s&box is now an open source game engine, terrain looks 20% cooler with anti tiling and seam fixes, and a ton of bug fixes this week
Gibs networking
Editor tool widget
UI EnumControl
UI Label.Tokenize (turn off automatic conversion of strings starting with #)
UI TextEntry has tokenize turned off, strings can start with #
UI ColorControl
UI Color mixer popup
Native memory management rewrite, switched from jemalloc to mimalloc
Refactor TreeNode.OnRename, it's not up to the node to create the popup anymore, just react to what the text is.
Stopped a lot of the editor recreating itself during hotloads
Networked Children Replication When Parent Is Disabled
Make indirect lighting from skybox actually be infinite rather than a big volume
Updated Box3D
UI happens after OverlayWithDepth (Scene.DebugOverlay, Physics Debug, etc.)
Animgraph sort condition list
Prevent Camera Preview LookAt mode from exiting immediately
ControlSheetRow.Property is a [Parameter]
MixerTreeNode inline rename not working
Update PlayerController docs link
Abort video threads early on stop
Storage.Query not sorting properly
Hammer crash from invalid CUtlScalarHash usage in mapdoclib
Play mode not focusing, setting correct cursor, weird inputs, ime not working
Play button playing the wrong scene
Using Movie Maker in play mode
Ejected scene camera not being at game camera's location, NRE when no camera
ViewportOptions button being visible while ejected
Toggle eject button highlight + tooltip
Input: release pressed buttons when losing focus
Toggle Fullscreen toggles the current scene view
Game view resolution/ratio dropdown functionality
Restored GameEditorSessions
Fix nullref when right-clicking Inspector property name
Remote Spawn Child Transform Fix
"Render Backface" toggle not working in Material made from ShaderGraph shaders
Not being able to "Paste as New Component" on prefab instances
SceneTrace uses the passed scene.PhysicsWorld instead of Game.ActiveScene.PhysicsWorld
Skip menu editor code outside of the menu project
Asset Browser: skip menu project assets in Everything and Recents
Deleted old softbody nodes
Deleted old thirdpartylegalnotices.txt
that must have been like over 2 years ago now... nice to see the project go open source at last!
When Unity started their retroactive rent seeking campaign and Garry's Unity Can Get Fucked blog post came out I knew we were in for something much bigger. 3 years since that blog post and through some pretty horrific pains with Facepunch ripping out Source 2's entity system backbone, adding game objects in their stead, building the scene system, and overall completely redefining how development is done in this Engine, I'm blown away by the results and the progress that has been made. Even through dramatic changes like that, Open Sourcing the engine was one of the last things I ever expected to happen. And the idea started with a simple conversation on Discord.