First-party weapons/inventory 🔫 screen-space shadows 🌗 editor MCP tools 🤖 targeted addons 🎯 viewport gizmo 🧭 faster clutter 🚀 and a ton of fixes 🛠️
First-party inventory, weapon, ammo, camera shake, camera modifier, tracer, and scene anchor APIs.
Targeted Addons so published code can target a parent game package, including a Target Game option in the project wizard.
An editor MCP server so local AI agents can inspect and drive open projects through discoverable editor tools.
Screen-space shadows for lights, including support for soft contact shadows and viewmodel shadowing.
Static GameObjects for static-layer rendering and future static shadow caching.
A viewport orientation gizmo for quickly orbiting and switching between orthographic axis views.
Lip sync generation support to the sound editor.
Mapping texture lock, mesh edge path selection, and refreshed mapping icons.
Draw count and stride parameters to indirect draw calls.
A local loopback networking socket for multi-instance testing. Thank you, @dictateurfou!
`PlayerController.RestoreGrounding()` for restoring grounding after temporarily losing it. Thank you, @2czu!
A camera ignore tag set to PlayerController camera collision. Thank you, @nixxquality!
Missing menu binding support for map list context menus. Thank you, @766974616c79!
Multi-edit support for particle resources. Thank you, @PolEpie!
Rich text label support for the `style` attribute. Thank you, @kEllieDev!
Shortcut on tooltip of Play/Stop, pause and eject.
GPU clutter rendering with per-view GPU LOD selection and culling for painted, volume, and procedural instanced models.
Polygon mesh serialization by storing versioned binary blobs for faster loads, faster saves, smaller files, and larger maps.
The fur shader with cleaner packing, fewer compiled textures, better color-space handling, and new optional lighting controls.
The GPU profiler with accurate nested timing, fixed editor frame timing, and clearer scope names.
Performance API reporting with idle timing, accurate timing accumulation, and higher precision GC pause reporting.
Terrain rendering by using cull distance for holes and bounds so clipped terrain avoids pixel shader work and keeps early-Z.
Bloom threshold behavior and made bloom intensity more linear.
Shader compilation recovery when existing compiled shader data is corrupt or still contains a git-lfs pointer.
Single-asset addon publishing so code-path files such as stylesheets are included.
Asset Browser behavior so Find In Asset Browser clears the current search before selecting an asset.
Scene drag-and-drop for textures, images, and 2D view placement.
AddressSanitizer builds so they are easier and faster to use when debugging native memory issues.
Clothing metadata with missing clothing categories.
Sound previews with playback shortcuts.
Benchmark timing by moving forced GC out of the measured first frame.
When entering play mode, carry the current selection to the runtime object.
ByteStream copies reading pooled buffers after disposal and hardened BytePack against deeply nested payload crashes.
Occluded sounds briefly playing at full volume when they start.
Menu boot errors when sound occlusion traces run before surfaces are loaded.
Nested prefab instances losing data when applying prefab changes.
Old sprite files loading as white or invalid textures when legacy loop points were present.
Sprite opacity incorrectly affecting scissor clipping cutoff.
A Sprite string allocation issue that could scale badly. Thank you, @K3rhos!
Doors playing their close-finished sound when a game launches. Thank you, @Fitamas!
Terrain brush size being treated as a radius instead of a diameter. Thank you, @PolEpie!
Terrain holes rendering black or crashing on AMD hardware.
Terrain requiring at least one valid splatmap before continuing. Thank you, @766974616c79!
Viewmodels and game overlays being overwritten by world depth prepass effects.
Vertex explosions on skinned instancing.
Shadow receiver depth bias producing bad shadow artifacts and validation issues.
Several Vulkan validation issues.
Material editor shader variable duplicates resetting properties when toggling features.
Movie keyframe merging and reduction edge cases when loading older movie projects.
GameResource inspectors prompting to save unchanged assets and SpriteInspector not enabling Save for some edits.
The editor console ignoring its filter after compiling.
Editor ray casts at non-100% DPI. Thank you, @PolEpie!
Badge components not updating when their value changes. Thank you, @zxcPandora!
GameObject transform control margin in the editor inspector. Thank you, @Tripperful!
DontDestroyOnLoad survivor hierarchy preservation during non-additive scene loads. Thank you, @deadmonstor!
Pressing Escape in the editor opening the pause menu instead of freeing the cursor.
Targeted addons not swapping to the hotloaded parent game assembly.
Radius( 0 ) traces missing everything.
PlayerController press interactions not searching parent objects for pressables.
AssetPreviewWidget null reference errors.
VFX serialized data compatibility for newly versioned data.
Fix Eject keybind inconsistency.
AssetBrowser.FocusOnAsset isnt suitable for filter clearing.
Removed obsolete `CameraComponent.ISceneCameraSetup`.
breakout looks so good, I think I'll play it
please ban clicker games from playfund.
like gmod i.e.