Engine v5.2.14
August 3, 2026
A patch to Lume.
- Safari no longer eats all your memory while a game sits waiting for its first click — the bug that could freeze a whole laptop on a quiet world is gone.
- The erase brush now erases every painted ground material at once — one pass returns the ground to its natural look instead of only removing the material you happen to have selected (paths and roads stay).
- Material brushes have a new Replace mode next to Paint and Erase: painting in Replace makes your material win by pushing the other painted materials out from under the stroke, instead of blending in on top. Plain painting is unchanged — it still layers additively, and brush strength still decides how strongly you cover the world's natural ground.
- Savi gets interrupted less while you build. Routine engine notices — a texture that didn't load, a clip name that doesn't exist, a placeholder holding while art generates — now go quietly into her logs instead of pinging her mid-conversation. She still hears immediately about real breakage (broken scripts, crashes, things that stop rendering), and about any problem that suddenly happens dozens of times at once.
- The stray scrollbar that could pop over your game's right edge (and make your game UI look broken) while art was spawning is gone.
- Savi stops getting blamed for axes the starter template ships. Every input change in a 3D game used to print five warnings telling her to remove
lookX/aimYawSin-family entries that the platform itself put in the game — noise that could bury the real error when something was actually wrong. Those entries are now recognized as the platform's own, new games no longer include them, and the warning only fires for something that can genuinely break: binding a key or stick to an axis the engine computes from the camera. - Placeholder images keep their shape while models generate — a tall character concept no longer renders squashed and stretched on its loading card.
- The touch stick on phones no longer freezes and vanishes when you move your thumb slightly. In games with on-screen UI, the browser could steal a touch a few pixels into a drag (it read the drag as a page-scroll attempt), which killed the movement stick, camera drags, and hand-rolled touch pads mid-gesture. Touches on your game now belong to your game from press to release — and your scrollable panels and lists still scroll exactly as before.
- Replace mode now does what its name says: painting in Replace pushes out the world's natural ground as well as other painted materials — a full-strength stroke leaves pure paint instead of a half-and-half blend. Erase still returns everything to natural, undo still takes the whole stroke back.
- Ground material transitions render crisper everywhere: where two materials meet you see the dominant one with organic speckle instead of a translucent wash.
- Terrain texture tiling now uses the same
textureScalemeaning as objects: meters each texture tile covers. If your world's ground suddenly looks ultra-dense, ask Savi to convert the old values (new = 2.5 / old). - Games with multiple areas now work in every kind of room — walk between places with friends
- Savi can make heavy visual effects phone-friendly automatically — ask her to tune your look for mobile
- Characters with a single animation now play it instead of freezing in a pose
- Firefox players: sessions no longer die after tab-switching
- Faster texture loading on big worlds
- Multiplayer worlds with lots of places run smoothly again — the whole room no longer slows down as places fill.