Improved reward system earn items by completing goals 🎁 Humans got a makeover 💅 Games load faster ⚡ Twitch API 🟪 And more!
Mounts can mount scenes (which would be maps)
Rewards progression system
Twitch API for reading channel and stream data from your game
More human heads to the model library
Tracy profiler integration for engine performance captures (developer builds)
Basic screen-coordinate 2D view for drawing in screen space
Light contribution settings and rendering options for diffuse, specular, and transmissive lighting
`[Uniform]` attribute so vector property controls can toggle uniform editing
Sampler support on terrain materials, and exposed terrain rendering attributes
`FormatOverride` on `TextureGenerator` (alongside a texture color-space fix)
Toolbar shortcut hints
Icon color parameter on the `AssetType` attribute. Thanks @rzkid!
Precompiled DLLs are now loaded from the manifest instead of CLLs
Improved buoyancy behaviour
Reworked and improved the Terrain sampling API
Improved escape logic for reverb and occlusion traces
Terrain displacement can now move both up and down instead of only up
DSP Volumes now use the `TargetMixer` instead of being hardcoded to the Game mixer
`OnRenderBefore`/`OnRenderAfter` callbacks now fire once per object instead of once per primitive
`SamplerState` now displays correctly as a property
Binary files are tracked as compile references so `_d` files rebuild when changed
Addons can no longer increment Game Stats
Mounted file systems now resolve paths case-insensitively, with Zio updated to 0.23.0. Thanks @joshuascript
Prop gibs now inherit velocity in most cases, using pre-velocity only for impact kills. Thanks @Xenthio!
Fixed vertex paint and the fast texture tool having no lighting, causing black squares.
Fixed Sprite Editor "Import Image".
Fixed PNG mipmap generation.
Fixed Movie Maker keyframe widget selection quirks.
`Game.IsPlaying` is now correctly set on game load and on init in published games.
Fixed Indirect Light Volumes / Envmap bake warnings and a light-volume blotch artifact.
Fixed `CitizenAnimationHelper` NRE issues.
Terrain collision now also updates on terrain edit undo.
Fixed a `QScrollBar` NRE in `BaseScrollWidget.ScrollingFrame`.
Use `g_sBilinearClamp` instead of `g_sBilinearBorder` in Terrain shader.
Always create a default draw call so the first submesh reuses it.
Various mount fixes.
Fixed Shorts clothing LOD.
Restored original icon colors for `PrefabFile`, `SceneFile`, `Clothing`, and `Surface`. Thanks @rzkid!
Fixed `BaseFileSystem.GetRelativePath` lowercasing paths internally. Thanks @joshuascript!
The viewport context menu no longer shows if the camera moved. Thanks @boxrocket6803!
Deprecated the global `Global`/`Frame` attributes (now obsolete).
People will definitely try to create bunch of AFK farm games with names like:
AFK Skin farm 30 minutes (1)
AFK Skin farm 30 minutes (2)
.....
AFK Skin farm 30 minutes (127)
And with achievements that will pop after each 5 minutes of playtime
I understand the motivation behind it, but its really easy to abuse and might replace AI slop games with AFK Farm games.
4 Games per week could be a big motivator for that i would decreased it to 1.