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Changelog

What's new in Rawframe

  1. v0.18.0 March 2026
    • Per-mod VM isolation — each mod runs in its own Luau VM (FiveM-style), preventing cross-mod contamination
    • ModVMManager — unified tick, hook dispatch, and mod.call orchestration across isolated VMs
    • Collision layer matrix — 32-layer filtering system with 12 Lua functions and Studio panel
    • Instance batching — GPU instancing for static meshes, dramatically reducing draw call count
    • Rawframe Studio Phase 5F — animation preview, sub-scene support, editor.* Lua API (13 fn), multi-viewport (4 slots)
    • 3110 tests passing across engine, scripting, networking, and studio modules
  2. v0.17.0 February 2026
    • Weapon System Faz 1 — hitscan, projectile, and melee weapons with ADS, recoil, spread, and bloom (29 Lua API functions)
    • Bone attachment system — industry-standard skeleton attachment for props, weapons, and accessories (4 Lua functions)
    • IBL / environment lighting — split-sum approximation, BRDF LUT, irradiance and prefiltered cubemaps
    • Shadow system redesign — CSM texel snapping, cascade blending, 4 quality tiers, 9-tap PCF
    • Character system — health, damage, hitgroup detection, char.* (48 fn), input.* (13 fn), camera.* (14 fn)
    • Deathmatch reference gamemode — complete FFA mod demonstrating all engine systems end-to-end
  3. v0.16.0 January 2026
    • Game State Machine — GMod-style hook system, 6 game states, team and spawn systems (41 Lua functions)
    • Mod Management System — ModState lifecycle, per-mod callback ownership, semver constraints, mod.* API (16 fn)
    • UI Perfection Audit — 7-phase audit resolving all 127 items: per-corner SDF radius, alpha inheritance, z-order hover
    • Named font system — per-font TTF atlas cache, ui.load_font / ui.set_font (12 Lua functions)
    • Heightmap terrain with splatmap, LOD, and chunks — 4-layer blending shader, FastNoiseLite, Jolt HeightFieldShape
    • 505+ Lua API functions across all engine modules
  4. v0.15.0 December 2025
    • Skeletal animation — 64-bone GPU skinning, animation state machine, blending with bone masks
    • Post-processing pipeline — bloom, tonemapping, vignette, FXAA, and depth-of-field
    • Master server list — server browser with registration, heartbeat, and public listing
    • Delta compression — bandwidth-efficient entity replication with per-field dirty tracking

Full commit history and detailed release notes are available on GitHub. Older releases (v0.1.0 – v0.14.0) are archived in the repository.