July Update
[p]
[/p][p]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. [/p][p]Check out the July Update dev blog to read everything! [/p][p][/p][h2]Changelist[/h2][p][/p][h2] ๐ Added[/h2]
- [p]Box3D Physics[/p]
- [p]Editor: Added new startup errors dialog for resolving code errors[/p]
- [p]Editor: Component Selector now supports nested sub-categories separated by "/"[/p]
- [p]Editor: Added Flat View option to Component Selector[/p]
- [p]Editor: Missing Undo Steps to ControlSheet and certain ControlWidgets[/p]
- [p]Curve Editor: Added "Move Range When Panning" button, which moves the entire curve when panning or zooming[/p]
- [p]Curve Editor: Added "Retain Values When Changing Min/Max" button, which doesn't resize the curve's values when resizing ranges[/p]
- [p]Curve Editor: Added "Fit to Screen" button, which fits the viewport to the curve's current range[/p]
- [p]Curve Editor: Added \[TimeRange] and \[ValueRange] attributes to specify default range min/max and whether or not it's clamped[/p]
- [p]ShaderGraph: Added Scene Color node (with UV address modes)[/p]
- [p]ShaderGraph: Is Front Face node[/p]
- [p]ShaderGraph: Normal Blend node[/p]
- [p]ShaderGraph: Reflection node[/p]
- [p]ShaderGraph: Tangent View Vector node[/p]
- [p]ShaderGraph: Added GraphCompiler.RegisterGlobal[/p]
- [p]Shaders: Automatically append mode combo to mode if no arguments are set[/p]
- [p]Decals: Gizmos for the size[/p]
- [p]Decals: Color Mix option for normal/rmo only decals[/p]
- [p]Decals: Parallax Occlusion[/p]
- [p]Decals: Color Tint is HDR enabling blooming effects[/p]
- [p]Decals: Added decal resources[/p]
- [p]Decals: Added transient properties[/p]
- [p]Networking: Ability to specify port to use when hosting a dedicated server - defaulting to 27015[/p]
- [p]Added AgX Tonemapper[/p]
- [p]Enabled sc_visualize_batches publicly[/p]
- [p]ParticleEffect.LocalSpace - float, allows sliding between local and world space[/p]
- [p]ParticleEffect.InitialVelocity - velocity to start with[/p]
- [p]Particle.ConstantMovement - apply movement without velocity[/p]
- [p]Particles: ParticleModelRenderer.RotateWithGameObject[/p]
- [p]BeamEffect component[/p]
- [p]API: BaseControl.CreateFor - allows creating Panel based controls for specific property[/p]
- [p]API: ViewSetup[/p]
- [p]API: ReflectionSetup + RefractionSetup[/p]
- [p]API: Pixmap.UpdateFromPixels( Bitmap )[/p]
- [p]API: VideoWriter.AddFrame( Bitmap )[/p]
- [p]API: SoundHandle.Time setter[/p]
- [p]API: System.Random.FloatDeterministic( int seed )[/p]
- [p]API: Color.WithColorMultiplied( float )[/p]
- [p]API: \[InfoBox] - allows adding inline help to inspector properties[/p]
- [p]API: Scene.FindAllWithTag & Scene.FindAllWithTags[/p]
- [p]Add FogStrength to TextRenderer[/p]
- [p]Hammer: Map builder produces maps with significantly less draw calls, hugely improving performance[/p]
- [p]Audio mixing crackling resolved by switching to a request based system[/p]
- [p]Curve Editor: Dragging a Curve Handle outside the bounds of the Curve will automatically update the range(s)[/p]
- [p]Curve Editor: Grid lines now have nice value increments and change with range instead of being static[/p]
- [p]Curve Editor: Can now Pan/Zoom around the Viewport with Mouse3/MWheel[/p]
- [p]Curve Editor: Clicking on a Curve Preset will reset the Viewport to fit the Curve[/p]
- [p]Curve Editor: Added X-Range Inputs so you can modify the TimeRange of the Curve[/p]
- [p]Curve Editor: Holding CTRL while dragging a Curve Handle will snap the Handle's position to the grid[/p]
- [p]Curve Editor: Now draws a light grey rectangle with a dashed line to denote the min/max ranges of the Curve[/p]
- [p]GameTransform.World is now cached instead of recalculating every access[/p]
- [p]ShaderGraph: Can no longer delete Result nodes (the final output nodes)[/p]
- [p]Editor: Simplified the Filter Menu in the Component Selector[/p]
- [p]Editor: Component selector improvements[/p]
- [p]Networking: Stop breaking prefabs during NetworkSpawn[/p]
- [p]API: Re-categorize PlayerController.RotateWithGround and remove PlayerController.GroundYaw[/p]
- [p]Bloom (quarter depth, fix rendering behind walls)[/p]
- [p]Display default property values in editor inspector tooltips[/p]
- [p]Clamp alpha on ParticleSpriteRenderer[/p]
- [p]RenderTarget.GetTemporary thread safety[/p]
- [p]CommandList state is scoped allowing recursive command lists[/p]
- [p]Nav Agent path invalidation behaviour[/p]
- [p]Highlights: More accurate depth testing on outlines[/p]
- [p]Highlights: Can target other renderers explicitly[/p]
- [p]Don't render ScreenPanel if it's excluded by a camera's RenderExclude tags[/p]
- [p]GameOverlay layer is split into opaque/transparent[/p]
- [p]Material Overrides[/p]
- [p]Curves use Binary Search for better performance[/p]
- [p]Serialize Prefab Instances as diff when sending over network[/p]
- [p]Bail out of SoundHandle.Stop if already finished or fading out[/p]
- [p]Prefab instance context menu: edit shortcut, tidy[/p]
- [p]Startup crash on GTX 900 series cards[/p]
- [p]Tooltips were recreating every frame[/p]
- [p]Hotload errors when encountering anonymous types[/p]
- [p]VideoPlayer: Unable to play VP8 (webm) videos[/p]
- [p]Native editor tools (Hammer, ModelDoc) stylings[/p]
- [p]Launcher showing added projects as launching when they weren't[/p]
- [p]Curve Editor: Fixed grid numbers disappearing when increasing the range[/p]
- [p]Curve Editor: Popup no longer opens between two monitors when opened near the edge of the screen[/p]
- [p]ShaderGraph: "Render Backfaces" setting getting reset on recompiles[/p]
- [p]ShaderGraph: shaders not rendering backfaces in Material Editor[/p]
- [p]Fix \[CallerLineNumber] not being properly whitelisted[/p]
- [p]RenderTarget.GetTemporary: Don't try to UAV bind or create mips for depth formats[/p]
- [p]Decals: Poor culling at edges for rotated decals[/p]
- [p]Decals: Normal maps not decoding or transforming to world space correctly[/p]
- [p]Decals: Not inheriting their GameObject tags[/p]
- [p]Decals: Fix Decals in Valve's Shading Model[/p]
- [p]Game Tick/Update running for one frame after ending the game[/p]
- [p]\[ColorUsage] HasAlpha issues[/p]
- [p]Tint, Tags, Shadow Flags, and Source not getting reset on MeshComponent when disabling "Hide In Game"[/p]
- [p]Standalone exports showing black screen[/p]
- [p]Editor: Enum selectors showing a horizontal scrollbar instead of wrapping[/p]
- [p]Editor: Cloud code assets failing to resolve on project initial launch[/p]
- [p]Editor: Disabled text theme color[/p]
- [p]VR: Duplicate floor in main menu[/p]
- [p]Undefined nav agent behaviour if nav link traversal is not implemented[/p]
- [p]Navmesh links worldstart/end position not taking rotation into accont[/p]
- [p]WebM video playback for UI and VideoPlayer[/p]
- [p]Fixed nested prefab issues related to undo/redi[/p]
- [p]Fixed GameObject Transform not transfering to Prefab when Converting a GameObject to a prefab[/p]
- [p]Fixed an issue when converting a GameObject (that is part of a prefab instance) to a prefab.[/p]
- [p]Fixed prefab changes not propagating correctly to all their dependencies and open editors[/p]
- [p]Fixed unlinking a nested prefab not correctly propagating to instances in open editor scenes[/p]
- [p]Fixed GameObject to prefab conversion for sub hierarchies that contain nested prefabs[/p]
- [p]Fixed reparenting parts of a prefab instance to another GameObject[/p]
- [p]Fixed cloning parts of a prefab instance[/p]
- [p]Fixed Gameobject ordering not updating when reverting instance to prefab state and applying instance state to prefabs[/p]
- [p]Fixed Component order not being restored in some cases after undo/redo[/p]
- [p]Fixed NavMeshLink.OnLinkExited not getting called if the link is completed on the frame the agent enters[/p]
- [p]Fix drag/drop material preview not resetting in some cases[/p]
- [p]Hotload: Fix NRE in DelegateUpgrader[/p]
- [p]Hotload: Don't let DefaultUpgrader process delegates[/p]
- [p]Fixed connection crash when trying to join via new instance to editor lobby with no game running[/p]
- [p]Fixes \[Property] properties from a Component's base class not being serialized when sent to other clients[/p]
- [p]Fix network owner being unset in OnAwake when doing NetworkSpawn[/p]
- [p]Fixed css gap property creating ugly uneven gaps[/p]
- [p]Fixed white viewport when opening the editor[/p]
- [p]Fixed terrain still being enabled on disabled GameObjects[/p]
- [p]Fixed ListViews holding onto stale items[/p]
- [p]Ensure ReflectionQueryCache.ClearTypeCache is called on hotload for game instance[/p]
- [p]Fix faulty logic for in-place static field hotload upgrading[/p]
- [p]Input Editor Fixes[/p]
- [p]Inspector history/locking fixes[/p]
- [p]Fix DressPrefabScene[/p]
- [p]DebugTextSceneObject uses Graphics.DrawText in worldspace[/p]
- [p]Fix HashSetEx Remove() being O(N)[/p]
- [p]Shaders: Depth-Aware Mask Fix - Fixes objects in front of glass looking aliased[/p]
- [p]Renderer: Multiple Vulkan Validation Fixes[/p]
- [p]Obsoleted CameraComponent.AddHookBeforeOverlay - Use CommandLists instead[/p]
- [p]Obsoleted CameraComponent.AddHookAfterTransparent - Use CommandLists instead[/p]
- [p]Spritecard shader - Was only used by legacy particles[/p]
- [p]Sandbox.Game.dll - Merged everything into Sandbox.Engine.dll[/p]
- [p]Panel.Bind[/p]
- [p]Projected Decals[/p]