New review system tags, a big push on performance and loading times, moderation tools and our usual new editor features.
Project templates including Player Controller, Sandbox Map, and Sandbox Game Addon
Mapping components: door & button with Doo support
Content reporting system
Reviews now let you select various positive and negative tags
Prop explosion damage now includes an "explosion" tag so games can react to it
`Connection.OwnerSteamId` shows the owner of a family sharing account
`Sound.Play(SoundEvent, Mixer)` overload for playing sounds with a specific mixer
Separate mesh components added to object selection mode (Alt+N)
Drag models, maps, sounds directly into the Hierarchy panel instead of just Scene View
Tools context menu showing per-tool keyboard shortcuts
`version` console command to display engine version info
Allow multiple `[Doo.ArgumentHint]` attributes on a single property
Physics simulation on proxy rigidbodies when transform sync is disabled
Loading screens now show meaningful progress with the main thread unblocked during load
Scene objects now render off the main thread by default, improving rendering parallelism
PreJIT moved off main thread, eliminating 4+ second stalls when joining servers
Clients no longer download redundant code archives when joining servers, cutting load time by ~33%
Lobby queries are significantly faster with async processing and reduced allocations
UI panels with backdrop blurs can now be batched, reducing draw calls
Matchmaking silently retries the next best lobby on connection failure
Particle system performance improved with object pooling
PolygonMesh.Rebuild optimized — menu scene mesh build time reduced from 1s to 300ms
Eliminated per-field boxing allocations in network message serialization
Reduced sound cache memory usage from 512MB to 256MB
Sprite batch rendering uses zero-copy approach for better performance
Deep-copy of embedded resources only performed in editor, not at runtime
"Waited 500 ms for jobs to complete" no longer gets stuck on main thread jobs
Collision contact point calculation using best separation from manifolds
Potential crash with material overrides when copy source handle is invalid
Managed callbacks firing before BuildDependencyData completes
Vulkan swapchain destruction handling
Material load reentrancy crash in terrain tool
Animated textures (GIFs, animated Steam avatars) not playing through the lazy load path
`GameObject.GetBounds` incorrectly including origin when components have bounds
Box/lasso selection picking hidden objects in the editor
Unfinished mapping primitives lingering when entering Play mode
Death ragdolls spawning in T-pose on explosion
Vertex paint tool undo/redo sync, selection tracking, and vertex count display
Duplicating GameObjects sharing ResourceGenerators between original and copy
Lobby privacy settings not being applied immediately on creation
Other players appearing with no clothing due to inventory verification on clients
Unowned avatar items not being removed when first loading
Esc Key now closes modals, dropdowns, and cancels text entry
Footer friends list debounce
Missing Steam auth ticket validation
3D text bounds not recalculating when text properties change - Thanks @Infiland
All-white material thumbnail lighting on blend and reflective materials - Thanks @frotstar
🔥 On behalf of the entire Russian community, I’d also like to express our gratitude for the changes that will allow us to play without a VPN.
P.S. Based first patch ngl
LETS GO
lets goo