Terrain's been given some big love this week. We now support up to 64 materials, up from 4.. 🤯
We've changed to a non-destructive 2 layer blend (base/overlay) instead of a 4 layer blend, this drastically reduces memory requirements and is more performant - and realistically nobody was putting 4 materials on top of each other.We've adapted the terrain tool UI to the same sidebar we use for mapping tools, so everything is in one place.
Mesh editing has moved to its own mapping tool. It has all the tools and modes needed to create and edit mesh geometry. Tool properties are displayed in the side panel next to the toolbar. Your own tools can display properties here too.
We now have a component that can disable collision between two rigidbodies. Internally this is just a null physics joint with collision disabled. We use this in sandbox mode for the no collide tool.
Crash Reporter is now a C# app, and calls to our API
Multi-viewport in play mode
Update meshoptimizer to v1
Make MSAA setting work on editor SceneRenderingWidgets
enforce gameobject order and form groups whilst duplicating @johncosfm
Various crash fixes when shutting down engine
unfuck the ordering of rebuilding in mesh component so mesh is built before collider, also don't use gameobject scale to scale geometry
suspension disabled just limits the suspension to zero internally so it doesn't fly off into space, also set suspension and steering spring defaults to 10 hertz, 1 damping
🪛 Fixed
Don't double present the game in editor, which was incrementing completed frames too far and freeing used resources too early
Avoid doing LoadAllGameResource multiple times on editor startup (and before we've setup some search paths)
AgX tonemapping being washed out
Networking: Performance Regression
DebugOverlay.Text not rendering @andy013
Mesh Tool - Shortcut Fixes
Cache (De)SerializeOptions in hot paths
Check if native SteamUser is valid before trying to access it
Fix clamped does nothing @766974616c79
Fixed additive scenes (such as the system scene) applying its NavMesh properties on the main scene
Actually, it's good that you're replacing the tools with your own. I'm sure that sooner or later, Hammer Editor will have to be removed and only Map Editor will remain. Anyone who wants to can create own mapping tool
That's exactly why I really like s&box. It's an engine and platform, and it's also open source, which gives you so many possibilities
Special thanks to lolleko for the high-quality screenshots and Tony for the random dresser (although I wrote it back in the summer) Now we can make even cooler previews
That's exactly why I really like s&box. It's an engine and platform, and it's also open source, which gives you so many possibilities
Special thanks to lolleko for the high-quality screenshots and Tony for the random dresser (although I wrote it back in the summer) Now we can make even cooler previews