A new update has been released, you can view the full changes on our blog post.
https://sbox.game/news/update-26-01-28

Indirect Light Volumes
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.

( My Summer Cottage by Small Fish )
Foliage Update
Trees and foliage have received a well deserved makeover.


Changelog
🎁 Added
Indirect Baked Lighting - DDGI
Project settings window, accessible from project bar in the top right of the editor window
GameObjectSystems can have confgiurable properties, accessible in the project settings window
Networked local instances now have a unique SteamID for testing persistence
Networked objects can now be "detached" meaning they're no longer networked
Snap To Frame option for particle sheet sequences
Popup.PositionModel.Right
🧼 Improved
Binaries (exes, dlls) are now code signed by Facepunch - makes Windows trust them more
Foliage shader has been improved in many ways, adding new options, fixing dithering, and more
Mapping tool hotspot matches Hammer's hotspot
Mapping selection enhancements
Mapping face selections
Active material is remembered with a cookie when you restart the editor
Profiler post processing removes dead threads
Console output gets forwarded to attached debuggers
Unspawned networked objects do nothing when Network.Refresh() is called
Lots of micro optimizations for networking CPU performance
Dedicated servers use Steam Networking's SendMessages API
Codegen lambdas are cached
Optimize Json.Diff.ReorderAddedObjects
Vector3 micro optimizations
Reduce smoothdamp usage in audio components
GroupButtonControlWidget Enabled/ReadOnly handling
Movie Maker Maintenance
BlobDataSerializer is now stack based
Enabled VK_EXT_robustness2, adding extra safety and allowing null
When creating a new asset, it is named before being created instead of renamed
GenericControlWidget will pick the parameterless ToString method @766974616c79
🪛 Fixed
Potential crash with PoseContext::TryTakePose and PoseContext::GetPose
Potential crash with AsyncResourceLoader accessing the resource system during shutdown
Crash on shutdown when the main loop throws an exception
Crash when rendering envmaps during an active render pass
Crash when closing dock tabs by the context menu
Crash with Qt widgets getting deleted too soon in event callbacks
Crash with exclusive fullscreen in editor mode (disabled it)
Error with ReferenceMaterial not being found when loading the fast texture tool
Error when using dump_scene command
Trying to ConVarSystem.AddAssembly the same game assembly twice
Video generation for batch upload by making sure ScreenSize is set
ScreenRecorder not respecting framerate cvar
Rubber surface being way too bouncy
Certain tools eating shortcuts because the ViewportToolbar was taking focus
Fast texture tool UV's not being frames to the preview
Fast texture tool world scale having confusing extra options
Missing large network files on local networked instances
GameObjectSystems not existing on clients (older version) erroring when connecting to servers
ConsoleWidget trying to parse arg: anchor as uri
Cloud assets not persisting between sessions @trende2001
🚯 Removed
SceneTrace.UseRenderMeshes are now editor only
GPU crash diagnostics which had some performance overhead