July Update
The July Update is now live, we have a progress update on the Sandbox Game, huge optimisations, another new physics engine, new features and a mountain of fixes.
Check out the July Update dev blog to read everything!
Changelist
🎁 Added
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Box3D Physics
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Editor: Added new startup errors dialog for resolving code errors
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Editor: Component Selector now supports nested sub-categories separated by "/"
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Editor: Added Flat View option to Component Selector
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Editor: Missing Undo Steps to ControlSheet and certain ControlWidgets
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Curve Editor: Added "Move Range When Panning" button, which moves the entire curve when panning or zooming
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Curve Editor: Added "Retain Values When Changing Min/Max" button, which doesn't resize the curve's values when resizing ranges
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Curve Editor: Added "Fit to Screen" button, which fits the viewport to the curve's current range
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Curve Editor: Added [TimeRange] and [ValueRange] attributes to specify default range min/max and whether or not it's clamped
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ShaderGraph: Added Scene Color node (with UV address modes)
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ShaderGraph: Is Front Face node
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ShaderGraph: Normal Blend node
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ShaderGraph: Reflection node
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ShaderGraph: Tangent View Vector node
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ShaderGraph: Added GraphCompiler.RegisterGlobal
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Shaders: Automatically append mode combo to mode if no arguments are set
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Decals: Gizmos for the size
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Decals: Color Mix option for normal/rmo only decals
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Decals: Parallax Occlusion
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Decals: Color Tint is HDR enabling blooming effects
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Decals: Added decal resources
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Decals: Added transient properties
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Networking: Ability to specify port to use when hosting a dedicated server - defaulting to 27015
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Added AgX Tonemapper
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Enabled sc_visualize_batches publicly
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ParticleEffect.LocalSpace - float, allows sliding between local and world space
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ParticleEffect.InitialVelocity - velocity to start with
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Particle.ConstantMovement - apply movement without velocity
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Particles: ParticleModelRenderer.RotateWithGameObject
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BeamEffect component
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API: BaseControl.CreateFor - allows creating Panel based controls for specific property
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API: ViewSetup
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API: ReflectionSetup + RefractionSetup
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API: Pixmap.UpdateFromPixels( Bitmap )
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API: VideoWriter.AddFrame( Bitmap )
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API: SoundHandle.Time setter
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API: System.Random.FloatDeterministic( int seed )
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API: Color.WithColorMultiplied( float )
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API: [InfoBox] - allows adding inline help to inspector properties
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API: Scene.FindAllWithTag & Scene.FindAllWithTags
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Add FogStrength to TextRenderer
🧼 Improved
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Hammer: Map builder produces maps with significantly less draw calls, hugely improving performance
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Audio mixing crackling resolved by switching to a request based system
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Curve Editor: Dragging a Curve Handle outside the bounds of the Curve will automatically update the range(s)
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Curve Editor: Grid lines now have nice value increments and change with range instead of being static
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Curve Editor: Can now Pan/Zoom around the Viewport with Mouse3/MWheel
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Curve Editor: Clicking on a Curve Preset will reset the Viewport to fit the Curve
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Curve Editor: Added X-Range Inputs so you can modify the TimeRange of the Curve
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Curve Editor: Holding CTRL while dragging a Curve Handle will snap the Handle's position to the grid
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Curve Editor: Now draws a light grey rectangle with a dashed line to denote the min/max ranges of the Curve
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GameTransform.World is now cached instead of recalculating every access
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ShaderGraph: Can no longer delete Result nodes (the final output nodes)
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Editor: Simplified the Filter Menu in the Component Selector
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Editor: Component selector improvements
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Networking: Stop breaking prefabs during NetworkSpawn
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API: Re-categorize PlayerController.RotateWithGround and remove PlayerController.GroundYaw
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Bloom (quarter depth, fix rendering behind walls)
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Display default property values in editor inspector tooltips
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Clamp alpha on ParticleSpriteRenderer
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RenderTarget.GetTemporary thread safety
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CommandList state is scoped allowing recursive command lists
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Nav Agent path invalidation behaviour
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Highlights: More accurate depth testing on outlines
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Highlights: Can target other renderers explicitly
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Don't render ScreenPanel if it's excluded by a camera's RenderExclude tags
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GameOverlay layer is split into opaque/transparent
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Material Overrides
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Curves use Binary Search for better performance
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Serialize Prefab Instances as diff when sending over network
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Bail out of SoundHandle.Stop if already finished or fading out
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Prefab instance context menu: edit shortcut, tidy
🪛 Fixed
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Startup crash on GTX 900 series cards
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Tooltips were recreating every frame
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Hotload errors when encountering anonymous types
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VideoPlayer: Unable to play VP8 (webm) videos
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Native editor tools (Hammer, ModelDoc) stylings
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Launcher showing added projects as launching when they weren't
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Curve Editor: Fixed grid numbers disappearing when increasing the range
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Curve Editor: Popup no longer opens between two monitors when opened near the edge of the screen
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ShaderGraph: "Render Backfaces" setting getting reset on recompiles
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ShaderGraph: shaders not rendering backfaces in Material Editor
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Fix [CallerLineNumber] not being properly whitelisted
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RenderTarget.GetTemporary: Don't try to UAV bind or create mips for depth formats
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Decals: Poor culling at edges for rotated decals
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Decals: Normal maps not decoding or transforming to world space correctly
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Decals: Not inheriting their GameObject tags
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Decals: Fix Decals in Valve's Shading Model
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Game Tick/Update running for one frame after ending the game
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[ColorUsage] HasAlpha issues
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Tint, Tags, Shadow Flags, and Source not getting reset on MeshComponent when disabling "Hide In Game"
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Standalone exports showing black screen
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Editor: Enum selectors showing a horizontal scrollbar instead of wrapping
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Editor: Cloud code assets failing to resolve on project initial launch
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Editor: Disabled text theme color
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VR: Duplicate floor in main menu
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Undefined nav agent behaviour if nav link traversal is not implemented
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Navmesh links worldstart/end position not taking rotation into accont
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WebM video playback for UI and VideoPlayer
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Fixed nested prefab issues related to undo/redi
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Fixed GameObject Transform not transfering to Prefab when Converting a GameObject to a prefab
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Fixed an issue when converting a GameObject (that is part of a prefab instance) to a prefab.
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Fixed prefab changes not propagating correctly to all their dependencies and open editors
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Fixed unlinking a nested prefab not correctly propagating to instances in open editor scenes
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Fixed GameObject to prefab conversion for sub hierarchies that contain nested prefabs
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Fixed reparenting parts of a prefab instance to another GameObject
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Fixed cloning parts of a prefab instance
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Fixed Gameobject ordering not updating when reverting instance to prefab state and applying instance state to prefabs
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Fixed Component order not being restored in some cases after undo/redo
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Fixed NavMeshLink.OnLinkExited not getting called if the link is completed on the frame the agent enters
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Fix drag/drop material preview not resetting in some cases
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Hotload: Fix NRE in DelegateUpgrader
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Hotload: Don't let DefaultUpgrader process delegates
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Fixed connection crash when trying to join via new instance to editor lobby with no game running
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Fixes [Property] properties from a Component's base class not being serialized when sent to other clients
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Fix network owner being unset in OnAwake when doing NetworkSpawn
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Fixed css gap property creating ugly uneven gaps
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Fixed white viewport when opening the editor
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Fixed terrain still being enabled on disabled GameObjects
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Fixed ListViews holding onto stale items
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Ensure ReflectionQueryCache.ClearTypeCache is called on hotload for game instance
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Fix faulty logic for in-place static field hotload upgrading
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Input Editor Fixes
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Inspector history/locking fixes
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Fix DressPrefabScene
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DebugTextSceneObject uses Graphics.DrawText in worldspace
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Fix HashSetEx Remove() being O(N)
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Shaders: Depth-Aware Mask Fix - Fixes objects in front of glass looking aliased
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Renderer: Multiple Vulkan Validation Fixes
🚯 Removed
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Obsoleted CameraComponent.AddHookBeforeOverlay - Use CommandLists instead
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Obsoleted CameraComponent.AddHookAfterTransparent - Use CommandLists instead
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Spritecard shader - Was only used by legacy particles
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Sandbox.Game.dll - Merged everything into Sandbox.Engine.dll
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Panel.Bind
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Projected Decals
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