral or briefly vanishing objects in scripted-geometry-heavy worlds.
  • God mode gets its 10x pass: pressure-feathered brushes with a two-ring cursor, snapping, slider widgets, an fx shelf (seeded firework shows, rain that streaks along its fall, layered mist), spline and spotlight feel, emitter shape wireframes when selected, and a library plus genre pages.
  • Screen effects no longer flash the whole screen when they turn on.
  • Blur and desaturate effects actually work now — and looks with saturation (noir, underwater, vhs) stop washing toward white.
  • Re-triggering a timed effect no longer cuts it short.
  • Regenerating scripted shapes stop blinking (and their shadows stop flickering).
  • Plug in a controller and the right stick looks around in every game.
  • Music that leaves the screen actually stops: no more invisible ghost copies stacking up behind your soundtrack.
  • The new anti-aliasing path is stepping back to opt-in while we fix sprite ghosting and material fade — visuals return to the previous default
  • Brushes got a feel upgrade: a new Feather control (hard edge → soft airbrush), and the brush cursor now shows two rings — solid where you're painting at full strength, dotted where the effect fades out.
  • The brush remembers your radius, strength, and feather per tool now — no more re-dialing every time you pick a brush back up.
  • Sliders! Brightness and volume (and anything Savi builds for you) can now be dragged smoothly instead of picking from presets.
  • Buttons Savi makes for you are more reliable: broken ones can't take down the rest of your editing tools anymore, and missing icons show a letter instead of nothing.
  • God-mode icons are getting a fresh, consistent look (they regenerate as you play — a few may take a moment to appear the first time).

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