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Engine v5.2.37

Rebuilding and repairing mined areas works again, rapid Savi edits no longer hitch big games, gravity changes apply instantly on every physics engine, objects no longer freeze after your tab stalls while Savi's builder is in the room, and sliders work in creator-tab panels.

September 1, 2026

A patch to Lume.

  • Sliders and draggable controls work in creator-tab panels. A native slider (input type=range) in a creator tab built with onMount never responded to dragging — buttons worked but thumbs stayed put. Panels in creator tabs now treat every press as panel input, so sliders, drag handles, and text selection inside them behave like normal UI, and presses inside an open panel no longer leak into the world as camera or selection input.
  • Savi is now told when a model's collider does not match what she asked for. Declared collider sizes that get replaced by an auto-fit shape, and model colliders that never materialize, produce a clear message instead of silent surprise — so Savi stops guessing why rays pass through a body and tells you what actually happened.
  • Changing a world's gravity takes effect immediately on all physics engines. Asking Savi to change a place's gravity mid-session (updatePlace with a gravity value) now applies to falling and resting objects on the very next physics step, whichever physics engine the place runs — including objects that had settled to sleep, which wake into the new gravity. Before, places on the default engine kept the old gravity until the place fully reloaded.
  • Purchases that award a spin now work. A purchase whose fulfillment applies angular velocity or an angular impulse (making something spin as the reward) was refused with a generic error; those verbs are accepted now.
  • Objects no longer freeze after your tab stalls for a few seconds (a debug dump, a heavy save) while Savi's builder is in the room. Physics objects move again the moment your tab comes back, with no room reset.
  • Rapid Savi edits stop hitching big games. In games with a lot of scripts, every script save caused a visible stutter while the whole script record was re-scanned; now only what actually changed is re-processed, so back-to-back edits feel smooth.
  • Repairing a mined area by re-running the same fill works again. Re-running fillVoxels with identical arguments over a spot where blocks were mined or broken one at a time silently did nothing — the holes stayed. Now the repair fill lands; existing worlds heal on the first repair.
  • Rebuilding with the same block type after clearing an area works again. Placing a block back in a spot it held before a multi-block clear (an explosion, breakVoxels, a fill) silently did nothing for that one material — other materials worked, which made craters feel cursed. Existing worlds heal on the first rebuild; no workaround needed anymore.
  • Savi's camera shots now show lamp, torch, and other local lighting the way players see it — before, a posed shot could show pitch-black rooms that glow correctly in the game, and Savi would try to fix lighting that was never broken.
  • Savi's camera shots also now show characters and animated models the player wasn't looking at — before, a shot aimed away from the player's view could silently drop them, and Savi read your models as missing when they were standing in the world.
  • A script that accidentally re-attaches an object under itself every tick can no longer crash the whole game world — the engine now refuses the bad attach immediately and tells the script exactly what went wrong and how to fix it.
  • Uploaded models whose source file carries a large built-in offset no longer vanish from the game while every measurement says they are standing right there — they draw, animate, and cast shadows at the spot you placed them.
  • Leftover copies of departed characters (like Savi's builder popping in and out while she works) no longer pile up on screen on slower devices — the cleanup that removes them now runs even when your device is busy.
  • Sharing a game whose whole presentation is HTML UI (menus, cards, text screens) now posts a screenshot of what players actually see — before, the shared image was solid black.
  • Players in games without gravity no longer drift away endlessly after leaving a moving platform — the platform's momentum now stops after a few seconds instead of carrying them forever.
  • Texture scripts, material scripts, look scripts, and voxel builders can now read data from .json files with require(), the same way behavior scripts always could — a texture that pulls its palette or lore from a JSON data file now bakes instead of failing to compile.
  • Savi no longer piles up copies of her body in your game. Each time she started a piece of work, a fresh copy of her builder joined your room and bowed out a minute later — and on loaded devices the departed bodies could stick to your screen until reload, dragging the whole game. Her builder now keeps one identity per room, so there is only ever one of her body, however busy she is and however loaded your device gets.

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