Engine v5.2.32
August 20, 2026
A patch in the Lume line.
Ten cures in one: meshes reworked behind a hidden tab reappear, objects created through a save land for every joiner, custom-cursor games click again on desktop, multi-area games stop losing areas, shared UI library edits hot-reload, phantom version churn ends, momentary server hiccups stop reading as dead models, static-model shadows return on iPhone/iPad, big worlds stream in smoother, and creators can cap the frame rate.
what's new
- Meshes reworked while your tab was hidden now reappear when you come back — big generated meshes edited behind a hidden tab could return solid but invisible until each one was nudged by hand; the engine now spends no retry budget while nothing is being drawn, re-requests everything parked the moment the tab returns, and tells Savi how many meshes are undelivered on a player's screen if any stay stuck.
- Objects created through a save show up for everyone, every time. Before, an object created through certain save paths could land in the game's saved data but never appear in the live room — invisible to you and every joiner until someone else happened to edit the world. Now the room builds it within a fraction of a second, no outside edit needed.
- Fixed: custom cursor sprites no longer swallow mouse clicks. Games that replace the native cursor with an image (
draggable=false,pointer-events:none) work again on desktop — clicks pass through to your buttons and your world exactly like they did on 5.2.21. - A model that hits a momentary server hiccup no longer reads as dead. The placeholder used to flip to "Couldn't spawn" — and Savi's eye to "a receipted death" — off one failed read, even when the asset was fully imported and serving; creators were told to regenerate or rename assets that were fine. Now the engine keeps probing through transient trouble, tells you exactly what it measured ("N reads have failed so far") and only declares an asset dead when the server itself confirmed it.
- Shadows from static models come back on iPhone and iPad. On some Apple devices, props and buildings imported as unskinned 3D models silently stopped casting shadows (characters still did). They cast again.
- Multi-area games stop losing areas: walking back into an area that had emptied out (a prologue street, a lobby, an arena) now reliably brings back everything you built there. Before, a busy room could bring the area back as an empty box until the room restarted.
- Cap your game's frame rate —
engine.graphics.maxFpscaps how fast the renderer draws (great for heat, battery, and steady pacing on phones), and players can set their own lower cap in settings. Your game logic runs exactly the same; only the drawing rate changes. - Big worlds load in smoother. While a large game streams in, the renderer used to spend a chunk of every frame re-sorting the scene; that cost is ~10× smaller now, so the first seconds of a heavy world hitch less.
- Editing a shared library file your game's UI uses now reliably updates the screen: before, if the room's updates hiccuped, a lib-file edit could leave the old UI showing forever — while the diagnostics insisted everything was fine — until the tab reloaded.