Update 26.02.04
A new update has been released, you can view the full changes on our blog post.
https://sbox.game/news/update-26-02-04
Changelog
π Added
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Mapping snapping
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Mapping: flip mesh
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Mapping: box select & lasso selection
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LengthOverride property @ubre
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GPU Profiler overlay
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TreeView extras
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Navmesh baking
π§Ό Improved
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Navmesh memory optimizations: improved by at least 5 times
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Hi-res screenshots use global anti-aliasing setting
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Mapping Tool "Save As Model" uses the model origin & supports more collision types
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Swapchain creation now uses SDL to handle surface creation, try to be more sane about format
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Swapchain depth format is simplified as always being D32FS8, with additional required flags
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DDGI uses RG1616F instead of BC6H because block compression caused too many artifacts
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Navmesh polygon mesh generation is 20-30% faster
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DDGI gizmo probes load relocation positions from relocation texture
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Use native C implementation for LZ4 managed compression API, used by networking
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Error handling for nested prefabs when a prefab is missing
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Foliage uses alpha to coverage for MSAA
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Steam callbacks run in network thread to prevent disconnects whilst main thread is busy (loading resources)
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Indirect light volumes use two passes bounce by default for higher quality
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Keep MainThread responsive when loading navmesh in editor
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Big VR cleanup
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DDGI: Stability improvement for ComputeVisibility @RedPixel
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Logs now archive when old or go over 512MB @766974616c79
πͺ Fixed
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Crash: CLoadingResource::FinalizeLoadRequest with cyclical dependencies
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Crash: ResourceType overflow (too many GameResources) causing a buffer overrun and resource system corruption
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PlayerController animation events not reenabling when component is reenabled
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Navmesh CalculatePath giving up early on complex paths
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Not being able to frame to objects while in ejected viewport
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Nudge direction being inverted
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Auto-closing restore scene tabs on startup
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Terrain buffer leaking if disabled or deleted
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Terrain buffer reading has a HasTerrain check now
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Memory usage is measured with WorkingSet instead of PrivateMemorySize
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Vulkan robustness correctly uses pipeline robustness alongside now
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Null GPU buffer descriptors are now "bound" correctly with VK_WHOLE_SIZE range
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Error shader had mismatched descriptor set layouts between the vertex and pixel shader, potential GPU crash
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Editor swapchains matching screen resolution forcing exclusive fullscreen on Nvidia
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Titlebar switching back to fallback thumbnail after publshing
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Screen recording failing with ScenePanels
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MovieMaker: Session nav widgets not always being visible
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MovieMaker: Additive keyframe editing when source block starts at T=0
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MovieMaker: Timeline vibrating when trying to pan too far left
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MovieMaker: When dragging in timeline, scrub if we drag off the edge
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Indirect light volumes copy depth to color using compute, a Graphics.CopyTexture was not suitable because of different image formats
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CookieContainer not auto saving properly
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Renaming assets causing duplicate AssetListEntry selection
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GameObjectSystems not serializing on global systems, and deserialization failing for non-trivial types
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Glass shader not supporting orthographic projection properly for refaction
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StickyPopup height being awful
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Quad overdraw not working
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Occasional double context menu on searchable menus
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CodeGen compiler warnings related to [Sync] when using nullable @Remscar
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