engine v5.1.4
Engine v5.1.4
June 22, 2026
A patch in the Connection line.
what's new
- Performance improvements for spoin animations also make games run faster.
- Sprite-heavy games no longer freeze when attacks, effects, or animations reveal a new sprite texture for the first time.
- Optimized the performance of debug instrumentation.
›technical notes
- Kiln now lazily mounts the global SpoinBurst WebGL canvas and renders it on demand only while burst or implode particles are active, instead of clearing and compositing a full-screen transparent canvas at display refresh on every page.
- Active spoin solids use one instanced physical-material draw and their original edge outlines use one dynamically batched line draw, while per-instance color, emissive, roughness, and opacity preserve the original appearance.
- Unified static and animated sprite textures behind a stable
texture_2d_arrayshader graph, so texture and animation changes update bindings and uniforms instead of rebuilding sprite shaders during gameplay. - Improved asynchronous material warming and version tracking for sprites, text, primitive lanes, hidden visuals, and the live HDR render target; an unexpected pipeline miss now delays that visual instead of blocking the frame.
- Stop hidden renderer debug panels from polling at frame rate and throttle display-only simulation CPU telemetry to 10 Hz.
- Avoid republishing unchanged camera transforms, tick-rate components, and camera mailbox views every visual frame.