engine v5.1.7
Engine v5.1.7
July 1, 2026
A patch in the Connection line.
what's new
- Games should load and switch visual effects with fewer pauses or flickers.
- Bloom is cheaper yet again.
- Faster shadows and anti-aliasing.
- God mode tool actions clear more reliably when switching or canceling tools.
- God mode object handles stay aligned more reliably while editing.
- Light editing is more accurate in grouped or parented creations.
- Custom editor previews keep their intended size more reliably.
- God mode camera movement is more reliable while editing.
- Game controls recover more reliably after interacting with creator UI.
- Terrain sculpting now works under seas, lakes, and rivers. Raised lake beds, underwater shelves, river bottoms, and other below-water edits will show up instead of being flattened away by the water.
- Terrain edits and place-specific changes persist more reliably.
›technical notes
- Refreshed the vendored Three/WebGPU renderer to the r185-based fork with nonblocking shader and node pipeline compilation.
- Replaced the old bloom variants with the default dual-filter bloom path and tuned its strength for existing bloom settings.
- Fixed post-processing topology changes so newly compiled passes fall back to the last successful frame instead of flashing black or magenta.
- Fixed terrain and model shadow regressions after reloads, including receiver-specific clustered light shadow setup and reversed-depth culling.
- Default renderer anti-aliasing now uses SMAA 1x instead of MSAA to reduce GPU cost while preserving edge smoothing.
- Reduced ultra-tier sun shadow maps from 4096 to 2048 to lower shadow rendering cost.
- Replaced the default WebGPU anti-aliasing path with TAAU, including velocity and sharpen passes.
- Reduced default render cost on integrated GPUs by pairing TAAU with lower scene scale and medium shadow defaults.
- Fixed
src/tome/god-mode/systems/editor.tsso pending selected-object action picks are cleared when god-mode tool takeover or cancellation skips the selected-object pass. - Fixed god-mode handle dragging in
src/tome/god-mode/systems/editor.tsandsrc/tome/god-mode/systems/selected-editor-pass.tsso active handle operations tick before the editor re-captures and repaints handles. - Added
tickActiveHandleinsrc/tome/god-mode/systems/handle-ops.tsso selected and hover editor passes share the same active-drag update path. - Fixed spot-light editing in
src/tome/god-mode/systems/default-editors.tsso world-space aim updates are converted into parent-local rotations before writing object transforms. - Fixed custom god-mode editor visuals in
src/tome/god-mode/systems/editor-visuals.tsso authored visual scale is preserved while built-in visuals remain normalized. - Fixed god-mode scroll-wheel movement so
GodModeAuthoringInputResource.scrollDeltais only applied with same-tick authoring state insrc/tome/god-mode/behavior.ts. - Suppressed stale authoring fallback input for scroll dolly movement when a newer input frame has already arrived.
- Fixed raw input capture in
src/engine/input/raw-capture.tsso held input is reset when focus moves into ignored creator UI controls. - BREAKING: Heightmap chunk generation now applies composed
terrain:heightfields after terrain marks, making god-mode sculpt edits a post-mark overlay for ocean, pond, and river terrain. - Bumped the horizon job version so extended-distance skyline meshes re-key with the same sampler ordering change.
- Added regression coverage proving authored height fields survive under ocean, pond, and river marks.
- Fixed
mergeGameSpecinsrc/tome/spec-utils.tsso explicit terrain field deletes and removed terrain chunks persist across spec updates without resurrecting stale data. - Fixed
src/tome/systems/spec-mutation-drain.tsso hosted place field updates can persist through the client-auth mutation drain without allowing unrelated global writes.
›migration notes
No script migration is required for the renderer and God Mode fixes.
Existing terrain:height field edits below ocean, pond, and river water marks may now become visible. Before this version, those underwater heightmap edits could be carved away by the water mark and fail to render; now the terrain height field applies after the water mark, so the authored sculpt renders.