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Engine Update Release Notes: September 22nd, 2026
ENGINE UPDATESeptember 22, 2026

Engine Update Release Notes: September 22nd, 2026

This update brings faster physics queries, an overhauled Particle Editor with sub-emitters and a new Clip Timeline, and full undo/redo in the Animation Editor. The Outliner and Viewport both get organization and workflow improvements, and three new starter templates plus a new RTS Game Example are now bundled with the package. Fixes cover macOS rendering, particle playback stability, and several editor reliability issues.


Features

  • Engine / Physics. New Rapier-backed ray, sweep, overlap, and node-contact query APIs; the network-prediction rewind path now uses overlap queries to resolve a client's past input tick against physics props.
  • Engine / Materials. Textures gained explicit interpolation/sampling controls (Linear vs. Nearest), exposed as a material property for crisp pixel-art or smooth-filtered looks. M_Floor and M_Wall ship as built-in materials, and Dynamic UV triplanar mapping ships as a built-in node material.
  • VFX / Particle Editor. Particle systems and emitters can be renamed, and gained Sub-Emitters (burst another emitter on a predicted plane hit or particle death, e.g. a rain splash) and Plane Collision (kill or bounce particles off a per-emitter plane, with friction and per-particle bounce-randomization controls).
  • VFX / Particle Editor. A Clip Timeline under the preview lets you scrub the playhead, drag each emitter's Start/Stop, and add burst markers, with per-lane keyframing for Rate, Size, Speed, Colour, and a new Emit Light option (adds a point light driven by the emitter). Emitter colour is now a lifetime ramp with an easing curve for Fade Alpha.
  • Animation Editor. Undo/redo now covers Animation Editor edits, including the state machine graph.
  • Outliner. Move Up/Move Down (Ctrl/Cmd+Up/Down) reorder siblings one slot at a time, Reparent… and Reparent to New Node… move a selection under a chosen node, Cut copies then deletes, and the filter box matches by class (t:/type:) or uuid (id:) while showing matching ancestors dimmed.
  • Outliner / Prefab Editor. Copy nodes in a scene's Outliner and paste them into an open prefab, or the reverse; nested prefab instances stay instances.
  • Outliner. Children of an editor-hidden node are now dimmed in the tree, with a "Hidden by Parent" tooltip, so inherited visibility is easy to spot at a glance.
  • Viewport. Right-click a Place tool to reorder, hide, or restore it; hidden tools collect under a "More" menu, and an Edit mode on the toolbar rail lets you drag tools to rearrange them.
  • New Project. Each template now shows its version under the thumbnail and in the selected preview.
  • Project Loading. Open Existing and Play Local now default to your last opened project, and New Project's Browse dialog opens to the last folder you picked.
  • Dashboard. Game search now matches tags, description, and owner (not just name), typing debounces before the list re-filters, and game-card tags stay on one row with a "+N" overflow instead of wrapping.
  • AI Assistant. Refreshed default/recommended models across providers (GLM 5.3 Flash preferred for the Genesys factory Reset on several providers; retired model IDs swapped for their current replacements).
  • Templates. The 1st Person Movement and 3rd Person Movement starter templates ship bundled with the CLI/SDK package again, joined by three new starter templates: 3rd Person Exploration, Top-Down Builder, and Endless Runner.
  • Game Examples. Denfall, a new RTS game example, ships with the package.


Fixes

  • Engine. Fixed a macOS-only Vite resolution failure for three/tsl and other Three.js addons, restored WebGPU tone mapping after the Three.js r186 upgrade, and fixed a Node-process crash from esbuild-wasm initializing eagerly during World construction.
  • VFX Editor. Fixed particle playback stopping when a mesh is picked as the particle geometry, looping burst emitters not re-firing each cycle, opening a VFX with more than one emitter crashing the preview, Multiply/Subtractive blending erroring on WebGPU, Colour Over Life only blending the first two of three-or-more stops, colour-ramp stops losing pointer tracking once the cursor left the handle, clip light keys not holding their base intensity, and Auto-Replay/Restart carrying particles over from the previous cycle.
  • New Project. Template and example thumbnails stay cached when reopening the dialog or switching between Templates and Examples, and the template catalog now lists a template's true latest version even when a local zip of it is cached.
  • Viewport. Dragging a Place tool onto the scene now always lands at the scene/prefab root, matching Asset Browser viewport drops.
  • Inspector. Tab and Enter now work in Position/Rotation/Scale and other number fields without clicking into the box first, and a post-process effect's Reset appears as soon as its value differs from the engine default (and correctly restores that default).


Deprecations

  • Engine. DirectionalLightNode.isSunLight is deprecated in favor of drivesSky (same meaning: whether this light drives SkyNode's sun disc and scattering); existing scenes migrate automatically on load.
  • Engine. The GTAO post-process settings distanceExponent/distanceFallOff are now deprecated no-ops. The underlying Three.js upgrade switched GTAO to quadratic ray stepping, which no longer uses them. Existing scene data is left as-is but has no effect.