A ton of Rust assets for your games to use, more discovery work to promote new experiences, more fixes, more features, more optimizations
Sprite loop points - draggable start/end loop markers in the Sprite Editor, so animations can have a lead-in section, a looping section, and a lead-out.
AutoLOD material culling & replacements - cull or swap materials on automatically generated LODs to cut draw calls at distance.Closest point on heightfield - query the closest point on a terrain heightfield, matching the other physics shape types.
Menu discovery overhaul - a load of new discovery content on the menu, and the Games page now has you pick a category first.
Terrain Tool improvements - reordered brush types with shortcuts, a clearer current-brush display, a simple ring brush mode, brush rotation, size/opacity shortcuts, a higher max brush size (2048), and you no longer need the terrain object selected to paint.
Package video controls - package trailers now have a video player with volume, click-to-pause, and remembered volume, with controls that hide until hovered.
Publish Wizard - the License page now lists referenced files, and the "Create Sprite" context menu uses the image file generator so textures compile correctly when published.
Resource Compiler fixes - a batch of fixes uncovered while importing large asset sets.
TextureInspector - textures without a source file are no longer editable, preventing accidental corruption of compiled assets.
Asset browser - better handling for missing pins.
Automatic receiver plane depth bias - re-added to reduce shadow acne on cascaded, point and spot lights.
Allocation optimizations - a wide pass reducing per-frame allocations across physics traces, particles, network sync, DotRecast navigation, JSON diffing and deserialization, fixed-update interpolation buffer walks, anim param boxing, and clone fast paths.
Cached reflection property lookups in JSON deserialization for faster object loading. Thank you @PatrickJnr!
Glass and translucent shaders now render correctly in editor thumbnails and previews.
`g_flTime` in shaders is now correct when exporting movies.
Fixed heap corruption caused by bad meshoptimizer usage during AutoLOD face-set simplification.
Fixed prefab render-options cloning.
GameObjectSystems and their properties are now serialized in a deterministic order.
Fixed nested prefab instance GUID stability and break/reparent edge cases.
Vertex layouts are now freed on hotload.
UI textures no longer flash a red "missing" texture while streaming in, and animated textures are correctly marked dirty.
SDL clipboard warning is no longer logged on success.
`Project.CacheAssemblies` no longer breaks dedicated servers running in local project mode.
Fixed a potential null-reference exception during resource disposal. Thank you @dimmerly!
Fixed margin adjustment in fullscreen. Thank you @boxrocket6803!
Area-light (LTC) shading path - removed the unused Linearly Transformed Cosines area-light branch from standard forward+ lighting. It was the peak-register path compiled into every lit shader, so removing it frees a large amount of VGPRs, improves GPU occupancy and eliminates register spilling - up to ~26% faster lit passes even in scenes with no area lights.
or asset browser itself, wish i had access to more of these models but concurrently it is a view in sbox.game only asset.