Update 26.01.28
[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-26-01-28[/p][p][/p][p]
[/p][p][/p][h3]Indirect Light Volumes[/h3][p]We've released our first iteration of indirect light volumes, these offer a form of baked global illumination giving games and maps much more depth. We want to see if we can offer a good replacement for Hammer baking, in a way that is more iterative and less intense - for example this only takes a few seconds to bake, compared to the half a day Hammer takes to bake.[/p][p]
[/p][p]( My Summer Cottage by Small Fish )[/p][p][/p][h3]Foliage Update[/h3][p]Trees and foliage have received a well deserved makeover.[/p][p]
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[/p][p][/p][h3]Changelog[/h3][p]๐ Added[/p]
- [p]Indirect Baked Lighting - DDGI[/p]
- [p]Project settings window, accessible from project bar in the top right of the editor window[/p]
- [p]GameObjectSystems can have confgiurable properties, accessible in the project settings window[/p]
- [p]Networked local instances now have a unique SteamID for testing persistence[/p]
- [p]Networked objects can now be "detached" meaning they're no longer networked[/p]
- [p]Snap To Frame option for particle sheet sequences[/p]
- [p]Popup.PositionModel.Right[/p]
- [p]Binaries (exes, dlls) are now code signed by Facepunch - makes Windows trust them more[/p]
- [p]Foliage shader has been improved in many ways, adding new options, fixing dithering, and more[/p]
- [p]Mapping tool hotspot matches Hammer's hotspot[/p]
- [p]Mapping selection enhancements[/p]
- [p]Mapping face selections[/p]
- [p]Active material is remembered with a cookie when you restart the editor[/p]
- [p]Profiler post processing removes dead threads[/p]
- [p]Console output gets forwarded to attached debuggers[/p]
- [p]Unspawned networked objects do nothing when Network.Refresh() is called[/p]
- [p]Lots of micro optimizations for networking CPU performance[/p]
- [p]Dedicated servers use Steam Networking's SendMessages API[/p]
- [p]Codegen lambdas are cached[/p]
- [p]Optimize Json.Diff.ReorderAddedObjects[/p]
- [p]Vector3 micro optimizations[/p]
- [p]Reduce smoothdamp usage in audio components[/p]
- [p]GroupButtonControlWidget Enabled/ReadOnly handling[/p]
- [p]Movie Maker Maintenance[/p]
- [p]BlobDataSerializer is now stack based[/p]
- [p]Enabled VK_EXT_robustness2, adding extra safety and allowing null[/p]
- [p]When creating a new asset, it is named before being created instead of renamed[/p]
- [p]GenericControlWidget will pick the parameterless ToString method @766974616c79[/p]
- [p]Potential crash with PoseContext::TryTakePose and PoseContext::GetPose[/p]
- [p]Potential crash with AsyncResourceLoader accessing the resource system during shutdown[/p]
- [p]Crash on shutdown when the main loop throws an exception[/p]
- [p]Crash when rendering envmaps during an active render pass[/p]
- [p]Crash when closing dock tabs by the context menu[/p]
- [p]Crash with Qt widgets getting deleted too soon in event callbacks[/p]
- [p]Crash with exclusive fullscreen in editor mode (disabled it)[/p]
- [p]Error with ReferenceMaterial not being found when loading the fast texture tool[/p]
- [p]Error when using dump_scene command[/p]
- [p]Trying to ConVarSystem.AddAssembly the same game assembly twice[/p]
- [p]Video generation for batch upload by making sure ScreenSize is set[/p]
- [p]ScreenRecorder not respecting framerate cvar[/p]
- [p]Rubber surface being way too bouncy[/p]
- [p]Certain tools eating shortcuts because the ViewportToolbar was taking focus[/p]
- [p]Fast texture tool UV's not being frames to the preview[/p]
- [p]Fast texture tool world scale having confusing extra options[/p]
- [p]Missing large network files on local networked instances[/p]
- [p]GameObjectSystems not existing on clients (older version) erroring when connecting to servers[/p]
- [p]ConsoleWidget trying to parse arg: anchor as uri[/p]
- [p]Cloud assets not persisting between sessions @trende2001[/p]
- [p]SceneTrace.UseRenderMeshes are now editor only[/p]
- [p]GPU crash diagnostics which had some performance overhead[/p]