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Update notes via Steam Community

The July Update is now live, we have a progress update on the Sandbox Game, huge optimisations, another new physics engine, new features and a mountain of fixes.

Check out the July Update dev blog to read everything!

Changelist

🎁 Added

  • Box3D Physics

  • Editor: Added new startup errors dialog for resolving code errors

  • Editor: Component Selector now supports nested sub-categories separated by "/"

  • Editor: Added Flat View option to Component Selector

  • Editor: Missing Undo Steps to ControlSheet and certain ControlWidgets

  • Curve Editor: Added "Move Range When Panning" button, which moves the entire curve when panning or zooming

  • Curve Editor: Added "Retain Values When Changing Min/Max" button, which doesn't resize the curve's values when resizing ranges

  • Curve Editor: Added "Fit to Screen" button, which fits the viewport to the curve's current range

  • Curve Editor: Added \[TimeRange] and \[ValueRange] attributes to specify default range min/max and whether or not it's clamped

  • ShaderGraph: Added Scene Color node (with UV address modes)

  • ShaderGraph: Is Front Face node

  • ShaderGraph: Normal Blend node

  • ShaderGraph: Reflection node

  • ShaderGraph: Tangent View Vector node

  • ShaderGraph: Added GraphCompiler.RegisterGlobal

  • Shaders: Automatically append mode combo to mode if no arguments are set

  • Decals: Gizmos for the size

  • Decals: Color Mix option for normal/rmo only decals

  • Decals: Parallax Occlusion

  • Decals: Color Tint is HDR enabling blooming effects

  • Decals: Added decal resources

  • Decals: Added transient properties

  • Networking: Ability to specify port to use when hosting a dedicated server - defaulting to 27015

  • Added AgX Tonemapper

  • Enabled sc_visualize_batches publicly

  • ParticleEffect.LocalSpace - float, allows sliding between local and world space

  • ParticleEffect.InitialVelocity - velocity to start with

  • Particle.ConstantMovement - apply movement without velocity

  • Particles: ParticleModelRenderer.RotateWithGameObject

  • BeamEffect component

  • API: BaseControl.CreateFor - allows creating Panel based controls for specific property

  • API: ViewSetup

  • API: ReflectionSetup + RefractionSetup

  • API: Pixmap.UpdateFromPixels( Bitmap )

  • API: VideoWriter.AddFrame( Bitmap )

  • API: SoundHandle.Time setter

  • API: System.Random.FloatDeterministic( int seed )

  • API: Color.WithColorMultiplied( float )

  • API: \[InfoBox] - allows adding inline help to inspector properties

  • API: Scene.FindAllWithTag & Scene.FindAllWithTags

  • Add FogStrength to TextRenderer

🧼 Improved

  • Hammer: Map builder produces maps with significantly less draw calls, hugely improving performance

  • Audio mixing crackling resolved by switching to a request based system

  • Curve Editor: Dragging a Curve Handle outside the bounds of the Curve will automatically update the range(s)

  • Curve Editor: Grid lines now have nice value increments and change with range instead of being static

  • Curve Editor: Can now Pan/Zoom around the Viewport with Mouse3/MWheel

  • Curve Editor: Clicking on a Curve Preset will reset the Viewport to fit the Curve

  • Curve Editor: Added X-Range Inputs so you can modify the TimeRange of the Curve

  • Curve Editor: Holding CTRL while dragging a Curve Handle will snap the Handle's position to the grid

  • Curve Editor: Now draws a light grey rectangle with a dashed line to denote the min/max ranges of the Curve

  • GameTransform.World is now cached instead of recalculating every access

  • ShaderGraph: Can no longer delete Result nodes (the final output nodes)

  • Editor: Simplified the Filter Menu in the Component Selector

  • Editor: Component selector improvements

  • Networking: Stop breaking prefabs during NetworkSpawn

  • API: Re-categorize PlayerController.RotateWithGround and remove PlayerController.GroundYaw

  • Bloom (quarter depth, fix rendering behind walls)

  • Display default property values in editor inspector tooltips

  • Clamp alpha on ParticleSpriteRenderer

  • RenderTarget.GetTemporary thread safety

  • CommandList state is scoped allowing recursive command lists

  • Nav Agent path invalidation behaviour

  • Highlights: More accurate depth testing on outlines

  • Highlights: Can target other renderers explicitly

  • Don't render ScreenPanel if it's excluded by a camera's RenderExclude tags

  • GameOverlay layer is split into opaque/transparent

  • Material Overrides

  • Curves use Binary Search for better performance

  • Serialize Prefab Instances as diff when sending over network

  • Bail out of SoundHandle.Stop if already finished or fading out

  • Prefab instance context menu: edit shortcut, tidy

🪛 Fixed

  • Startup crash on GTX 900 series cards

  • Tooltips were recreating every frame

  • Hotload errors when encountering anonymous types

  • VideoPlayer: Unable to play VP8 (webm) videos

  • Native editor tools (Hammer, ModelDoc) stylings

  • Launcher showing added projects as launching when they weren't

  • Curve Editor: Fixed grid numbers disappearing when increasing the range

  • Curve Editor: Popup no longer opens between two monitors when opened near the edge of the screen

  • ShaderGraph: "Render Backfaces" setting getting reset on recompiles

  • ShaderGraph: shaders not rendering backfaces in Material Editor

  • Fix \[CallerLineNumber] not being properly whitelisted

  • RenderTarget.GetTemporary: Don't try to UAV bind or create mips for depth formats

  • Decals: Poor culling at edges for rotated decals

  • Decals: Normal maps not decoding or transforming to world space correctly

  • Decals: Not inheriting their GameObject tags

  • Decals: Fix Decals in Valve's Shading Model

  • Game Tick/Update running for one frame after ending the game

  • \[ColorUsage] HasAlpha issues

  • Tint, Tags, Shadow Flags, and Source not getting reset on MeshComponent when disabling "Hide In Game"

  • Standalone exports showing black screen

  • Editor: Enum selectors showing a horizontal scrollbar instead of wrapping

  • Editor: Cloud code assets failing to resolve on project initial launch

  • Editor: Disabled text theme color

  • VR: Duplicate floor in main menu

  • Undefined nav agent behaviour if nav link traversal is not implemented

  • Navmesh links worldstart/end position not taking rotation into accont

  • WebM video playback for UI and VideoPlayer

  • Fixed nested prefab issues related to undo/redi

  • Fixed GameObject Transform not transfering to Prefab when Converting a GameObject to a prefab

  • Fixed an issue when converting a GameObject (that is part of a prefab instance) to a prefab.

  • Fixed prefab changes not propagating correctly to all their dependencies and open editors

  • Fixed unlinking a nested prefab not correctly propagating to instances in open editor scenes

  • Fixed GameObject to prefab conversion for sub hierarchies that contain nested prefabs

  • Fixed reparenting parts of a prefab instance to another GameObject

  • Fixed cloning parts of a prefab instance

  • Fixed Gameobject ordering not updating when reverting instance to prefab state and applying instance state to prefabs

  • Fixed Component order not being restored in some cases after undo/redo

  • Fixed NavMeshLink.OnLinkExited not getting called if the link is completed on the frame the agent enters

  • Fix drag/drop material preview not resetting in some cases

  • Hotload: Fix NRE in DelegateUpgrader

  • Hotload: Don't let DefaultUpgrader process delegates

  • Fixed connection crash when trying to join via new instance to editor lobby with no game running

  • Fixes \[Property] properties from a Component's base class not being serialized when sent to other clients

  • Fix network owner being unset in OnAwake when doing NetworkSpawn

  • Fixed css gap property creating ugly uneven gaps

  • Fixed white viewport when opening the editor

  • Fixed terrain still being enabled on disabled GameObjects

  • Fixed ListViews holding onto stale items

  • Ensure ReflectionQueryCache.ClearTypeCache is called on hotload for game instance

  • Fix faulty logic for in-place static field hotload upgrading

  • Input Editor Fixes

  • Inspector history/locking fixes

  • Fix DressPrefabScene

  • DebugTextSceneObject uses Graphics.DrawText in worldspace

  • Fix HashSetEx Remove() being O(N)

  • Shaders: Depth-Aware Mask Fix - Fixes objects in front of glass looking aliased

  • Renderer: Multiple Vulkan Validation Fixes

🚯 Removed

  • Obsoleted CameraComponent.AddHookBeforeOverlay - Use CommandLists instead

  • Obsoleted CameraComponent.AddHookAfterTransparent - Use CommandLists instead

  • Spritecard shader - Was only used by legacy particles

  • Sandbox.Game.dll - Merged everything into Sandbox.Engine.dll

  • Panel.Bind

  • Projected Decals

Sandbox Game Content Depot 590831
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