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
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
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
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
Occasional double context menu on searchable menus
CodeGen compiler warnings related to [Sync] when using nullable @Remscar