Sandbox dupes, navmesh area costs, and your usual bug and crash fixes
VideoPlayer: Readded HTTP live streaming support (hls/m3u8)
NavMeshAreaDefintion Resource
NavMeshArea.Area
NavMeshLink.Area
NavMeshAgent.IsNavigating
NavMeshAgent.GetPath()
NavMeshAgent.AllowedAreas/ForbiddenAreas
bool NavMeshAgent.AllowDefaultArea
Capsule properties are marked with [JsonInclude]
Game.Overlay.WorkshopPublish
FileSystem.CreateMemoryFileSystem()
Cloud.IsInstalled( package )
Cloud.Load( package )
Cloud.ResolvePrimaryAsset( path )
Cloud.ResolvePrimaryAssetsFromJson( string )
TextEntry.HasClearButton property
ResourceLoader.Name (filename without extension)
InputFocus.Clear()
Upgraded to FFmpeg 8.0
TriggerHurt assigns DamageInfo.Damage
ProjectSettingsInspector now opens a single popup when forcing the Inspector
Materials & models store their referenced cloud packages
Only group selection for convert to prefab if it has more than one element
Re-initialize the editor camera whenever a new scene is loaded in a SceneViewportWidget
Bias nav agent ground detection to prefer bottom trace
BaseFileSystem creates the directory structure when writing a file
TextEntry is :empty when it has no value set
Tool materials used by Hammer/ModelDoc not rendering properly due to dynamic expression reliance
Crash when attempting to duplicate a scene root
Crash when trying to mix an invalid sound handle
Crash when GenerateMipmaps was used from multiple threads
Whitelist errors when verifying multiple assemblies at once
High Acceleration NavMeshAgent Getting Stuck on Edges
Restore IPressable.StartPressing behaviour so it can work with GetUsableComponent again
Restore Eye Dropper for InterfaceControlWidget
Load NRE when EditorOnly flag is set on a prefab root
"Merge Edges" not undoing to it's original state properly
MeshComponent's SceneObject being rebuilt whilst disabled
Modelphysics trying to drive physics from animation when motion is still enabled, we only want to apply this feature if the modelphysics is in kinematic mode
Sandbox.Mounting.ResourceFlags not actually being flags
Fixed held down keys repeating when input goes into UI mode instead of ignoring until up
Fix ColorAdjustments PP running in the wrong place
Obsolete NavMeshArea.LinkedCollider use SceneVolumes instead
You should also have async/coroutine/whatever methods for reading/writing storage, since it looks like the ones you shared are synchronous. If they are called on the game loop thread (I assume any game scripts you write run there by default) with large files, you could get frame drops. Adding async variants will make the calls more complex (you start calling on one frame but finish on another) but developers can use this to minimize stutter.
https://sbox.game/api/Sandbox.BaseFileSystem