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Engine v5.2.2

July 14, 2026

A patch to Lume.

  • Fixed sprites and objects that had stopped moving randomly lurching a few pixels out and back in quiet scenes (most visible on parked critters in 2D games). Resting entities now hold their position exactly until they actually move again.
  • Savi can now see everything playing in your world — the soundtrack, every looping sound effect (with the handle to stop it), and every object with a sound attached — in one read, api.audio.playing(). Great for hunting down that one rogue sound.
  • If your game music points at a file that can't load, Savi and you now get told ("no client could load … Is the asset loadable?") and the game stops pretending it's playing — before, it reported a silent track as playing forever.
  • Asking to stop music when nothing is playing now says so instead of silently doing nothing.
  • Savi can now check the water level at any spot in your world. Before, asking the wrong way silently answered "no water" — even over a healthy ocean — which could make working water features look broken and send fixes chasing a problem that wasn't there.
  • Fixed worlds sometimes loading with a washed-out white/grey sky (fog and sky settings silently not applied) that stuck for the whole session until someone touched the atmosphere. The engine now re-asserts the sky on its own once the world finishes loading, and logs when a boot-time loss was healed.
  • Objects and effects no longer flash as dark solid shapes while their textures are still generating or loading — a decal, particle, or textured shape simply stays invisible until its art is ready, then appears correctly. If a texture fails to load, the object stays hidden instead of rendering as a wrong-looking solid block.
  • Fixed a failure where every custom material in a world could go grey/plain mid-session and only a page refresh brought them back. A renderer error is now contained to the one thing that failed — the rest of the scene keeps updating — and material rebuilds retry on their own.
  • Fixed players arriving in 2D scenes stuck facing the wrong way — rotation carried over from the previous area (or snapped toward the teleport jump) used to stick to the player sprite and its nameplate. Entering a 2D place now lands with clean facing, while rotations your scripts set on purpose still work.
  • Fixed lights and shadows sometimes jumping or looking wrong for a while after the renderer recovers from a GPU error. Shadow maps are re-rendered after a recovery instead of reusing stale copies.
  • Authored animation clips now play in multiplayer worlds. Clips you define as motion code (export function swim(t) played with updateChannel) used to work only in singleplayer — in a multiplayer room the character froze in rest pose while the console warned the clip wasn't found. The same script now animates the character for everyone, immediately for the player who triggered it.

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