A small developer focused patch with some editor & movie maker QOL.
HTTP/2 support to Sandbox.Http.RequestX.
Can create a single model from a selection of multiple mesh files.
Movie Maker command for creating sequences from selected tracks.
More diagnostics to overlay_fps, including: main-loop and rendered frame rates, % of frames not rendered, and more.
overlay_fps 2, with a frame-time shuttle intended for analysing slow-motion recordings.
Circle-of-confusion debug view for Depth of Field.
Ground tracing to the position editor tool.
Scoped file-watcher suppression system for operations which modify several related files.
New C# native project and solution generator, replacing VPC.
Safety checks preventing render targets from being created with zero mip levels.
Explicit Vulkan synchronization between texture clears and subsequent GPU work.
Terrain rendering with multiple cameras.
Terrain meshlets are now culled independently for every rendered camera view.
Terrain culling now uses the latest camera frustum, removing a one-frame delay.
Terrain culling now supports both perspective and orthographic views correctly.
Shadow passes continue to draw the complete terrain clipmap so off-screen terrain can cast shadows.
Depth of Field rendering for both near and far blur, front-blur compositing and coverage.
Handling of empty and undispatched Depth of Field tiles.
Depth of Field rendering order around transparent objects.
Depth of Field support for first-person viewmodels by remapping their depth range.
Depth of Field reliability on AMD GPUs with explicit resource barriers.
Upgraded FSR from 3.0.3 to 3.1.4.
Vulkan support with Vulkan 1.3 cleanup.
Frame-time diagnostics while keeping overlay sampling and drawing allocation-free.
Movie Maker undo behavior.
Hidden-geometry editing so edges and vertices belonging exclusively to hidden faces are also hidden.
The orientation gizmo so it no longer blocks looking around.
MeshComponent handling of ExcludeGameLayer when rendering shadows-only meshes.
Temporary-effect processing by avoiding temporary list allocations.
Cloud asset installation so packages are only processed after all their files have downloaded.
Asset compilation by avoiding recompile requests for assets which cannot be recompiled.
Terrain disappearing or being incorrectly culled in secondary camera views.
Terrain culling using stale camera information.
Incorrect world-space frustum planes when reading the current native render view.
Black lines around Depth of Field.
Colour bleeding around blurred areas.
Square artifacts in near Depth of Field.
Stale pixels from unused Depth of Field tiles being sampled during compositing.
Custom transparent objects being clipped or rendered in the wrong order by Depth of Field.
Viewmodels using a different depth range from the world during Depth of Field processing.
Depth of Field corruption on AMD GPUs.
Vulkan texture clears racing with later GPU work.
Texture samplers becoming stuck at mip level zero.
Slang renaming or corrupting real shader resources with an _0 suffix.
Temporary render targets calculating an incorrect maximum mip count.
Engine accepting render targets with zero mip levels.
Engine reading the wrong MSAA configuration.
Bark materials allowing meshes from separate props to be combined incorrectly.
Streamer Mode popup behavior.
Avatars displayed while Streamer Mode is active.
Deleted VPC
Deleted checked-in third-party binaries and source trees which are now downloaded during setup
Deleted Fossilize and its bundled dependencies.
Deleted the obsolete fur ShaderGraph asset.
Reverted Steam controller glyph support as part of moving back from development SDL 3.5 builds to stable SDL 3.4.14.
i love rod and grafis and archivist
i hate titanovsky
Some of the most boring work is the best because these issues were plaguing cloud loading and were causing a lot of material problems for loading cloud scenemaps.
Now we just need the bugs fixed for shiny Materials and weird lighting shader quirks and we are sitting better than yesterday.
Movie makers have an extensive use for scripted events in games. They are one of the many tools FP is working on to make sure we get quality games. Game developers need to provide updates for their players, its FPs job to do actual updates for them not the players themselves.
There are many problems still, but staying optimistic and working with them while they develop games is the exciting part of it lmao. Constructive Criticism goes quite a ways. 👍
2. sandbox is still barebones, no one is playing that and it didn’t receive any major updates since launch if not mistaken.
3. making the platform easier to understand? Wdym? They keep breaking stuff with newer updates regularly instead of fixing stuff. Still can’t even settle one clear ui.
4. Did you use movie maker at least once? Have you created at least one clip or sth? I don’t think so. Be honest, I’m curious.
im not sure if you saw how the sbox ui was when it first launched but it was dreadful... are you telling me its not any better?... because its many many many times better then it was when it launched.... how do you expect them to do this? just instantly come up with the best ui possible first try that they will use for the rest of the time the platform is up for?... cmon now... obviously they are going to have to do more than one iteration to get it the way they want it.
i used movie maker to make "ghosts" for your personal best time in my platformer that you race against when playing, if it wasnt for movie maker that wouldve been a complete PAIN to get done, with movie maker i can record a run, and then if its a personal best time at the end of the run, it uses that recorded run as the "ghost" you race against.... just because you can't think of how a movie maker would be good to have in a working state than idk what to tell you... how do you expect devs to make good games with cut scenes and stuff if they don't have the tools to do so?
people expect it instantly be a unity/ unreal engine even though those have been cooking for how many years now to get to the state they are currently in? people are so damn impatient with stuff now adays...
Would there be any plans to bring LTC back as a shader feature, so the cost only registers in shaders that need it?