Engine v1.1 is a major milestone, arriving at v1.1.62 with more than fifty improvements spanning the core runtime, packs, editor, and infrastructure. Here's a summary of the biggest additions.

Pack system redesign

Packs are now truly opt-in per-project. project.json is the single source of truth for which packs a game uses; the engine's runtime footprint shrinks to exactly what you enable. New packs shipped in v1.1: save-game (save slots, KV store, migration pipeline), input (action assets, rebinding, gamepad), trigger zones, and ghost multiplayer (async replay via compressed q15 codec).

Terrain (beta)

A new pack-terrain brings heightmap terrain with chunked LOD, splat material, physics collider, and editor brushes — all strictly opt-in with zero footprint for projects that don't enable it.

WebGPU renderer

The rendering pipeline now ships a WebGPU backend (Three.js r184) alongside the existing WebGL path. WebGPU is opt-in and falls back to WebGL automatically on unsupported browsers.

Hub 2.0 foundation

The Hub shipped its Projects panel, auth layer (v0.2.0 backend), and the groundwork for hosted project sync. The update card in Projects pulls release data from this news feed.

Editor improvements

  • Drag-scrub inspector fields with stale-closure fix
  • Prefab instance override workflow (Unity-style)
  • Scene v6 format: UUID-sorted, merge-friendly
  • Mesh Paint tool (face-brush palette)
  • Animation editor (timeline, clip authoring)

Full changelog is in the engine repository. The next milestone (v1.2) targets project hosting, the asset store foundation, and multiplayer groundwork.

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