Update 25.10.15
A new update has been released, you can view the full changes on our blog post.
https://sbox.game/news/update-25-10-15
This week we shipped our first part of our 2D toolset, the sprite editor.
🎁 Added
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Networking Compression: LZ4 is used on larger packets (> 128 bytes)
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Decals: Emission Texture Input
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RenderTexture Asset
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Sprite Resource Editor
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Rope Component
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RigidBody: Added InertiaTensor, InertiaTensorRotation, ResetInertiaTensor
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Mounts: Added flags and tags and a directory system to make it easier to browse
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Third party attributions for: VMA, Vulkan Headers, Box3D, MonoMod
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Move Sandbox Verlet Ropes to Engine (#3150)
🧼 Improved
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Networking: Optimized Sync Vars and Delta Snapshots
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Networking: Remove allocations from NetworkObject.GetPropertySlot
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Menu Settings Improvements
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Managed navmesh generation
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Don't run post process effects if we're in ToolsVis, other command lists should still run eg SSR and GTAO
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Directly forward Sandbox.Vector index access to System.Numerics.Vector.Item[int32]
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Cloud Assets: use non-recursive vmap ref collection, better version conflict handling
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MeshTrace now has ignore GameObject support
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Default decals have a tighter attentuation angle
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Adjusted main menu particles to be way less intense
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Line Renderer now applies tags
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GPU Crashes go through our crash reporter
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Movie Maker: Video export correctly switches camera based on priority
🪛 Fixed
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Santa Hat and Skater Helmet Camo being unusable
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Bloom "Firefles", Fix Subsurface in Ambient Baked Lighting
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Apply missing attributes to 3d skybox attributes
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Kinematic ModelPhysics lagging behind
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Child collider update on transform change
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Physics heightfield triangulation not being clipped before navmesh generation
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Update decal sort layer on change
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Edge case for loading nested prefabs
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NRE when applying added objects to a prefab
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