Spawn
spawn / swhat we're building

pinned

start herewhat spawn isfaqfrequently asked questionsthe betthe spawn bet

updates

engine v5.1Connection1 weekengine v5.0For Real3 weeksengine v4.6AtelierJune 1, 2026engine v4.5Surface TensionMay 22, 2026engine v4.4SolidMay 15, 2026engine v4.3GroovyMay 13, 2026engine v4.2ContinuumMay 9, 2026engine v4.1FoundationsMay 4, 2026engine v0.1GenesisApril 29, 2026

pinned

what spawn isstart herefrequently asked questionsfaqthe spawn betthe bet

updates

Connectionengine v5.11 weekFor Realengine v5.03 weeksAtelierengine v4.6June 1, 2026Surface Tensionengine v4.5May 22, 2026Solidengine v4.4May 15, 2026Groovyengine v4.3May 13, 2026Continuumengine v4.2May 9, 2026Foundationsengine v4.1May 4, 2026Genesisengine v0.1April 29, 2026
← All posts
← All posts

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.ts so 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.ts and src/tome/god-mode/systems/selected-editor-pass.ts so active handle operations tick before the editor re-captures and repaints handles.
  • Added tickActiveHandle in src/tome/god-mode/systems/handle-ops.ts so selected and hover editor passes share the same active-drag update path.
  • Fixed spot-light editing in src/tome/god-mode/systems/default-editors.ts so 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.ts so authored visual scale is preserved while built-in visuals remain normalized.
  • Fixed god-mode scroll-wheel movement so GodModeAuthoringInputResource.scrollDelta is only applied with same-tick authoring state in src/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.ts so held input is reset when focus moves into ignored creator UI controls.
  • BREAKING: Heightmap chunk generation now applies composed terrain:height fields 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 mergeGameSpec in src/tome/spec-utils.ts so explicit terrain field deletes and removed terrain chunks persist across spec updates without resurrecting stale data.
  • Fixed src/tome/systems/spec-mutation-drain.ts so 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.