The Jungle Update — foliage 🌴 gets a well needed makeover, baked global illumination is in 🌞, crashes are down 📉 and more!
Indirect Baked Lighting - DDGI
Project settings window, accessible from project bar in the top right of the editor window
GameObjectSystems can have confgiurable properties, accessible in the project settings window
Networked local instances now have a unique SteamID for testing persistence
Networked objects can now be "detached" meaning they're no longer networked
Snap To Frame option for particle sheet sequences
Popup.PositionModel.Right
Binaries (exes, dlls) are now code signed by Facepunch - makes Windows trust them more
Foliage shader has been improved in many ways, adding new options, fixing dithering, and more
Mapping tool hotspot matches Hammer's hotspot
Mapping selection enhancements
Mapping face selections
Active material is remembered with a cookie when you restart the editor
Profiler post processing removes dead threads
Console output gets forwarded to attached debuggers
Unspawned networked objects do nothing when Network.Refresh() is called
Lots of micro optimizations for networking CPU performance
Dedicated servers use Steam Networking's SendMessages API
Codegen lambdas are cached
Optimize Json.Diff.ReorderAddedObjects
Vector3 micro optimizations
Reduce smoothdamp usage in audio components
GroupButtonControlWidget Enabled/ReadOnly handling
Movie Maker Maintenance
BlobDataSerializer is now stack based
Enabled VK_EXT_robustness2, adding extra safety and allowing null
When creating a new asset, it is named before being created instead of renamed
GenericControlWidget will pick the parameterless ToString method @766974616c79
Potential crash with PoseContext::TryTakePose and PoseContext::GetPose
Potential crash with AsyncResourceLoader accessing the resource system during shutdown
Crash on shutdown when the main loop throws an exception
Crash when rendering envmaps during an active render pass
Crash when closing dock tabs by the context menu
Crash with Qt widgets getting deleted too soon in event callbacks
Crash with exclusive fullscreen in editor mode (disabled it)
Error with ReferenceMaterial not being found when loading the fast texture tool
Error when using dump_scene command
Trying to ConVarSystem.AddAssembly the same game assembly twice
Video generation for batch upload by making sure ScreenSize is set
ScreenRecorder not respecting framerate cvar
Rubber surface being way too bouncy
Certain tools eating shortcuts because the ViewportToolbar was taking focus
Fast texture tool UV's not being frames to the preview
Fast texture tool world scale having confusing extra options
Missing large network files on local networked instances
GameObjectSystems not existing on clients (older version) erroring when connecting to servers
ConsoleWidget trying to parse arg: anchor as uri
Cloud assets not persisting between sessions @trende2001
SceneTrace.UseRenderMeshes are now editor only
GPU crash diagnostics which had some performance overhead
Hammer - Time to Yield...
edit 01/31/26
I was wrong
SceneTrace.UseRenderMeshes) editor-only" NOOO I was abusing this and it made for a good visual effect! I was able to shoot beems into the eye sockets of this big ass skeleton I;m working on and use the mesh detection to illuminate the inside of the skull. Really minor thing. but the rest of the progress is awesome dudes. Sam is fucking cracked.bring back this :/