This week's update brings improvements to mapping tools, bug fixes, and our first developer preview of AnimGraph 2.
Mapping object selection can move an object's pivot while keeping its geometry in place.
Scene tabs and docks can now be closed with the middle mouse button.
Asset categories can now be nested in editor category displays.
Orthographic X, Y, and Z editor views now display appropriately oriented grids. Thank you @A-PS1999!
Newly saved materials automatically find matching nearby textures by filename and prefix.
Box Colliders can be resized to the combined GameObject bounds from the inspector.
Clicking the selected orientation-gizmo axis again toggles from orthographic to perspective view.
Props now expose an `OnGibsCreated` callback for accessing and managing generated gibs. Thank you @Tripperful!
Scene Mapping now includes a streamlined find-and-replace material tool.
Selected edges can now be extruded along a chosen edge path in the Mapping tools.
Mapping vertex and edge selections can display their dimensions with a selection-bounds toggle.
Mapping now supports one-click full edge-loop cuts.
Shift duplicate nudge to both object modes.
Ability to use custom code editors.
Controller joystick deadzone customization.
Mapping clip and mirror planes align more intuitively, display tool shortcuts, and provide more consistent Apply and Cancel behavior.
Invalid style-property assignments now produce warnings instead of intrusive error popups.
`AnyOfType` property controls support inline editors and optional dropdown presentation.
Scatterers generate faster through parallel ground traces, more uniform distribution, and cheaper collider placement.
Use extended list selection behavior for TreeView.
Increase subtool icons to 24px for clarity.
Show DPI scaled resolution in play mode resolution dropdown.
Engine build time by 15%.
Blendable materials expose world-mapping dimensions so Mapping tools scale them correctly.
Frame-buffer and refraction shaders no longer become excessively blurred when viewing model backfaces.
Fast hotload remains reliable across repeated incremental changes and edits spanning multiple files.
Sprite Editor widgets correctly fill their docks under the new docking system.
Mapping face texture scale is preserved when a mesh is reloaded.
World panels accept configured actions and controller input while the mouse is active. Thank you @Mykol-Word!
Screen-space shadows no longer error when lights temporarily lack scene objects.
Gradient editing once again updates live.
Undoing inspector transform changes no longer deletes Mesh Component geometry.
Mapping lasso selection starts reliably while dragging and records selection as an undo operation.
Network proxies using transform sync flags no longer jitter when interpolation encounters locally controlled components. Thank you @deadmonstor!
Dragging the orientation gizmo orbits around the focused pivot without unexpectedly snapping the camera.
Gradient point controls no longer disappear when selecting points, presets, or the editor panel. Thank you @AustinDotCodes!
Reflection cleanup no longer errors when encountering default immutable arrays.
Sticky popups remain usable in narrow inspector layouts instead of collapsing to a tiny size.
Editor mouse capture initializes correctly when docks take focus during startup.
Late-joining clients now receive and display networked Mesh Component geometry. Thank you @deadmonstor!
Make "Render Backfaces" in glass shader functional.
Fix editor viewport video recording.
Fix lag caused by Terrain when in the scene Mapping Tools.
Fix certain assets not mounting from addon packages.
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