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Update 26.01.07

[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-26-01-07[/p][p][/p][p][/p][p][/p][h3]Sandbox Mode Entities[/h3][p]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.[/p][previewyoutube][/previewyoutube][p][/p][h3]Sandbox Mode Controls[/h3][p]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.[/p][p][/p][p]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.[/p][previewyoutube][/previewyoutube][p][/p][h3]Changelog[/h3][p]๐ŸŽ Added[/p][p]๐Ÿงผ Improved[/p][p]๐Ÿช› Fixed[/p]
  • [p]CrashReporter still reports even if Sentry fails[/p]
  • [p]Mapping: Bevel tool steps match closer to Hammer, added smooth normals[/p]
  • [p]Scope last selected SceneViewportWidget to SceneViewWidget[/p]
  • [p]Video recording: pass the muxer options[/p]
  • [p]UI/Panel Eyedropper tool works with recent changes[/p]
  • [p]Wheel joint steering axis[/p]
  • [p]Fallback to shortcut without modifier if the shortcut doesn't exist with modifier (allows things like tool switching while modifier is down) (#3653)[/p]
  • [p]Sound previews start at playhead position[/p]
  • [p]Editor camera sticking in place at very low speeds[/p]
  • [p]Sprite editor origin[/p]
  • [p]Opaque & non-opaque sprite sorting[/p]
  • [p]Unduck headroom check failing[/p]
  • [p]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[/p]
  • [p]Physics aggregate data causing crashes[/p]
  • [p]Only draw meshes in highest lod for Graphics.DrawModel etc.[/p]
  • [p]Mapping move mode gizmos initial state[/p]
  • [p]Actiongraph editor regressions[/p]
  • [p]ByteStream memory leaks[/p]
  • [p]Editor shortcuts[/p]
  • [p]LargeNetworkFiles requesting non-existant files would crash the server[/p]
  • [p]Crashing connections by sending invalid data or JSON[/p]
  • [p]WorldInput state being stomped[/p]
  • [p]Gizmo selection crash when TypeLibrary lacks a component type[/p]
  • [p]Transition background-image-tint[/p]
  • [p]Editor command line argument parsing[/p]
  • [p]SceneLineObject loading Materials & ComputeShaders on non main thread causing a crash[/p]
  • [p]"Apply to Scene" shortcut[/p]
  • [p]ALT input not working in the editor[/p]
  • [p]CodeGen Preprocessor Defines Fix[/p]
  • [p]Compiler: get rid of "library" assembly prefix when publishing[/p]
[p]๐Ÿšฏ Removed[/p]
  • [p]Obsolete vertex attribute array[/p]
  • [p]Obsolete WorldInput class (Use the component)[/p]