Spawn
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engine v5.1Connection1 dayengine v5.0For Real2 weeksengine v4.6Atelier2 weeksengine v4.5Surface Tension4 weeksengine v4.4SolidMay 15, 2026engine v4.3GroovyMay 13, 2026engine v4.2ContinuumMay 9, 2026engine v4.1FoundationsMay 4, 2026engine v0.1GenesisApril 29, 2026

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what spawn isstart herefrequently asked questionsfaqthe spawn betthe bet

updates

Connectionengine v5.11 dayFor Realengine v5.02 weeksAtelierengine v4.62 weeksSurface Tensionengine v4.54 weeksSolidengine v4.4May 15, 2026Groovyengine v4.3May 13, 2026Continuumengine v4.2May 9, 2026Foundationsengine v4.1May 4, 2026Genesisengine v0.1April 29, 2026
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engine v5.1.2

Engine v5.1.2

June 19, 2026

A patch in the Connection line.

what's new

  • Scripted materials no longer lose their shading after reloading a game.
  • Players now recover normally when terrain collision rebuilds instead of continuing to fall through the world.
  • Games with lots of coins, enemies, and other objects stay responsive when scripts look for players.
›technical notes
  • Re-derive the complete client material, texture, and look script libraries when a projection reset recreates tome/spec, including refs from directly ingested runtime materials.
  • Preserve the renderer's last complete script libraries across transient component removals, while sending an explicit empty replacement when the reset spec has no live refs.
  • Fixed terrain chunk rescue recovery after a missing client collider rebuilds by letting verified support collision clear script-owned character fall velocity before the next physics step.
  • Fixed multiplayer client getPlayers() and other tagged queries to use the replication-maintained tag index instead of scanning every positioned entity.
  • Preserved dynamic player and spawned-object tag entries across client spec synchronization.
  • Treated declared places with no tagged entities as empty indexed results instead of full-scan fallbacks.