Engine v5.2.34
August 22, 2026
A patch in the Lume line.
Six cures: deleted objects can never pop back after the save confirms, players' script-driven saves stop failing silently in some rooms, tweaking one knob on a custom material no longer wipes the material, group placed pieces without anything moving (keepWorld), roads can vary width along the route, and Savi's builder can join games on newer engine versions again.
what's new
- Tweaking one knob on a custom material no longer breaks the whole material. Changing a single parameter on a script-built material (a glow's gain, a beam's density) used to silently throw away the script and every other parameter — the object snapped back to a plain solid-colored default, and it looked like your material was never there. Now a single-parameter tweak changes exactly that parameter and leaves the rest of the material alone.
- Group objects that are already placed without anything moving:
attachTo(rootId, { keepWorld: true })adopts a piece under a parent while keeping it exactly where it stands — build a brazier or chandelier from placed pieces, parent them to one root, and move the whole thing as one object. - Savi's builder can join every game again. In some games on newer engine versions, she could not get in at all.
- Saves and other database calls made by players' own behaviors were silently failing in some rooms — on some games, all of them. Fixed: those calls now go through and wait out reconnection blips instead of being dropped.
- Roads can vary their width along the route. Give a road's
widtha list — one number per point, like[2, 8, 2]— and it narrows and widens smoothly between them: straights that open up, corners that pinch, a plaza that necks down into an alley, all on one spline. Edge lines, sidewalks, hedges, and lamp posts follow the changing edge, and driving/collision matches what you see. A single number still means one width for the whole road. - Deleted something and watched it pop back a few seconds later? Fixed. Your delete always saved — a laggy connection could briefly re-load the world from just before it and bring the object back. The engine now remembers what your last save contains and never rolls behind it.