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Update 26.02.04

A new update has been released, you can view the full changes on our blog post.

https://sbox.game/news/update-26-02-04

Changelog

🎁 Added

  • Mapping snapping

  • Mapping: flip mesh

  • Mapping: box select & lasso selection

  • LengthOverride property @ubre

  • GPU Profiler overlay

  • TreeView extras

  • Navmesh baking

🧼 Improved

  • Navmesh memory optimizations: improved by at least 5 times

  • Hi-res screenshots use global anti-aliasing setting

  • Mapping Tool "Save As Model" uses the model origin & supports more collision types

  • Swapchain creation now uses SDL to handle surface creation, try to be more sane about format

  • Swapchain depth format is simplified as always being D32FS8, with additional required flags

  • DDGI uses RG1616F instead of BC6H because block compression caused too many artifacts

  • Navmesh polygon mesh generation is 20-30% faster

  • DDGI gizmo probes load relocation positions from relocation texture

  • Use native C implementation for LZ4 managed compression API, used by networking

  • Error handling for nested prefabs when a prefab is missing

  • Foliage uses alpha to coverage for MSAA

  • Steam callbacks run in network thread to prevent disconnects whilst main thread is busy (loading resources)

  • Indirect light volumes use two passes bounce by default for higher quality

  • Keep MainThread responsive when loading navmesh in editor

  • Big VR cleanup

  • DDGI: Stability improvement for ComputeVisibility @RedPixel

  • Logs now archive when old or go over 512MB @766974616c79

🪛 Fixed

  • Crash: CLoadingResource::FinalizeLoadRequest with cyclical dependencies

  • Crash: ResourceType overflow (too many GameResources) causing a buffer overrun and resource system corruption

  • PlayerController animation events not reenabling when component is reenabled

  • Navmesh CalculatePath giving up early on complex paths

  • Not being able to frame to objects while in ejected viewport

  • Nudge direction being inverted

  • Auto-closing restore scene tabs on startup

  • Terrain buffer leaking if disabled or deleted

  • Terrain buffer reading has a HasTerrain check now

  • Memory usage is measured with WorkingSet instead of PrivateMemorySize

  • Vulkan robustness correctly uses pipeline robustness alongside now

  • Null GPU buffer descriptors are now "bound" correctly with VK_WHOLE_SIZE range

  • Error shader had mismatched descriptor set layouts between the vertex and pixel shader, potential GPU crash

  • Editor swapchains matching screen resolution forcing exclusive fullscreen on Nvidia

  • Titlebar switching back to fallback thumbnail after publshing

  • Screen recording failing with ScenePanels

  • MovieMaker: Session nav widgets not always being visible

  • MovieMaker: Additive keyframe editing when source block starts at T=0

  • MovieMaker: Timeline vibrating when trying to pan too far left

  • MovieMaker: When dragging in timeline, scrub if we drag off the edge

  • Indirect light volumes copy depth to color using compute, a Graphics.CopyTexture was not suitable because of different image formats

  • CookieContainer not auto saving properly

  • Renaming assets causing duplicate AssetListEntry selection

  • GameObjectSystems not serializing on global systems, and deserialization failing for non-trivial types

  • Glass shader not supporting orthographic projection properly for refaction

  • StickyPopup height being awful

  • Quad overdraw not working

  • Occasional double context menu on searchable menus

  • CodeGen compiler warnings related to [Sync] when using nullable @Remscar