We've added a few improvements to the server list this week: the ability to search, filter, and sort by headers.
Native resources like Materials, Textures, and Models were added to a global index on creation and never released. That's fixed now.

If your game loads a lot of resources at runtime, you should see better performance and stability during longer sessions.

In addition, we now clear the main menu scene when joining a game, freeing up additional memory while in-game.


We also added a new overlay overlay_resources 1 that shows the current set of resources in use, which will help us track down leaks in the future.
A bug in prefab dependency resolution was causing almost all prefabs to be fully loaded into memory at startup, and when a prefab loads, so do all the models, textures, and other resources it references... Not good.

We fixed this, prefabs now only load when you actually use them, e.g. spawning them or referencing their GameObjects.
Dependency resolution between assets can be expensive and runs on every editor startup, in case files were modified outside the editor (e.g. via git).

Fortunately, we have a caching system that's aware of file modification dates and checksums, which should make dependency resolution really fast. But of course, it turns out we weren't actually hitting that cache for most assets loaded at startup. The result was slow startup times, especially for larger projects.

This is fixed now, startup times should be faster for larger projects and on older systems.

Example startup (My Summer Cottage, ~18k assets):
  • Without optimization (cold start)
    • Assets Refreshed 8,218
    • Duration 24.95s
  • With optimization (cold start)
    • Assets Refreshed 4
    • Duration 1.7s

We got a basic buoyancy force calculation now. Things float or sink depending on their density.
Scene meshes can now be painted and blended.


Another tool from hammer, mirror selected meshes or faces.
There was a problem with physics bones, when teleporting players, they would take forever to catch up, this has now been fixed.
Unlike the Citizen characters, which use a fully bone-based setup for their eyes & eyelids, our humans mix bones & morphs. I've made them "aware of each other" — and now eyelids are affected by the eye direction.
I've been envisioning a nice VR toolkit that you can download to kickstart VR games. During last week's hack week, that's what I focused on.
A main focus on interactions. You can set up interactables really easily. The one on this gun is an animation parameter between 0-1 with a line constraint.


Things have been a bit quieter this month. We're slowing down on the big flashy features - most of the major engine systems are in now and the focus shifted towards making everything feel good.

We've lit a fire under our asses with release, it's forcing us to make decisions - what's in, what's out, what can wait. It's making us focus on the right stuff. Things we'd have spent weeks overthinking are getting solved now or shelved.

We've got a few large doors left to close, mapping has some glaring flaws with interactables that we're actively solving. Sandbox has to be filled with all the fun little things to bring it together.

All in all - our heads are down and shit's getting done.
26.02.18
26.02.18
18 February 2026
🎁 Added
  • Physics: Buoyancy Support
  • Mapping: Vertex Paint
  • Mapping: Shear Mode
  • Mapping: Mirror Tool
  • Mapping: Object Selection
  • Screen recording can now record the editor viewport
  • Fade-in support for Sound.Play
  • ParticleFloat support for ParticleEmitter properties
  • New image/rendertarget formats: RGB32_UINT, RG32_UINT, R32G32B32A32_UINT
  • Paint.Draw overload for pixmap with border radius
🧼 Improved
  • Bone physics catchup
  • SHIFT+RMB and CTRL+RMB can now be used outside of the Texture Tool
  • Save Play in Game Mode with cookie project
  • Indirect Light Volumes improvements, nicer bounds for "Fit to Scene Bounds" button
  • Menu server list improvements
  • Lazy prefab cache loading for prefab dependencies
  • Make ParticleFloat widget descriptions context-neutral
  • Make slnx/csproj always use relative paths
  • Humans: eyelid morphs are now affected by aim_eyes
  • Particle DieOnCollisionChance works more intuitively
  • Resize support on GameObjects with IHasBounds
  • Load cached asset info for new mods in AssetSystem::UpdateMods
  • Destroy menu scene when entering a game to free resources
  • Track dynamic states in Vulkan render system to remove redundant vkCmdSetPrimitiveTopologyEXT/vkCmdSetPolygonModeEXT calls per draw call
  • Upgraded DXCompiler to latest from Vulkan SDK 1.4.341.1
  • Signed Qt binaries, these were causing Windows Smart App Control to not launch the game
  • Defer descriptor set deletion to avoid use-after-free on render thread
  • Confirm GameObject/Component selection on double-clicking a node
  • Scale baked into physics shape geometry — strip it from the target body when calculating local offset
🪛 Fixed
  • "Texture manager doesn't know about texture" log spam
  • Descriptor set layout ref counting leak in RegisterDescriptorSetLayout
  • NRE in Terrain deserialization when TerrainBuffer is not yet created
  • Navmesh bake corruption when EditorAutoUpdate is enabled
  • ResourceIndex holding strong references to native resources
  • EdgeArchTool going the wrong direction
  • CompletionQueue assert during shutdown
  • GTAO depth dispatch size and missing UAV barriers
  • W and E hotkeys not switching gizmo tools
  • Crash when ParticleEffect has PushStrength
  • WorldPanelInput NRE
  • Incorrect property summaries
  • Pause modal NREs when no available package (unpublished second instance)
  • net_debug assertion spam by calling SetDebugFunction with DebugOutputType.None when disabled
  • When reparenting a SkinnedModelRenderer, clear out new skinned parent
  • Only create/update nav mesh area when active
  • Linux: Non-small struct args (>8 bytes) passed as ptr in managed but not received as ptr in native (InteropGen)
  • Linux: Added missing libdxcompiler.so and libswscale.so dependencies
  • Linux: Stop trying to load resourcecompiler when in non-tools builds
  • Linux: Enable VK_KHR_wayland_surface for Wayland
  • Linux: Plat_CreateWindow creates an SDL_WINDOW_VULKAN
  • Humans: prevent skeleton from blowing up when wearing jar head
  • Defer sentry close to after native AppSystem shutdown
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Apr 2021 128 posts
Update 26.02.18 : news/update-26-02-18
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Jul 2023 35 posts
Nice !
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Jul 2022 31 posts
lovely 💕💕💕💕💕
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Jul 2023 3 posts
The vr work is awesome!
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Feb 2024 42 posts
This month is a reminder that real progress is quiet 🔥🔥🔥
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Sep 2021 172 posts
You have done a great job with optimization, and it's great that you haven't abandoned Map Editor
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Nov 2025 5 posts
Layla, thank you — you saved me from my hangover.
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Nov 2025 1 post
good!
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Feb 2026 2 posts
Super pour la vr ! 
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