Update 26.03.18
[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-26-03-18[/p][p][/p][p]Here's some highlights from the blog.[/p][p][/p][h3]Movie Maker: Demo Recording[/h3][p]We've added a demo recording feature this week, fully integrated with Movie Maker. You can record objects and components in your scene to a MovieClip that can be played back in-game, or imported into Movie Maker for further editing. These movies could be edited into gameplay trailers or machinima, or used within games for killcams, leaderboard replays, or tutorial demonstrations.[/p][p]
[/p][p][/p][h3]Sausage Survivors 2[/h3][p]We released our first public version of Sausage Survivors 2 this week, give it a go! Community member Eridium did a great video covering it too below, including some developer interviews.[/p][previewyoutube][/previewyoutube][p][/p][p]๐ Added[/p]
- [p]In-game demo recording for Movie Maker โ automatically record objects with renderer components in any game, play them back in-game or import into the Movie Maker editor[/p]
- [p]Mapping displacement tool for terrain sculpting, similar to Hammer[/p]
- [p]Paste and duplicate objects at cursor position in the editor, with an option to disable in editor preferences[/p]
- [p]Up/down arrow keys now nudge the value of float and integer controls when focused[/p]
- [p]Float control step buttons for fine-tuned value adjustment[/p]
- [p]Quad slice line preview when changing the number of cuts[/p]
- [p]Added `GameObject` reference to missing component log messages for easier debugging[/p]
- [p]Added `TypeHintAttribute` for Object/Value types with hinted types[/p]
- [p]Added `ControlWidget.OnLabelContextMenu` for extending right-click context menus on control widget labels[/p]
- [p]Upgraded shader compiler (DXC) to HLSL 2021, enabling namespaces, improved syntax, and paving the way for Slang migration[/p]
- [p]Sprite batch bounds are now calculated in parallel for better performance[/p]
- [p]Fast Texturing Tool initializes the rectangle based on existing UVs instead of defaulting to full-size[/p]
- [p]Resize tool now works on all selection modes, not just the default[/p]
- [p]Clip tool improvements[/p]
- [p]Allocation overlay now shows additional stats and improvements[/p]
- [p]Undo dock UI improvements[/p]
- [p]Launcher UI tweaks โ fixed text alignment, boosted button brightness, consistent window icons[/p]
- [p]Replaced VariantControlWidget switcher button with right-click label[/p]
- [p]Gibs now use BatchGroup when spawning for proper networking to non-local clients[/p]
- [p]`InterfaceConverterFactory` now respects `JsonConverterAttribute` on interface types[/p]
- [p]`GameTags.GetTokens` now returns all tags including ancestor tags[/p]
- [p]`GetTokens` now uses atomic pointer swap to avoid race conditions when iterating[/p]
- [p]Dresser component fully trusting user data, allowing players to equip cosmetics they didn't own[/p]
- [p]DDGI stale buffer crash caused by referencing deleted Vulkan buffers in render attributes[/p]
- [p]Bounds calculation for boneless meshes on `SkinnedModelRenderer`[/p]
- [p]Defensive checks for valid poses and bones to prevent animation system crashes[/p]
- [p]Cash on shutdown caused by `crashhandler64.dll` โ now properly calls `SteamAPI_Shutdown()`[/p]
- [p]Race condition crash during Steam Audio HRTF initialization[/p]
- [p]Persistent data loading crash when files no longer exist on disk[/p]
- [p]ModelDoc close crash by removing all binding targets before shutdown[/p]
- [p]Terrain flickering caused by divergent GPU access on AMD GPUs[/p]
- [p]Vulkan validation error for `NonPixelShaderResource` pipeline stage flags in barriers[/p]
- [p]`SpriteRenderer` sorting improperly against other renderers like `TextRenderer`[/p]
- [p]Texture corruption caused by `CopyFrom` unregistering textures from the resource system[/p]
- [p]UI regressions โ filter applying after transform causing cropped images, and rotation animation using distance-based lerp[/p]
- [p]Toolbar buttons in viewport sidebar disappearing after exiting Play Mode[/p]
- [p]`MemberCopyCache` hotload exception[/p]
- [p]Undo breaking when undo scopes made no changes โ now properly cleans up with try/finally[/p]
- [p]Navmesh bounds not updating when loading scenes in succession[/p]
- [p]`OnDragStart` sometimes getting called twice, causing multiple drops[/p]
- [p]Incorrect offset when extracting faces from a scaled mesh[/p]
- [p]Bake scale recomputing UVs from coordinates instead of preserving existing UVs[/p]
- [p]Underwear appearing incorrectly when legs or chest are hidden by clothing, and removed underwear from clothing icon previews[/p]
- [p]Terrain texture memory leak on prefab save โ terrain component now cleans up on destroy[/p]
- [p]Editor camera NRE when double-clicking a GameObject in the hierarchy during Play Mode[/p]
- [p]Protected command bypass in `ConsoleSystem.Run`[/p]
- [p]`CompilerService` attributes-based RCE exploit by blacklisting `UnsafeAccessorAttribute`, `SkipLocalsInit`, and `AsyncMethodBuilder`[/p]
- [p]Audio thread safety issues โ audio resources are no longer destroyed by the main thread while in use by the mixing thread[/p]
- [p]Nvidia drivers 595.71 onwards crash, last knowing working version is 591.86[/p]