engine v5.2.15
Engine v5.2.15
August 4, 2026
A patch in the Lume line.
what's new
- You can now put the game's "ear" anywhere — pin it to a ring-side mic, a security camera, or a moving NPC, and all spatial sound pans and fades from there instead of your camera. One place setting, and clearing it puts the ear right back.
- Statue false alarms gone: 3D models whose textures already ride our optimized format no longer trigger the false "content may be missing or wrong" warning. (Models with webp-only textures still render untextured by design — re-generating the texture is the road.)
- Savi can now see your game's HTML UI the way she sees your 3D scene: ask "what's on the screen UI right now?" and she gets the real list — every named element and button with its position, size, and whether it's actually visible — and "what UI is at that spot?" answers with the exact element stack, including an invisible overlay eating your clicks. No more guessing whether your menu rendered.
- AI characters walk properly. NPCs now truthfully report standing-on-ground and their real speed, so animation logic that checks those no longer traps a walking character in a looping fall pose — and scripts can read an NPC's actual velocity instead of guessing from position changes.
- Games boot a little lighter — the simulation engine dropped nearly half a megabyte of renderer code it never ran.
- Terrain textures now tile cleanly by default — the faint ghosted seams that could trace the texture grid are gone. If a big natural surface reads as an obvious repeating stamp from a distance, ask Savi to turn on anti-tiling for that one material (
antiTiling: "stochastic") and the repeats decorrelate. - Terrain edits during busy builds no longer stutter the room. When terrain changes land in a burst — like Savi reshaping a world while you play — the engine stops rebuilding soon-to-be-replaced ground over and over. A single terrain edit applies just as fast as before.
- Paintings keep their colour! Putting a soft or near-white color on a textured object no longer turns the art black-and-white — the texture shows its own palette. Strong colored tints still repaint the hue like always. One trade: a muted mid-tone color on a textured object now darkens the art instead of repainting it — if textured surfaces look darker after this update, brighten their colors or ask Savi to re-tint them.
- Landing on a platform's corner no longer locks your jump — corners that hold your weight count as ground.
- Editing a script no longer counts its creations as casualties — death effects only fire for real deaths.