A new arcade racer 🏎️ play maps from other games 🗺️ code archives are private 🔒 more editor tools 🔨 more optimizations 📈 and our plans for the future 📔
Games are mounted in the main menu
Maps from mounted games can be played
Menu framerate limit option.
Editor: Mounts are grouped by installed / not installed, with a search bar
Editor: LOD and material group selector in the model preview toolbar
Editor: Mip level selector in the texture preview
Editor: Inset Tool for mesh editing
Text renderer billboard mode.
Scale snapping in the editor.
Terrain editor trace support.
`Collider.ComputePenetration`.
Local-space bone following for particles via `ModelEmitter`.
Movie recorder support for custom track names.
Publish Wizard license warnings.
Quake mount support for loose files, not just files inside a pak.
Whitelist System.Memory
Whitelist System.ReadOnlyMemory
Whitelist System.IO.InvalidDataException
Whitelist System.Runtime.CompilerServices.Unsafe.SizeOf<T>()
Whitelist System.Runtime.CompilerServices.InlineArray (For compiler generated code only)
GTAO optimization.
General shader fixes.
IRenderThread components are now stored off for the render threads.
Hoisted `sc_reject_all_objects` out of the per-object cull loop.
Removed the unused `s_nNumOutstandingDrawLists` counter.
Double-checked locking in `CMemoryManagerVulkan::GetCommandBuffer`.
Inlined `CConstantBufferVulkan::GetBufferAndOffset`.
Texture hardening pass.
`CMaterial2::m_hCopySource` is now a strong handle to address the long-standing `SetMaterial` crash.
`CommandList` gained locks that should never contend in normal use.
Allocation metrics now exclude their own self-noise.
Editor now caches built-in project assemblies.
Mapping "align down" support.
Minor menu fixes and a quick `PackageSelectionModal` refresh.
More explicit access control around System.Span / System.ReadOnlySpan
Mount snags cleanup.
Scene v2 unboxing.
Disabled bone objects now use the correct bind pose.
Terrain crash when enabling/disabling fixed.
`b3Shape_IsOverlappingSensor` was reading the sensor from the wrong argument.
Buoyancy fixed for light props.
Indirect Light Volume bakes now work on unsaved scenes.
Move snap precision fixed.
Block placement precision fixed.
Dresser now ensures clothing is not null.
Local clients fixed with editor assembly caching.
TextureGenerator publishing/networking fixes.
Movie Maker track creation fixes.
Quake palette fallback fixed.
Missing nullptr check added in `CTextureVulkan::AssignTextureObject`.
`CVfxStaticComboData::Decompress` guarded against corrupt combo sizes.
Rebuilt transients after the vtexwriter fix (many falsely claimed mips that don't exist).
Don't include the checker pattern when rendering thumbnails.
Tracy disabled on Linux for now (static TLS blocks were preventing the server from booting).
i love grafis and rod
So, as always, I will stay with the whole community, keep making games, and actively take part in the life of the platform. I am already making trailers for Eridium’s Summer E3.
can you focus on an engine version lock feature already? (pick a version and build on it, like Unreal engine so updates don't break projects or published games)
IValidStartedSolidchange broke my car — a ray that starts on a surface now reads as solid, so the game thinks the car is stuck the moment you exit and teleports itBut the bugs aren't the real point.. I already fixed them in my game. The problem is they keep coming with almost every engine update: something that worked fine suddenly breaks and then I have to spend a day fixing them. That's why I want an engine version lock, let me pin a version and build on it.. Then an update can't break my game. It fixes the whole problem instead of one bug at a time.