Update 26.01.14
[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-26-01-14[/p][p][/p][p]
[/p][p][/p][h3]Sandbox Hydraulics[/h3][p]With everything I'm doing with Sandbox Mode I'm trying to innovate in some way. I've been trying to re-imagine hydraulics this week. Trying to add something more controllable and more useful.[/p][previewyoutube][/previewyoutube][p][/p][h3]Changelog[/h3][p]๐ Added[/p]
- [p]Workshop items can now have a category[/p]
- [p]Nvidia Aftermath is now enabled by default and uploads GPU crash dumps to Sentry[/p]
- [p]Shader sources that were in our open source repo are now pushed to Steam too[/p]
- [p]Editor console links can open files (like videos)[/p]
- [p]Rubber Surface Type[/p]
- [p]Mapping: Fast Bevel Tool[/p]
- [p]Mapping: Fast Texturing Tool Undo/Redo[/p]
- [p]Mapping: Select Faces/Objects using Material[/p]
- [p]Mapping: Merge Meshes By Edge[/p]
- [p]Joint has an advanced AnchorBody property[/p]
- [p]GameObjectSystem supports INetworkSnapshot[/p]
- [p]AssetTypeAttribute.FindTypeByExtension[/p]
- [p]SpriteRenderer: Alpha Cutoff is allowed in all circumstances[/p]
- [p]ModelPhysics behaves better when enabling and disabling[/p]
- [p]Many IDisposable objects are now disposed properly with a using scope, reducing GC pressure[/p]
- [p]Many materials and shader references have been statically cached, reducing GC pressure[/p]
- [p]Dont break prefabs on networkspawn[/p]
- [p]GameResourceEditor windows are child of main editor (they no longer hide behind it)[/p]
- [p]Inspector now resolves SceneEditorSession from it's target[/p]
- [p]ByteStream now uses ArrayPool as it's backing storage[/p]
- [p]Mapping: Double click faces selects contiguous faces, not all of them[/p]
- [p]Mapping: Compute vertex tangents the same way hammer does[/p]
- [p]Mapping: Gizmos no longer eat inputs when double-clicking[/p]
- [p]Make DEBUG define constant controlled by ReleaseMode[/p]
- [p]Duplicate files when publishing a package, preventing publishing[/p]
- [p]Texture.Load and other media loads now obey the same rules as Http.Get[/p]
- [p]Terrain texture streaming not working[/p]
- [p]SkinnedRenderer add null check when accessing go parent[/p]
- [p]GlobalContext getting dropped in async tasks causing naked avatars in the main menu[/p]
- [p]Corrupt shader cache preventing the game from opening[/p]
- [p]VSCode workspace files failing to write when projects contained unittests[/p]
- [p]VSCode workspace sets slang.workspaceFlavor to vfx enabling shader intellisense[/p]
- [p]Texture Cube Fixes[/p]
- [p]Wheel suspension gizmo goes along Y[/p]
- [p]Handle HttpRequestException on package get[/p]
- [p]Label IsRich not applying font size, scaling properly[/p]
- [p]Game Controller Vendor Fix[/p]
- [p]BuiltIn game projects (menu) aren't dependent on libraries[/p]
- [p]Inspector selection lag[/p]
- [p]ComponentEditorWidget ignoring derived types @badandbest[/p]