New rendering guts: Slang shaders, Vulkan 1.3, rebuilt Bloom, DLSS, and static shadow caching — plus a big mesh & mapping editor haul.
Bloom 3 — a rebuilt, higher-quality bloom pipeline.
Static Shadows Cache — caches shadow rendering for static geometry to cut per-frame cost.
NVIDIA DLSS support, available alongside FSR3.
Steam Controller support
Streamer Mode setting to hide sensitive personal info.
CSS `isolation` property support in the UI/panel system.
Show Pivot Transform in the editor gizmo
Mapping rotation nudging
Model builder bindings for constructing models from code.
Expose sun direction/color to Shader Graph, plus new sRGB colour-transform nodes.
Public `Index` on `SamplerState`s for bindless rendering.
`Input.SetLastAction` API.
`SurfacePrefabCollection.BulletImpactDecal`.
Allow `[TimeRange]` and `[ValueRange]` attributes on fields (not just properties).
"Create Decal" entry in the context menu.
Tint support on the fur shader.
Mesh editor: hide faces, box-select for edges/faces, and component collapse menu actions.
Mesh editor: import scale with unit presets that remembers your options.
Bring back multiple asset browsers.
Add optional mounts to the asset picker.
Mounts: map thumbnails.
Quake maps: support for 6-sided skyboxes (`_sky`) and sky surfaces in thumbnails.
MCP compile status reporting.
Debug names on command-list error messages for easier diagnosis.
Constructor overload taking an extension on `FilePathAttribute`. Thank you @boxrocket6803
Terrain: option to show the grid, and show it outside the paint tool too. Thank you @PolEpie
Shader toolchain moved to Slang — `vfx_vulkan` now compiles with the Slang compiler; built-in shaders are offline-compiled and ship as embedded SPIR-V, removing the runtime DXC dependency.
Vulkan 1.3 is now the minimum, using core APIs instead of extensions: `VK_KHR_dynamic_rendering` is mandatory, `VK_KHR_synchronization2` adopted, `VK_KHR_dynamic_rendering_local_read` used when available, and redundant render-pass begins are skipped when render state is unchanged.
Map aggregation backport from Deadlock — aggregate meshes and props in the map builder, more aggressive aggregation and open-space pre-merge parameters, and aggregates submitted via `MultiDrawIndexedInstancedIndirect` with self-managed culling.
Physics collision event optimizations.
Clutter allocation optimizations.
Improved GPU crash reporting, with precise buffer stages specified for buffer operations.
Improved package download reliability.
Friends list improvements.
Primitive tool UX pass.
Show localized strings when using `[Title]` or `[Category]` attributes in the editor.
Editor reopens in ortho view if it was last closed in ortho.
Refactored the viewport orientation gizmo to render in-scene.
Mesh editor: bevel & edge-cut tools now support undo; ctrl/shift selection fixed.
NS2 model loader updated to support animations.
Resolve modeldoc material slots by their name.
Specular is now always enabled in the complex shader.
Tints now work on Hammer aggregates.
Updated the Citizen skin clothing preview material.
Reward drop tweaks.
Include library and transient assets in editor file networking.
Terrain editor quality-of-life improvements. Thank you @PolEpie
Improved `TcpChannel` to stop stuttering caused by non-async reading. Thank you @deadmonstor
`Http.RequestStreamAsync` now streams the response instead of buffering it. Thank you @Gamah
Font loading logs an error and falls back to the system font instead of hard-failing. Thank you @Mykol-Word
Changed a fallback message from an error to a warning. Thank you @Mykol-Word
Clear the resource loader to ensure a clean state. Thank you @deadmonstor
Fix A2C artifacts on hair and when MSAA is off.
Movie Maker: `Enabled` property playback fixes.
Fix blurred textures when using upscalers.
Remove the flashing red background in the pause menu while the thumbnail loads.
Fix Hammer `light_environment` SkyColor not applying to the DirectionalLight.
Fix Hammer `physic_entity` prop not applying its MaterialGroup at runtime.
Fix default baked Hammer lights casting dynamic shadows.
Kill the orientation gizmo when entering play or repossessing.
Fix nav agent avoiding the goal when it is next to a wall.
Guard Aspect against NaN and build `CameraComponent` FoV from the camera rect instead of the screen's.
Remove receiver plane depth bias to fix shadow-acne quad divergence.
Fix shadow-mask textures having a 1-frame creation delay.
Fix ragdoll bounds being wrong.
Read loop point from the WAV cue chunk, and fix load options not defaulting so every sound looped.
Don't cache `overridesDrawGizmos` on component instances.
Fix mixer processors not applying to child mixers.
Fix mesh component vanishing after editing a mesh in a prefab.
Height coverage clipping fix.
Fix `[SHADERGRAPH]` UV on the triplanar node.
Fix `SliderControl` ignoring `ShowValueTooltip`.
Physics debug draw now requires cheats or the editor.
Fix multi-scene hotkeys.
Fix heightfield contact material hole check.
Fix gizmo lines exploding on very long surfaces.
Quad slice falls back to the four sharpest corners.
Draw bad-face outlines in mapping mode.
Fix stack overflow computing submerged volume for many-sided hull faces.
Applying material to faces now recomputes texture coordinates so they aren't stale.
Fix nudging not correctly updating the texture.
Fix terrain material update using the wrong stride.
Make the asset transient string ring per-thread to fix garbage paths.
Mesh component blob fixes.
Fix nested compiler search paths.
Fix an appendstructurebuffer Slang regression.
Fix editor validation errors/warnings.
Fix missing barrier for UAV clear.
Forget scene-tree expansion state for scenes that have closed.
Stop the GPU resource viewer keeping the textures it lists alive.
Expire `NativeResourceCache` entries ourselves instead of via `MemoryCache`.
`vfx`: stop serialising uninitialised memory into compiled shaders (made them non-deterministic).
Fix sync vars getting stuck due to dropped/delayed ACKs. Thank you @deadmonstor
Mark create messages as sent for every object in a join snapshot, including ancestors. Thank you @deadmonstor
Fix `NullReferenceException` in `WaterVolume.OnFixedUpdate`. Thank you @Nolankicks
Fix off-by-one in the `Texture.GetPixels` destination array bounds check. Thank you @Relicjamin-jv
`BaseFileSystem.FileExists` returns false instead of throwing on a null/empty path. Thank you @boxrocket6803
Fix `Steam.SteamId` for dedicated servers. Thank you @766974616c79
Removed the DXC dependency and dead D3D11 backends from `vfx_vulkan` (Slang migration)
Removed legacy Vulkan code paths superseded by mandatory dynamic rendering
Removed the C++ ATL dependency
i hate titanovsky
Could you explain why?
I personally enjoying it, if someone doesn't like it, them could just do not enable it.
Or am I missing something and the reason is the hard technical implementation?
I have a 5070.