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Engine v5.2.12

July 31, 2026

A patch to Lume.

  • Buttons work on phones now. Action buttons Savi builds — especially in scrollable lists — used to die in mobile touch handling: you'd tap and nothing happened. The engine owns the tap now: a tap fires exactly once, a real scroll stays a scroll, and every existing game heals with no edits.
  • One typo can't freeze a character anymore. A script error used to shut down the whole script after a few strikes — jump broken meant walk broken until the next edit. Now an error skips just that one call: everything else in the script keeps running, the broken path keeps being retried, and the fault report names exactly which hook failed and says the rest of your script is fine.
  • Rejoining a busy room brings back the whole game now. A reconnect used to rebuild only the authored level — anything spawned during play (NPCs, dropped loot, bots) could silently vanish. Now the running world itself is reconstructable: refresh mid-game, or come back to a room everyone left, and everything that was alive is still there with its last state.
  • Leaderboards are game data now. The separate window.spawn.leaderboard service is gone — Savi builds leaderboards with api.sql in your game's own database, where they can be shaped however your game needs (per-mode boards, weekly resets, friend filters). Games still calling the old API get a clear message telling Savi the one-line migration instead of failing silently.
  • Savi can keep editing while players move between places. Starting a match no longer makes her edits time out.
  • Characters can finally SIT — reliably. Savi has one explicit switch that stops the engine from fighting a seated pose (no more captains hovering over their chairs or drifting into the air), and she knows how to make a seat survive server reloads, so your bridge crew is still seated when you come back.
  • Multiplayer rooms spend a lot less bandwidth per player. Solo play sees no difference, and the numbers your game reads are exactly the same as before. Full rooms just get cheaper and smoother.
  • Terrain works fully in busy rooms now. Sculpts and terrain edits reach every player, and the ground loads from its saved baseline even when nobody's been in the room — no more flat or missing terrain that only appears after someone edits something.
  • (Already live since the previous update — the notes just never said so.) Hold-to-interact, cooldowns, and any "stamp the time now, check it later" logic now work for every player, not just one. A crate that only one player could pry open, a pickup only one player could claim, a cooldown that never expired for visitors — all the same bug, fixed under the game.

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