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Update 25.10.15

[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-25-10-15[/p][p][/p][p]This week we shipped our first part of our 2D toolset, the sprite editor.[/p][p][/p][p][/p][p][/p][h3]๐ŸŽ Added[/h3]
  • [p]Networking Compression: LZ4 is used on larger packets (> 128 bytes)[/p]
  • [p]Decals: Emission Texture Input[/p]
  • [p]RenderTexture Asset[/p]
  • [p]Sprite Resource Editor[/p]
  • [p]Rope Component[/p]
  • [p]RigidBody: Added InertiaTensor, InertiaTensorRotation, ResetInertiaTensor[/p]
  • [p]Mounts: Added flags and tags and a directory system to make it easier to browse[/p]
  • [p]Third party attributions for: VMA, Vulkan Headers, Box3D, MonoMod[/p]
  • [p]Move Sandbox Verlet Ropes to Engine (#3150)[/p]
[h3]๐Ÿงผ Improved[/h3]
  • [p]Networking: Optimized Sync Vars and Delta Snapshots[/p]
  • [p]Networking: Remove allocations from NetworkObject.GetPropertySlot[/p]
  • [p]Menu Settings Improvements[/p]
  • [p]Managed navmesh generation[/p]
  • [p]Don't run post process effects if we're in ToolsVis, other command lists should still run eg SSR and GTAO[/p]
  • [p]Directly forward Sandbox.Vector index access to System.Numerics.Vector.Item\[int32][/p]
  • [p]Cloud Assets: use non-recursive vmap ref collection, better version conflict handling[/p]
  • [p]MeshTrace now has ignore GameObject support[/p]
  • [p]Default decals have a tighter attentuation angle[/p]
  • [p]Adjusted main menu particles to be way less intense[/p]
  • [p]Line Renderer now applies tags[/p]
  • [p]GPU Crashes go through our crash reporter[/p]
  • [p]Movie Maker: Video export correctly switches camera based on priority[/p]
[h3]๐Ÿช› Fixed[/h3]
  • [p]Santa Hat and Skater Helmet Camo being unusable[/p]
  • [p]Bloom "Firefles", Fix Subsurface in Ambient Baked Lighting[/p]
  • [p]Apply missing attributes to 3d skybox attributes[/p]
  • [p]Kinematic ModelPhysics lagging behind[/p]
  • [p]Child collider update on transform change[/p]
  • [p]Physics heightfield triangulation not being clipped before navmesh generation[/p]
  • [p]Update decal sort layer on change[/p]
  • [p]Edge case for loading nested prefabs[/p]
  • [p]NRE when applying added objects to a prefab[/p]