Update 26.02.04
[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-26-02-04[/p][p][/p][p]
[/p][p][/p][h3]Changelog[/h3][p]๐ Added[/p]
- [p]Mapping snapping[/p]
- [p]Mapping: flip mesh[/p]
- [p]Mapping: box select & lasso selection[/p]
- [p]LengthOverride property @ubre[/p]
- [p]GPU Profiler overlay[/p]
- [p]TreeView extras[/p]
- [p]Navmesh baking[/p]
- [p]Navmesh memory optimizations: improved by at least 5 times[/p]
- [p]Hi-res screenshots use global anti-aliasing setting[/p]
- [p]Mapping Tool "Save As Model" uses the model origin & supports more collision types[/p]
- [p]Swapchain creation now uses SDL to handle surface creation, try to be more sane about format[/p]
- [p]Swapchain depth format is simplified as always being D32FS8, with additional required flags[/p]
- [p]DDGI uses RG1616F instead of BC6H because block compression caused too many artifacts[/p]
- [p]Navmesh polygon mesh generation is 20-30% faster[/p]
- [p]DDGI gizmo probes load relocation positions from relocation texture[/p]
- [p]Use native C implementation for LZ4 managed compression API, used by networking[/p]
- [p]Error handling for nested prefabs when a prefab is missing[/p]
- [p]Foliage uses alpha to coverage for MSAA[/p]
- [p]Steam callbacks run in network thread to prevent disconnects whilst main thread is busy (loading resources)[/p]
- [p]Indirect light volumes use two passes bounce by default for higher quality[/p]
- [p]Keep MainThread responsive when loading navmesh in editor[/p]
- [p]Big VR cleanup[/p]
- [p]DDGI: Stability improvement for ComputeVisibility @RedPixel[/p]
- [p]Logs now archive when old or go over 512MB @766974616c79[/p]
- [p]Crash: CLoadingResource::FinalizeLoadRequest with cyclical dependencies[/p]
- [p]Crash: ResourceType overflow (too many GameResources) causing a buffer overrun and resource system corruption[/p]
- [p]PlayerController animation events not reenabling when component is reenabled[/p]
- [p]Navmesh CalculatePath giving up early on complex paths[/p]
- [p]Not being able to frame to objects while in ejected viewport[/p]
- [p]Nudge direction being inverted[/p]
- [p]Auto-closing restore scene tabs on startup[/p]
- [p]Terrain buffer leaking if disabled or deleted[/p]
- [p]Terrain buffer reading has a HasTerrain check now[/p]
- [p]Memory usage is measured with WorkingSet instead of PrivateMemorySize[/p]
- [p]Vulkan robustness correctly uses pipeline robustness alongside now[/p]
- [p]Null GPU buffer descriptors are now "bound" correctly with VK_WHOLE_SIZE range[/p]
- [p]Error shader had mismatched descriptor set layouts between the vertex and pixel shader, potential GPU crash[/p]
- [p]Editor swapchains matching screen resolution forcing exclusive fullscreen on Nvidia[/p]
- [p]Titlebar switching back to fallback thumbnail after publshing[/p]
- [p]Screen recording failing with ScenePanels[/p]
- [p]MovieMaker: Session nav widgets not always being visible[/p]
- [p]MovieMaker: Additive keyframe editing when source block starts at T=0[/p]
- [p]MovieMaker: Timeline vibrating when trying to pan too far left[/p]
- [p]MovieMaker: When dragging in timeline, scrub if we drag off the edge[/p]
- [p]Indirect light volumes copy depth to color using compute, a Graphics.CopyTexture was not suitable because of different image formats[/p]
- [p]CookieContainer not auto saving properly[/p]
- [p]Renaming assets causing duplicate AssetListEntry selection[/p]
- [p]GameObjectSystems not serializing on global systems, and deserialization failing for non-trivial types[/p]
- [p]Glass shader not supporting orthographic projection properly for refaction[/p]
- [p]StickyPopup height being awful[/p]
- [p]Quad overdraw not working[/p]
- [p]Occasional double context menu on searchable menus[/p]
- [p]CodeGen compiler warnings related to \[Sync] when using nullable @Remscar[/p]