Engine v5.2.33
Fifteen cures in one: vehicles stop reloading scrambled, drags stop teleporting to the last save, Ctrl-Z survives reloads in multiplayer, ghost copies of players stop appearing while Savi's builder reconnects, stale tabs can't cross players into your editing room, middle-click is reliable, grass reads green from both sides, things stay the right size entering new areas, game UI can save files, scripted terrain edits stop wiping paint, and slow machines stop tearing themselves down to 'recover' from their own lag.
August 22, 2026
A patch to Lume.
- A one-off network hiccup while the engine downloads no longer kills a player's first open. If one piece of the engine fails to arrive, the game now quietly re-requests it once before showing an error — the class of "it just showed 'something went wrong' the first time I opened it" caused by a single flaky fetch heals itself.
- Vehicles and other built objects no longer come back scrambled after a reload — wheels, seats, and parts stay exactly where you put them, every session.
- Dragging an object no longer teleports it back to where it last saved. After a stretch of continuous dragging, grabbing an object could snap it to a stale position (roughly where the last autosave put it) and every drag after that kept teleporting. The drag now always starts from where the object actually is in your hand.
- Things stay the right size when you walk into a new area. In multiplayer rooms, objects with a size limit (
layout) could show up giant — a 10m watchtower rendering at 45m — and stay giant until the room restarted. They now always appear at their correct fitted size. - Scripted edits to painted terrain and scatter no longer make the rest of the paint vanish in the running game.
- Middle-click is now reliable. Binding the middle mouse button no longer fights the browser — bound middle-clicks can't trigger page autoscroll or other browser defaults — and a middle button held when pointer lock drops (Esc, opening chat) no longer sticks "down" until something else resets input. Actions bound to middle fire on press and release exactly like any key, every time.
- Falling out of the world while seated no longer welds you under the vehicle. When the engine's fall-catcher or terrain rescue moves a body back to safety, a rider still parented into a seat is unseated first and lands at the rescue point as a free body — before, the rescue position could be re-read as a seat offset and leave the player stuck under the cart until a script intervened. The unseat-before-rescue guard scripts wrote by hand is now the engine's own behavior.
- Custom crosshairs are yours now — the platform's white pointer dot no longer sits over your game's own crosshair. It stays hidden until a player actually moves the mouse in the overlay, which is the only time anyone needs it.
- Old open tabs can no longer cross your live game's players into your editing room. A tab left open from before a recent fix could reconnect players into the room you edit in — reading half-built work and manufacturing wipes. The server now refuses those stale connections at the door and the page reloads itself into the right room.
- Ctrl-Z now survives a reload in multiplayer worlds. Before, undoing a delete brought the object back on your screen but never re-saved it — it silently vanished the next time the world loaded (and if it lived in a side map, even a saved restore could teleport to the main map). Now an undone delete is really back: full object, behaviors and all, in the place it belonged.
- Ghost copies of players no longer appear while the builder reconnects. Reconnecting leaves everyone on the current game and keeps their progress intact.
- "Which script is eating the tick?" is now one question, not days of ablation. In multiplayer rooms,
api.getPerformanceSnapshot()(Savi's perf read) now answers with the real per-script cost — cumulative ms per script file over the measured window — plus how many scripted entities ran vs. were schedule-skipped each tick. Before, the read came back empty in multiplayer rooms. - On slow or busy computers, the game no longer tears itself down to "recover" from its own lag — the surprise "Connection lost. Reconnecting…" after a long freeze, and waves of textures failing and retrying, both came from the engine misreading its own slowness as failure. It now tells the difference and rides the lag out.
- Grass is no longer black from the far side. Grass blades and plant sprites used to render as black shapes when you looked at them from the side facing away from the sun's shading — fields showed dark patches that moved as the camera turned. Every blade now reads the same green from both sides, the way ground cover should.
- Your game UI can now save files to the player's device. Export buttons built the normal web way — make a Blob, point a download link at it, click it — now actually download: story text, save files, level exports, screenshots. Before this, the export button did nothing at all, with no error anywhere.