AI thumbnail punishment, more discovery updates, FSR3 upscaling, a big physics update and more.
Upscalers: Stretch, FSR, FSR3 - rendering the game at a lower resolution and upscaling it
Mapping: boolean tool
Mapping: vertex extrude via Shift+Drag
Mapping: vertex select loop
Mapping: UV vertex mode for moving UVs directly in the texture view.
Clutter props now support instanced rendering with physics collision, no longer need a prefab for collision
New Citizen/human animation parameters
Open microphone voice setting with an explicit disable option for users who never want voice transmitted
Gizmo handle preferences: worldspace, depth test, scale, and render distance
Cone shape traces via `Scene.Trace.Cone`
`Rigidbody.SleepThreshold` advanced property for controlling when rigidbodies go to sleep, useful for games with lots of stacking objects
Mouse wheel up/down support for keyboard shortcuts, including with modifier keys
Added `Color32.Lerp` and `Color32.LerpTo`
Updated Box3D physics engine with contact recycling for more stable object stacking, mesh contact rework, and solver optimizations
Platform overlay now renders independently even when no active cameras are present, preventing apparent freezes during loading
Texture tool merged back into the face tool with collapsible groups
Vertex mode layout improved, properties now saved to cookies
Texture tool correctly saves and loads last state including bounds, mapping mode, and grid size
Impact sounds now use more of the available sound variants
Sound files created from data now correctly preserve loop points
Addon editor assemblies now properly load ConVars, Mounts, and EditorEvents
Explosive props detonate instantly from impact damage
Prop break pieces now inherit MaterialGroup
Achievements list no longer limited to 10
Publishing now excludes all dot-files and dot-folders
Layered modals get proper stacked z-indexing
`GameTask.WhenAny` methods now return `Task<Task>`
Eliminated SceneTrace boxing allocations in filter callbacks
JSON reflection warmup is now cancelled before hotload to avoid race conditions
Launching a map in another game ignores ParentPackage dependency
Editor mouse position now updates while game widget is unfocused. Thank you @aidencurtis!
Fixed terrain crash in editor from null material during heightfield shape casting
Fixed shape cast traces returning incorrect hit points on overlaps
Fixed CCD bullet bodies incorrectly triggering sensors based on AABB instead of actual shape
Fixed bone scaling not preserved through animation add pose operations
Fixed invalid scale in animation subtract pose operations
Fixed null and dangling resource crashes in animatable objects and scene objects
Fixed vertex colors lost during mesh topology operations
Fixed multi-edge merge in mesh editor
Fixed vertex paint on non-manifold meshes
Fixed BoolControlWidget not calling SignalValuesChanged
Fixed NRE in console autocomplete for convars
Fixed various issues reported in PVS static analysis
Fixed URL validation hanging on DNS lookup
Fixed DefaultMap stomping map selection for games that don't use the create game modal
Fixed `TaskSource.WhenAny` not returning the completed task
Fixed ModelPhysics created components not being available immediately after creation
Fixed isolate selection when isolating children
Fixed resize mode in mesh editor
Fixed extrude nudge direction
Fixed pivot mode snapping
Fixed crash web page opening on benchmark runner
Fixed Steam networking stutter on joining clients from stats collection on connections that haven't finished handshaking
Fixed runtime configs not matching sbox.runtimeconfig.json
Fixed incorrect tintMask in material output. Thank you @Beldaa!
Fixed `GetComponentsInParent` in TriggerHurt causing double damage with player controllers. Thank you @Deotexh!
So bcs the guy leaving this review is stupid that's bcs he's french ? Not bcs he's stupid ?
Other than that thanks for adding the gizmos max distance option, gonna save a lot of performance when a scene is filled with them.
I will second the Steam Workshop stuff though, subscribing to mods just feels more like personal customisation.
We can't wait for gamejam! 🧡
If more fun and free character customization options can be added I think most of the basic complaints will be a non issue. Loving all the performance increases too!
Awesome work y'all!!
I've tested all uspcaling options available and, so far, it's only not happening when set to OFF.
Issue happens even when setting FSR3 on Native option.
Good work anyway!
I don’t think marking everything as AI is a good solution. I dislike the low‑effort AI games as much as anyone, but there are people who actually use AI to create good work. The thumbnail‑marking system won’t fix the problem. Developers will just use a simple photo as a cover, and the bad AI games will still get through. A better approach would be a player‑report system. Players could report a game, and once it reaches a certain number of reports, a Facepunch developer reviews it. If the game is human‑made and good, nothing happens. If it is AI‑made and good, nothing happens. If it is AI‑made and bad, it gets marked. If it is human‑made and bad, it also gets marked. That feels much more fair, because humans can create low‑quality work too. I use AI in my games, but not because I’m lazy or trying to push out broken projects. I use it because I want to make the games I’ve dreamed about for years, the ones no one else bothered to make. AI helps me finally build them. For example, I can now create a dark cop‑chase game, something no developer is making. I’m tired of seeing the same types of games for thirty years. Developers keep repeating the same ideas. Try finding a game like Midnight Club Los Angeles. There is nothing like it. But if someone uses AI to make a game in that style, and it turns out good, with no bugs and a developer who actually cares, should it really be blocked just because the thumbnail was made with AI? I don’t think so.
as in if i were to play/unplay the scene, the ui location and where i have scrolled would be where i was. just so i dont have to scroll and find it over and over again, of course this applies to which section i am in like in the player's controller. and finally to add a search-box so i can for things by name.
Maybe I misunderstood, but it sounds like not adding generation was a fundamental decision by the developer, not one driven by technical difficulties. Correct me if I'm wrong.
Would still be cool to see Frame Generation as an optional feature at some point. I get the downsides and why people don't want it as part of the core rendering tech, but for a lot of players it can make games feel much smoother, especially at higher resolutions or on older hardware.
Not a replacement for optimization obviously, just another option for people who want the tradeoff.
However another great update, keep up the good work FP!
It’s not really clear how the “AI-generated thumbnail” label works. Do moderators determine it just by eye? Do they actually launch the game before marking it?
Our very first previews were AI-generated, but for around 2 months now we’ve been using thumbnails made by our designer. The only difference between this thumbnail and the actual in-game map background is that we added an explosion and increased the contrast a bit. The text was also made separately.
I honestly don’t understand why this was flagged as obvious AI-generated content, because there’s nothing that clearly points to it being AI-made.
So the entire image is being marked as AI-generated and the game gets shown less often just because of an explosion added in the background?
In that case, another question comes up: for games that remove AI-generated elements from their thumbnails/logos, will the “AI-generated” label also be removed afterward? And how often is this reviewed or updated?