Update 26.01.07
A new update has been released, you can view the full changes on our blog post.
https://sbox.game/news/update-26-01-07
Sandbox Mode Entities
I wanted to provide a bunch of built in entities in Sandbox Mode. I think in GMod things were automatically made into tools, when they didn't need to be. Like lights for example.
In Sandbox Mode we have a bunch of built in entities, and you can use entities from the workshop too in the same way. Here's an example of lights, fog and NPCs being created.
Sandbox Mode Controls
Entities in Sandbox Mode are controllable now. This is early stages, but right now you can bind them to your in game inputs. The controls only work if you're in a chair connected to them somehow.
What this means is that when you make something, anyone can control it. You can duplicate it and you and a friend can control their own copies.
Changelog
🎁 Added
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Physics: Updated Box3D
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Physics: Added Rigidbody.EnhancedCcd which is useful for fast-moving objects like bullets or rockets
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Mapping: Clipping Tool
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Mapping: Pivot Picker
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Mapping: Thicken Faces
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Mapping: Nudge mesh selection with arrow keys
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Mapping: Can save mesh selection as a model
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Mapping: Active material drag drop
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Mapping: Mesh collision uses per triangle physics materials (like Hammer)
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Mapping: Attempt to retain selection switching between modes
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Editor: Searchable context menus
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Editor: Advanced properties
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Networking: NetworkFlags + Transform Sync Flags
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TextRenderingScope supports font smooth & 1px aliased outlines
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Standard thumbnail texture loader e.g thumb:entities/sents/npc/scientist.sent
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SpriteRenderer Alpha Cutout
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Prop inherits Rigidbody properties like mass that were set in ModelDoc
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CameraComponent treats CustomSize as an override instead of being used as a fallback
🧼 Improved
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Animation optimizations of up to 50%
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UI Panel animations use double precision time
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Simplified WheelJoint creation - placed on the wheel, axis and suspension is logical, gizmos display axis and suspension
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Mapping: Fast Texturing Tool supports tiling, world mapping, and more
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Mapping: Fast Texturing Tool support blendable materials
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Component context menu tidy
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New Pause Menu
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Main Menu cleaned up styles
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Many BaseControls now SupportsMultiEdit
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Renderer: Tiled culling layer ported from C++ to C#
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Volume is formatted as a percentage % in the settings menu @DrakeFruit
🪛 Fixed
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CrashReporter still reports even if Sentry fails
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Mapping: Bevel tool steps match closer to Hammer, added smooth normals
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Scope last selected SceneViewportWidget to SceneViewWidget
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Video recording: pass the muxer options
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UI/Panel Eyedropper tool works with recent changes
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Wheel joint steering axis
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Fallback to shortcut without modifier if the shortcut doesn't exist with modifier (allows things like tool switching while modifier is down) (#3653)
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Sound previews start at playhead position
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Editor camera sticking in place at very low speeds
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Sprite editor origin
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Opaque & non-opaque sprite sorting
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Unduck headroom check failing
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Don't discard normal in line compute shader when there's 2 points - fixes not being able to rotate points of line when there's only 2 objects
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Physics aggregate data causing crashes
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Only draw meshes in highest lod for Graphics.DrawModel etc.
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Mapping move mode gizmos initial state
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Actiongraph editor regressions
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ByteStream memory leaks
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Editor shortcuts
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LargeNetworkFiles requesting non-existant files would crash the server
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Crashing connections by sending invalid data or JSON
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WorldInput state being stomped
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Gizmo selection crash when TypeLibrary lacks a component type
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Transition background-image-tint
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Editor command line argument parsing
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SceneLineObject loading Materials & ComputeShaders on non main thread causing a crash
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"Apply to Scene" shortcut
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ALT input not working in the editor
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CodeGen Preprocessor Defines Fix
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Compiler: get rid of "library" assembly prefix when publishing
🚯 Removed
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Obsolete vertex attribute array
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Obsolete WorldInput class (Use the component)
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