Update 26.01.28
A new update has been released, you can view the full changes on our blog post.
https://sbox.game/news/update-26-01-28
Indirect Light Volumes
We've released our first iteration of indirect light volumes, these offer a form of baked global illumination giving games and maps much more depth. We want to see if we can offer a good replacement for Hammer baking, in a way that is more iterative and less intense - for example this only takes a few seconds to bake, compared to the half a day Hammer takes to bake.
( My Summer Cottage by Small Fish )
Foliage Update
Trees and foliage have received a well deserved makeover.
Changelog
🎁 Added
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Indirect Baked Lighting - DDGI
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Project settings window, accessible from project bar in the top right of the editor window
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GameObjectSystems can have confgiurable properties, accessible in the project settings window
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Networked local instances now have a unique SteamID for testing persistence
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Networked objects can now be "detached" meaning they're no longer networked
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Snap To Frame option for particle sheet sequences
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Popup.PositionModel.Right
🧼 Improved
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Binaries (exes, dlls) are now code signed by Facepunch - makes Windows trust them more
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Foliage shader has been improved in many ways, adding new options, fixing dithering, and more
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Mapping tool hotspot matches Hammer's hotspot
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Mapping selection enhancements
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Mapping face selections
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Active material is remembered with a cookie when you restart the editor
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Profiler post processing removes dead threads
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Console output gets forwarded to attached debuggers
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Unspawned networked objects do nothing when Network.Refresh() is called
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Lots of micro optimizations for networking CPU performance
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Dedicated servers use Steam Networking's SendMessages API
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Codegen lambdas are cached
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Optimize Json.Diff.ReorderAddedObjects
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Vector3 micro optimizations
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Reduce smoothdamp usage in audio components
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GroupButtonControlWidget Enabled/ReadOnly handling
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Movie Maker Maintenance
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BlobDataSerializer is now stack based
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Enabled VK_EXT_robustness2, adding extra safety and allowing null
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When creating a new asset, it is named before being created instead of renamed
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GenericControlWidget will pick the parameterless ToString method @766974616c79
🪛 Fixed
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Potential crash with PoseContext::TryTakePose and PoseContext::GetPose
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Potential crash with AsyncResourceLoader accessing the resource system during shutdown
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Crash on shutdown when the main loop throws an exception
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Crash when rendering envmaps during an active render pass
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Crash when closing dock tabs by the context menu
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Crash with Qt widgets getting deleted too soon in event callbacks
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Crash with exclusive fullscreen in editor mode (disabled it)
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Error with ReferenceMaterial not being found when loading the fast texture tool
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Error when using dump_scene command
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Trying to ConVarSystem.AddAssembly the same game assembly twice
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Video generation for batch upload by making sure ScreenSize is set
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ScreenRecorder not respecting framerate cvar
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Rubber surface being way too bouncy
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Certain tools eating shortcuts because the ViewportToolbar was taking focus
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Fast texture tool UV's not being frames to the preview
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Fast texture tool world scale having confusing extra options
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Missing large network files on local networked instances
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GameObjectSystems not existing on clients (older version) erroring when connecting to servers
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ConsoleWidget trying to parse arg: anchor as uri
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Cloud assets not persisting between sessions @trende2001
🚯 Removed
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SceneTrace.UseRenderMeshes are now editor only
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GPU crash diagnostics which had some performance overhead
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