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Engine v5.2.3

July 15, 2026

A patch to Lume.

  • Fixed god mode getting stuck at an invisible floor in games with terrain turned off — you can now fly down to builds below height 0 instead of being silently held at the old ground level.
  • Fixed characters sometimes staying squashed after a fall — the un-squash now always completes, even on slower devices.
  • Recoloring or retexturing your terrain no longer hitches the whole game — tint and texture changes now apply in a blink (roughly 10× faster) instead of quietly rebuilding the entire landscape each time.
  • Retro pixel looks are razor sharp again. If your game renders at a chunky low resolution on purpose (PS1/N64 vibes), you get crisp pixel stairs back instead of the smoothed-soft image the new renderer's anti-aliasing was giving you.
  • Savi learned professional 3D tooling — she can now build game assets in Blender 5 (scattering, fracturing, tree generators, UV cleanup and more) and checks her own renders before the art lands in your game.
  • Rivers, ponds, and oceans can now wear fully custom looks — Savi can write a shader just for your liquid (glowing lava, cartoon water, murky swamp) instead of only styling the built-in water presets.
  • Art your game draws in code now works in your HUD and menus too — the same textures your scripts paint can show up as images in game UI.
  • The game quiets itself while you record a voice message, so your words come through clean instead of competing with your own soundtrack.
  • Sun shadows got cheaper while the camera moves — big outdoor scenes now spend noticeably less GPU drawing the same shadows, which means more headroom for everything else.
  • Animated art your game draws in code now animates in menus and HUDs too — a flickering torch or spinning coin painted by a script plays in your game UI the same way it plays in the world (it used to show only the first frame).
  • When one broken model spawns in lots of copies, you and Savi now get ONE clear error naming the model instead of a flood of identical errors — the flood used to bury the actual problem.
  • Trying to remove a player's custom look could silently bring their profile avatar back — it looked like the removal failed. Savi now gets told exactly what happened and how to actually clear it.
  • Savi edits game files with sharper, more reliable tools — fewer fumbled edits and clearer errors when a change doesn't land.
  • Savi can now restyle the parts of a 3D model separately — glowing brake lights on a car, a marble fountain with brass spouts, a new texture on just the roof — by naming the model's built-in parts. No model re-export, and it works on animated characters too.
  • Removing a mod now checks that nothing in your game still depends on its files first. If something does, you get a clear list of what to fix instead of a broken game.
  • Fixed multiplayer worlds sometimes refusing to spawn things for several seconds (or minutes) after someone alt-tabbed or hit a network blip — a moment of turbulence no longer stalls the world.
  • Savi can now keep track of the walls, boxes, and props she builds with her quick shortcuts — hide-and-reveal effects (like roofs that peel away indoors) and interactive doors work reliably instead of silently losing track of pieces.
  • Savi builds better platformers on the first try — players standing on moving platforms now ride them smoothly instead of sliding off or overshooting at the turnaround.
  • Savi can now offer a "craft pass" on a part of your game that's grown messy from lots of small changes — same behavior, sturdier bones — and she'll tell you honestly when it's not needed.
  • Spawn something and use it right away — it just works now. Shots that fire the instant they spawn, portals that teleport on creation, chains of spawns acting on each other: no more "entity does not exist on the server" errors, and no need for little delays before acting.
  • Objects wearing legacy or unsupported materials now show up with a plain fallback look instead of turning invisible, and Savi is told exactly which object and material need re-authoring.
  • Grass, flowers, and terrain decorations now appear smoothly instead of popping at nearby distance bands, while using much less graphics memory.
  • Decoration slope and height rules plus clear-scatter zones now work consistently, and sprite decorations can use cropped texture regions with custom ground anchors.
  • Overlapping pixel-art trees and props now keep the correct front-to-back order as the camera moves.
  • Sound effects no longer crackle or pop when several loud loops play at once or when your scripts fade volumes and pitches every tick — loud mixes are caught by a safety limiter and volume changes glide instead of stepping.
  • Switching to another tab no longer makes the engine think your game is running slowly — no more false low-framerate alerts to Savi or your custom materials getting paused while you're away.
  • Your game can always tell who the current player is: the player's account id is now consistent across every script surface, in singleplayer too — no more empty ids that made per-player saves unreliable.
  • Fast-travel and portal trips no longer leave screen effects stuck on: temporary looks (like a warp overlay) and camera lens changes (like a widened FOV) from the previous place release automatically when you arrive, instead of persisting until a refresh.
  • A script bug that produces an invalid camera FOV can no longer permanently warp the view — the camera holds its last good lens and the problem is named in the logs.

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