We've added a demo recording feature this week, fully integrated with Movie Maker. You can record objects and components in your scene to a MovieClip that can be played back in-game, or imported into Movie Maker for further editing. These movies could be edited into gameplay trailers or machinima, or used within games for killcams, leaderboard replays, or tutorial demonstrations. You can use the existing Record button from within the Movie Maker editor, or type movie in the console to toggle recording. The recording API is publicly accessible, letting you configure it to suit your game.
We released our first public version of Sausage Survivors 2 this week, give it a go! Community member Eridium did a great video covering it too below, including some developer interviews.
Works mostly like hammer, minus the subdiv stuff. Use the selection stuff from vertex painting to make it match better with vertex paint + stops displacing stuff by accident.
HLSL 2021 brings an assortment of new language features that we think will make shader authoring in HLSL more familiar and productive.
Template functions and data types
Overloadable operators for user defined data types
Bitfield members for data types
Our next big jump will be to Slang shader language, this is fully backwards compatible with HLSL with a bunch more features and support, and is what Valve are already using in Source 2 these days.
Platform security is a big priority for us which is why we have a HackerOne programme that rewards bug bounties for security exploits. Across all our games we've paid out over $600,000 to exploit hunters.
This week we fixed a couple of exploits:
RCE exploit using CompilerService.UnsafeAccessorAttribute
DDGI stale buffer crash caused by referencing deleted Vulkan buffers in render attributes
Defensive checks for valid poses and bones to prevent animation system crashes
Crash on shutdown caused by `crashhandler64.dll` — now properly calls `SteamAPI_Shutdown()`
Race condition crash during Steam Audio HRTF initialization
Persistent data loading crash when files no longer exist on disk
Audio thread safety issues — audio resources are no longer destroyed by the main thread while in use by the mixing thread
26.03.18
26.03.18
18 March 2026
🎁 Added
In-game demo recording for Movie Maker — automatically record objects with renderer components in any game, play them back in-game or import into the Movie Maker editor
Mapping displacement tool for terrain sculpting, similar to Hammer
Paste and duplicate objects at cursor position in the editor, with an option to disable in editor preferences
Up/down arrow keys now nudge the value of float and integer controls when focused
Float control step buttons for fine-tuned value adjustment
Quad slice line preview when changing the number of cuts
Added `GameObject` reference to missing component log messages for easier debugging
Added `TypeHintAttribute` for Object/Value types with hinted types
Added `ControlWidget.OnLabelContextMenu` for extending right-click context menus on control widget labels
🧼 Improved
Upgraded shader compiler (DXC) to HLSL 2021, enabling namespaces, improved syntax, and paving the way for Slang migration
Sprite batch bounds are now calculated in parallel for better performance
Fast Texturing Tool initializes the rectangle based on existing UVs instead of defaulting to full-size
Resize tool now works on all selection modes, not just the default
Clip tool improvements
Allocation overlay now shows additional stats and improvements
Ask the majority of winpoos users if they would like to continue using it. I’m using a laptop because I need to be mobile, and slopdows on laptops is an unusable nightmare, while Mac is fucking superior in every way. The fact that a laptop doesn’t turn into a potato when unplugged from ac power is already a reason to switch.
Look at the cali devs, how many of them using that microslop's diearrhea of an os?
Look at the cali devs, how many of them using that microslop's diearrhea of an os?