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Update 26.02.18

[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-26-02-18[/p][p][/p][p][/p][p][/p][h3]Summary[/h3][p]Things have been a bit quieter this month. We're slowing down on the big flashy features - most of the major engine systems are in now and the focus shifted towards making everything feel good.[/p][p]We've lit a fire under our asses with release, it's forcing us to make decisions - what's in, what's out, what can wait. It's making us focus on the right stuff. Things we'd have spent weeks overthinking are getting solved now or shelved.[/p][p]We've got a few large doors left to close, mapping has some glaring flaws with interactables that we're actively solving. Sandbox has to be filled with all the fun little things to bring it together.[/p][p][/p][p]All in all - our heads are down and shit's getting done.[/p][p][/p][h3]Changelog[/h3][p]๐ŸŽ Added[/p]
  • [p]Physics: Buoyancy Support[/p]
  • [p]Mapping: Vertex Paint[/p]
  • [p]Mapping: Shear Mode[/p]
  • [p]Mapping: Mirror Tool[/p]
  • [p]Mapping: Object Selection[/p]
  • [p]Screen recording can now record the editor viewport[/p]
  • [p]Fade-in support for Sound.Play[/p]
  • [p]ParticleFloat support for ParticleEmitter properties[/p]
  • [p]New image/rendertarget formats: RGB32_UINT, RG32_UINT, R32G32B32A32_UINT[/p]
  • [p]Paint.Draw overload for pixmap with border radius[/p]
[p]๐Ÿงผ Improved[/p]
  • [p]Bone physics catchup[/p]
  • [p]SHIFT+RMB and CTRL+RMB can now be used outside of the Texture Tool[/p]
  • [p]Save Play in Game Mode with cookie project[/p]
  • [p]Indirect Light Volumes improvements, nicer bounds for "Fit to Scene Bounds" button[/p]
  • [p]Menu server list improvements[/p]
  • [p]Lazy prefab cache loading for prefab dependencies[/p]
  • [p]Make ParticleFloat widget descriptions context-neutral[/p]
  • [p]Make slnx/csproj always use relative paths[/p]
  • [p]Humans: eyelid morphs are now affected by aim_eyes[/p]
  • [p]Particle DieOnCollisionChance works more intuitively[/p]
  • [p]Resize support on GameObjects with IHasBounds[/p]
  • [p]Load cached asset info for new mods in AssetSystem::UpdateMods[/p]
  • [p]Destroy menu scene when entering a game to free resources[/p]
  • [p]Track dynamic states in Vulkan render system to remove redundant vkCmdSetPrimitiveTopologyEXT/vkCmdSetPolygonModeEXT calls per draw call[/p]
  • [p]Upgraded DXCompiler to latest from Vulkan SDK 1.4.341.1[/p]
  • [p]Signed Qt binaries, these were causing Windows Smart App Control to not launch the game[/p]
  • [p]Defer descriptor set deletion to avoid use-after-free on render thread[/p]
  • [p]Confirm GameObject/Component selection on double-clicking a node[/p]
  • [p]Scale baked into physics shape geometry โ€” strip it from the target body when calculating local offset[/p]
[p]๐Ÿช› Fixed[/p]
  • [p]"Texture manager doesn't know about texture" log spam[/p]
  • [p]Descriptor set layout ref counting leak in RegisterDescriptorSetLayout[/p]
  • [p]NRE in Terrain deserialization when TerrainBuffer is not yet created[/p]
  • [p]Navmesh bake corruption when EditorAutoUpdate is enabled[/p]
  • [p]ResourceIndex holding strong references to native resources[/p]
  • [p]EdgeArchTool going the wrong direction[/p]
  • [p]CompletionQueue assert during shutdown[/p]
  • [p]GTAO depth dispatch size and missing UAV barriers[/p]
  • [p]W and E hotkeys not switching gizmo tools[/p]
  • [p]Crash when ParticleEffect has PushStrength[/p]
  • [p]WorldPanelInput NRE[/p]
  • [p]Incorrect property summaries[/p]
  • [p]Pause modal NREs when no available package (unpublished second instance)[/p]
  • [p]net_debug assertion spam by calling SetDebugFunction with DebugOutputType.None when disabled[/p]
  • [p]When reparenting a SkinnedModelRenderer, clear out new skinned parent[/p]
  • [p]Only create/update nav mesh area when active[/p]
  • [p]Linux: Non-small struct args (>8 bytes) passed as ptr in managed but not received as ptr in native (InteropGen)[/p]
  • [p]Linux: Added missing libdxcompiler.so and libswscale.so dependencies[/p]
  • [p]Linux: Stop trying to load resourcecompiler when in non-tools builds[/p]
  • [p]Linux: Enable VK_KHR_wayland_surface for Wayland[/p]
  • [p]Linux: Plat_CreateWindow creates an SDL_WINDOW_VULKAN[/p]
  • [p]Humans: prevent skeleton from blowing up when wearing jar head[/p]
  • [p]Defer sentry close to after native AppSystem shutdown[/p]