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Engine v5.2.13

August 1, 2026

A patch to Lume.

  • Cameras are yours now, all the way down. Savi writes your camera as a script she can read and edit — every zoom, follow, and framing choice is a line she can change — instead of flipping switches on fixed camera presets. Existing games keep playing exactly as they are; when a world upgrades to this version, Savi rewrites its camera as a script with the same feel.
  • Crouch and prone finally have a real hitbox. Savi can now resize a character's collision capsule live — physics.capsule = { height, radius } — with the feet staying planted and the visible body untouched (animations own the pose). Standing up under a low ceiling politely waits until there's room instead of launching you through the roof, and shrinking always works. No more scaling the whole player down to a miniature to fake a prone hitbox.
  • Game UI now boots on slow phones. Before, a phone that needed more than 4 seconds to fetch the UI shell was cut off at exactly 4 seconds, every retry started over from nothing, and the game's menus and HUD never appeared — no matter how many times you reloaded. Now the engine tells "slow" apart from "broken": as long as the UI shell is still arriving it keeps loading, retries wait longer instead of giving up on the same schedule, and only a truly dead connection gets a failure report (a clearer one, saying whether nothing ever arrived or it started and stalled).
  • Reconnecting no longer looks like teleporting to your game's scripts. Rejoining, reloading, or coming back from a suspended tab used to make portal effects and travel triggers fire — the world-state snap read as a huge jump. Now scripts sleep through the join and wake to the settled world, and for mid-game re-syncs Savi can ask the engine "is this a real move or a sync?" (api.isSettling()).
  • Ground-hugging objects that MOVE stopped eating your frame rate. Anything scripted to sit on the terrain used to rebuild its whole shape every beat it moved — even across perfectly flat ground — and with lots of movers that destroyed performance. Now the engine first checks whether the ground actually changed under it, and skips the rebuild when it didn't. Slopes, cliff edges, and terrain edits still re-drape instantly.
  • Objects that couldn't fit on the GPU now appear as soon as room frees up. In long busy sessions, a newly spawned object could hit a full geometry table and just never render for the rest of the session — despawning things didn't bring it back. Now the engine retries the moment space opens. And when a rendering bug does get reported, the report finally carries the renderer's side of the story.
  • Uploaded skies are finally sharp. A high-res panorama used as a skybox used to get squeezed through the same 1568-pixel pipe as every other image and come out smeared. Skyboxes now load a 4K version cooked from your original upload — horizon seams, planets, and cloud edges stay crisp.
  • Savi can now ask the engine "can a player actually WALK from here to there?" and get a straight answer with the reason — "this step is 0.37m tall; characters can step 0.3m." Before, she could only check that floors and walls exist, so an unwalkable staircase looked identical to a walkable one until somebody played it and got stuck.
  • Savi can now weld a pile of building blocks into one clean solid. Walls, walkways, and towers built from many boxes used to shimmer where pieces overlapped — now she merges them into a single seamless piece (one object, one collider), and the flicker class disappears instead of being nudged one seam at a time.
  • Big worlds can fade things by distance now, without tricks. Savi sets a visible range on any object — "draw this within 700m", "draw the cheap far version beyond 700m" — and the engine handles the swap with no flash, no gap, and no flicker when you hover right at the boundary. City-scale builds stop strobing as you fly across them.
  • 2D cameras can now be fenced at the TOP of the world, not just the sides and bottom — no more camera drifting up past the painted level into grey void during fast action. And if a camera-fence field the engine doesn't understand ever gets written, the engine says so by name instead of silently ignoring it.
  • Traveling between zones can no longer bury you in the ground or a wall. Arrivals land on the destination's real, current ground — even when the spawn point went stale because terrain was dug, sculpted, or regenerated under it — and the crossing itself can no longer carry your old zone's coordinates into the new one. When the engine does have to lift an arrival out of the ground, Savi gets a log naming exactly which stored spawn was stale.
  • Held items stop fighting the game over their size. In busy multiplayer rooms, a weapon or tool attached to a player could visibly snap between two sizes forever — the server and the player's machine each kept "correcting" the other. Now they agree on one size, the snapping class is gone, and if anything ever does fight over a value again, the bug report names the exact system doing it instead of blaming your scripts.
  • Objects that sit on the ground now stay pinned to the ground when you edit them in god mode. Before, grabbing and sliding a terrain-pinned object (or just touching it with an editing gesture at the wrong moment) could quietly replace its "sit on the terrain" rule with a frozen height — and if the object happened to be mid-settle when you touched it, that wrong height stuck: things looked fine while you played, then reloaded half-buried. Now the pin itself is what saves: slide a tree and it's still a tree-on-the-ground at the new spot, lift it deliberately and it becomes a tree-floating-that-much-above-the-ground, and a touch that didn't move it changes nothing at all.
  • Terrain stops going flat when texture generation is busy. New terrain materials get generated PBR detail (height and normal maps) from their texture, and while that generation was pending — or refused, e.g. for a too-small source image — the ground rendered as flat colored tint with no texture at all, sometimes for a whole day. Now the ground renders your actual texture immediately and the PBR detail upgrades in place when generation finishes. If generation refuses your texture, Savi now gets a report naming which texture and both ways out (upscale it, or turn pbr off) instead of a misleading "fix the texture reference".

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