August Update
0.5.0
1 July 2025
🎁 Added
  • MovieMaker
  • Serverside Code
  • Wizard Outfit
  • Mounts API
  • Water Shader
  • LineRenderer: PBR Material support
  • LineRenderer: Face Mode Cylinder
  • SamplerStates API
  • Renderer.Attributes - set attributes are now deferred when the renderer is disabled and will persist when re-enabled
  • ModelPhysics GameObjects
  • Ragdoll Networking
  • Network Graph Overlay
  • Rigidbody networking kinematic proxy
  • GameObject.Network.RootGameObject
  • NetworkTable<T> and NetworkTransforms
  • NetworkSpawn accepts options to specifcy NetworkOrphaned and OwnerTransfer settings
  • Component.DontExecuteOnServer
  • Game.ChangeScene
  • Sequence Animation Events
  • SprintJoint.RestLength
  • DebugOverlay.Trace
  • TextRenderer.VerticalAlignment - the vertical alignment of the rendered text.
  • ImageFileGenerator.Cropping (useful for importing spritesheets or images with whitespace)
  • Perlin and Simplex noise types to RandomTextureGenerator
  • Offset, Scale and Octaves properties to RandomTextureGenerator (only for Perlin and Simplex noise types)
  • Bitmap.Tint and ImageFileGenerator.Tint
  • Bitmap.SetPixels(Color[])
  • [Step] attribute, allows you to specify step amount of a value in an inspector without specifying the range
  • [Range] (and [Step]) attribute support to types Angles, Rotation, Margin, BBox, and Sphere
  • Editor viewport now has a context menu
  • Projects can now be editor only
  • Application.RenderSettings for standalone
  • ITintable to ParticleEffect
  • Audio: Support FLAC 24 bit
  • Hotspot Editor - Position and Size properties are now shown when any Rectangle(s) are selected
  • Hotspot Editor - Added "Grid Size" option for entering exact values that are not a power of 2
  • Hotspot Editor - Added "Normalized Values" option, which shows Min and Max properties in place of Position and Size
  • ConVar properties now support decimal type
  • New surface types: plaster, plastic, cardboard, ceramic, fabric
  • Whitelist: ITuple
  • SerializedProperty: Added OnPreChange, OnChanged, OnStartEdit, OnFinishEdit events
  • Validate Attribute for Properties
🧼 Improved
  • Editor Apperance
  • More Vulkan Validation Fixes
  • Materials made with shaders created with ShaderGraph will automatically populate any textures used in samplers instead of the color white.
  • Made SceneViewportWidget editor shortcuts consistent with one-another so they need viewport focus.
  • Pressing a ViewportTools-related editor shortcut will update the related button visually without having to hover/click it.
  • Added missing XML summaries to TextRenderer.
  • Added missing XML summaries to ImageFileGenerator and re-categorized properties
  • Removed "Null or empty audio data" warning.
  • Physics: Box3D now uses the thread pool improving
  • Stepped increments with new [Step] attribute (or previous [Range] attribute uses) now work without the need for a slider
  • Inspector handles inspecting [ null ] better instead of erroring
  • Allow suppressing SB3000 with [SkipHotload], add a CodeFixProvider
  • Networking: Optimize prefab instance NetworkSpawn
  • Networking: Break prefabs before network spawning
  • Networking: Unify GameObject refresh logic
  • Networking: Fonts load over local instances
  • Networking: Deterministic map ids
  • Dedicated Server: Cvar fixes, cheats
  • Dedicated Server: clear command
  • Scene.Source is no longer set when loading an additive scene
  • Vignette renders before bloom
  • Derived GameResources are pickable
  • Removed SceneTree splitter and hotload event
  • FileSystem.Data is no longer resets with every game version
  • Ambient occlusion has more sane defaults
  • AssetPreview uses proper Scenes now
  • AssetPreview on small objects
  • Reduce allocations in Json.Diff
  • Misc Asset Browser fixes:
  • Only do FolderContextMenu for disk locations. Prevents trying to pin paths that aren't real etc.
  • Wait for the browser to populate after navigation before trying to highlight an asset.
  • When renaming non-assets, only auto-select the region up to the last '.' so you can just start typing without accidentally changing the extension, but still change it if needed. (Like windows does)
  • Editor shortcut consistency
  • ImageFile TextureGenerator Improvements
  • RandomTextureGenerator Optimizations
  • Texture.Load() no longer requires BaseFileSystem to load files
  • Texture.LoadAvatar() now takes an optional argument for the avatar size
  • Hotspot Editor - Can now hold CTRL or SHIFT to multi-select rectangles and edit multiple at once
  • Hotspot Editor - Editor now remembers the Grid Size and Reference Material for each .rect asset
  • Hotspot Editor - Can right click on a rectangle to quickly delete them
  • Hotspot Editor - Can now click-and-drag to move or resize rectangles
  • Vector2.Up is now ( 0, -1 )
  • Vector2.Down is now ( 0, 1 )
  • Vector2.Left is now ( -1, 0 )
  • Vector2.Right is now ( 1, 0 )
  • Vector2 now implements IInterpolator
  • Added Vector2.IsNan, Vector2.IsInfinity, Vector2.IsNearlyZero, Vector2.SmoothDamp, Vector2.SpringDamp, Vector2.ClampLength, Vector2.AddClamped, Vector2.Reflect, Vector2.Approach, Vector2.SubtractDirection, Vector2.Angle and Vector2.GetAngle
  • Vector2 and Vector4 now have an index accessor
  • Matrix.Transform now accepts Vector2 and Vector4
  • Many APIs now take Vector2 instead of Vector3 where it makes sense
  • Vector3.IsNearZeroLength actually checks if the length is near zero instead of checking if each axis near zero (which is how Vector2 and Vector4 work)
  • Added == and != operators to Vector4 along with Vector4.Equals and Vector4.GetHashCode
  • Added Vector4.WithX, Vector4.WithY, Vector4.WithZ, Vector4.WithW, Vector4.SnapToGrid, Vector4.Clamp, Vector4.Min, Vector4.Max and Vector4.Lerp
  • Added implicit operators for int -> Vector2Int and int -> Vector3Int
  • Added explicit operators for Vector2 -> Vector2Int and Vector3 -> Vector3Int
  • Make use of MethodImplOptions.AggressiveInlining across all Vector structs
🪛 Fixed
  • Standalone: Now launches exported games fully
  • VR: Scaling fixed
  • VR: Main menu inputs work again
  • In-game debug wireframe rendering
  • Interpolation seams in lightmaps
  • LineRenderer not receiving baked lighting
  • TextRenderers now update immediately upon making a change in the editor instead of having to disable and re-enable component.
  • Panel.MousePosition for world panels
  • Can no longer delete the scene root
  • Decals: DecalDefinition.Tint is now used
  • Decals: Preview updates when properties change
  • Decals: Fix texture streaming requesting only lowest mips
  • Terrain: Only create terrain when active
  • Terrain: Fixed terrain "Fucked" error causing storage resource not to link to component
  • Update parent panel
  • Fix reparenting and cloning parts of prefab instances
  • Fix text area control multi edit
  • Fix Map Load Warning Spam + Unnecessary Creation of GameObjects
  • Folder Metadata now loads properly
  • Fix editor only prefab instances not getting destroyed on load
  • Physics aggregate surfaces
  • Fixed regression when calling NetworkRefresh on a GameObject hierarchy that contains child networked objects.
  • Fixed several asset load problems when running a dedicated server with a local project.
  • Server local project asset fixes
  • Input.Keyboard erroring on dedicated server
  • PostProcess running on dedicated server
  • Networking: unidentified RPCs no longer crash the dedicated server
  • Bytepack TypePacker respect [JsonIgnore]
  • NavMeshLink Start/End Local <-> World space transformation
  • NavMeshLinks sometimes lingering wen moving from one tile to another
  • Player controller reground
  • DragData.OfType includes value types when T is object
  • Incorrect nav areas offset when BoxCollider.Center is set
  • Plane.Trace returning hits behind ray
  • Fixed support for .flac sound files
  • ShaderGraph now tells you when you are using invalid parameter names to prevent conflicts
  • Margin struct now serializes/deserializes properly
  • Hotspot Editor no longer resets the Grid Size and Material Reference upon hotload
  • Blendable material preview
  • 3D Skybox applies proper rotation from the Hammer sky entity
  • SerializedDictionary: set parent, formatting fixes
  • Fix inspector widgets duplicating after editing a property
  • Fix mono mixing
  • Fix ModelPhysics not using mass and mass center overrides
  • Fix PolygonMesh not clearing out unused materials
  • Mouse4/Mouse5 glyphs
🚯 Removed
  • RangeAttribute.Step obsoleted - Use [Step] attribute now
  • Citizen gibs - Now available on the workshop
  • Core cleanup
  • Shader cull: black_only, combine_colorcorrection_lut, cables, cs_mipgen, decal, downsample, general_filter, hair, projected_decals, projected_sheet_decal, sampletexture_bicubic, screen_texture_with_depth, tools_encode_environment_map, tools_modelviewer_wireframe, visualize_depth, visualize_physics
  • Various HL:Alyx particle textures
  • Unused thirdparty libs
July Update
0.4.0
1 July 2025
🎁 Added
  • Box3D Physics
  • Editor: Added new startup errors dialog for resolving code errors
  • Editor: Component Selector now supports nested sub-categories separated by "/"
  • Editor: Added Flat View option to Component Selector
  • Editor: Missing Undo Steps to ControlSheet and certain ControlWidgets
  • Curve Editor: Added "Move Range When Panning" button, which moves the entire curve when panning or zooming
  • Curve Editor: Added "Retain Values When Changing Min/Max" button, which doesn't resize the curve's values when resizing ranges
  • Curve Editor: Added "Fit to Screen" button, which fits the viewport to the curve's current range
  • Curve Editor: Added [TimeRange] and [ValueRange] attributes to specify default range min/max and whether or not it's clamped
  • ShaderGraph: Added Scene Color node (with UV address modes)
  • ShaderGraph: Is Front Face node
  • ShaderGraph: Normal Blend node
  • ShaderGraph: Reflection node
  • ShaderGraph: Tangent View Vector node
  • ShaderGraph: Added GraphCompiler.RegisterGlobal
  • Shaders: Automatically append mode combo to mode if no arguments are set
  • Decals: Gizmos for the size
  • Decals: Color Mix option for normal/rmo only decals
  • Decals: Parallax Occlusion
  • Decals: Color Tint is HDR enabling blooming effects
  • Decals: Added decal resources
  • Decals: Added transient properties
  • New default surfaces
  • Networking: Ability to specify port to use when hosting a dedicated server - defaulting to 27015
  • Added AgX Tonemapper
  • Enabled sc_visualize_batches publicly
  • ParticleEffect.LocalSpace - float, allows sliding between local and world space
  • ParticleEffect.InitialVelocity - velocity to start with
  • Particle.ConstantMovement - apply movement without velocity
  • Particles: ParticleModelRenderer.RotateWithGameObject
  • BeamEffect component
  • API: BaseControl.CreateFor - allows creating Panel based controls for specific property
  • API: ViewSetup
  • API: ReflectionSetup + RefractionSetup
  • API: Pixmap.UpdateFromPixels( Bitmap )
  • API: VideoWriter.AddFrame( Bitmap )
  • API: SoundHandle.Time setter
  • API: System.Random.FloatDeterministic( int seed )
  • API: Color.WithColorMultiplied( float )
  • API: [InfoBox] - allows adding inline help to inspector properties
  • API: Scene.FindAllWithTag & Scene.FindAllWithTags
  • Add FogStrength to TextRenderer
🧼 Improved
  • Hammer: Map builder produces maps with significantly less draw calls, hugely improving performance
  • Audio mixing crackling resolved by switching to a request based system
  • Curve Editor: Dragging a Curve Handle outside the bounds of the Curve will automatically update the range(s)
  • Curve Editor: Grid lines now have nice value increments and change with range instead of being static
  • Curve Editor: Can now Pan/Zoom around the Viewport with Mouse3/MWheel
  • Curve Editor: Clicking on a Curve Preset will reset the Viewport to fit the Curve
  • Curve Editor: Added X-Range Inputs so you can modify the TimeRange of the Curve
  • Curve Editor: Holding CTRL while dragging a Curve Handle will snap the Handle's position to the grid
  • Curve Editor: Now draws a light grey rectangle with a dashed line to denote the min/max ranges of the Curve
  • GameTransform.World is now cached instead of recalculating every access
  • ShaderGraph: Can no longer delete Result nodes (the final output nodes)
  • Editor: Simplified the Filter Menu in the Component Selector
  • Editor: Component selector improvements
  • Networking: Stop breaking prefabs during NetworkSpawn
  • API: Re-categorize PlayerController.RotateWithGround and remove PlayerController.GroundYaw
  • Bloom (quarter depth, fix rendering behind walls)
  • Display default property values in editor inspector tooltips
  • Clamp alpha on ParticleSpriteRenderer, fixes negative alpha rendering black
  • RenderTarget.GetTemporary thread safety
  • CommandList state is scoped allowing recursive command lists
  • Nav Agent path invalidation behaviour
  • Highlights: More accurate depth testing on outlines
  • Highlights: Can target other renderers explicitly
  • Don't render ScreenPanel if it's excluded by a camera's RenderExclude tags
  • GameOverlay layer is split into opaque/transparent
  • Material Overrides
  • Curves use Binary Search for better performance
  • Bail out of SoundHandle.Stop if already finished or fading out
  • Prefab instance context menu: edit shortcut, tidy
🪛 Fixed
  • Startup crash on GTX 900 series cards
  • Tooltips were recreating every frame
  • Hotload errors when encountering anonymous types
  • VideoPlayer: Unable to play VP8 (webm) videos
  • Native editor tools (Hammer, ModelDoc) stylings
  • Launcher showing added projects as launching when they weren't
  • Curve Editor: Fixed grid numbers disappearing when increasing the range
  • Curve Editor: Popup no longer opens between two monitors when opened near the edge of the screen
  • ShaderGraph: "Render Backfaces" setting getting reset on recompiles
  • ShaderGraph: shaders not rendering backfaces in Material Editor
  • Fix [CallerLineNumber] not being properly whitelisted
  • RenderTarget.GetTemporary: Don't try to UAV bind or create mips for depth formats
  • Decals: Poor culling at edges for rotated decals
  • Decals: Normal maps not decoding or transforming to world space correctly
  • Decals: Not inheriting their GameObject tags
  • Decals: Fix Decals in Valve's Shading Model
  • Game Tick/Update running for one frame after ending the game
  • [ColorUsage] HasAlpha issues
  • Tint, Tags, Shadow Flags, and Source not getting reset on MeshComponent when disabling "Hide In Game"
  • Standalone exports showing black screen
  • Editor: Enum selectors showing a horizontal scrollbar instead of wrapping
  • Editor: Cloud code assets failing to resolve on project initial launch
  • Editor: Disabled text theme color
  • VR: Duplicate floor in main menu
  • Undefined nav agent behaviour if nav link traversal is not implemented
  • Navmesh links worldstart/end position not taking rotation into accont
  • WebM video playback for UI and VideoPlayer
  • Fixed nested prefab issues related to undo/redi
  • Fixed GameObject Transform not transfering to Prefab when Converting a GameObject to a prefab
  • Fixed an issue when converting a GameObject (that is part of a prefab instance) to a prefab.
  • Fixed prefab changes not propagating correctly to all their dependencies and open editors
  • Fixed unlinking a nested prefab not correctly propagating to instances in open editor scenes
  • Fixed GameObject to prefab conversion for sub hierarchies that contain nested prefabs
  • Fixed reparenting parts of a prefab instance to another GameObject
  • Fixed cloning parts of a prefab instance
  • Fixed Gameobject ordering not updating when reverting instance to prefab state and applying instance state to prefabs
  • Fixed Component order not being restored in some cases after undo/redo
  • Fixed NavMeshLink.OnLinkExited not getting called if the link is completed on the frame the agent enters
  • Fix drag/drop material preview not resetting in some cases
  • Hotload: Fix NRE in DelegateUpgrader
  • Hotload: Don't let DefaultUpgrader process delegates
  • Fixed connection crash when trying to join via new instance to editor lobby with no game running
  • Fixes [Property] properties from a Component's base class not being serialized when sent to other clients
  • Fix network owner being unset in OnAwake when doing NetworkSpawn
  • Fixed css gap property creating ugly uneven gaps
  • Fixed white viewport when opening the editor
  • Fixed terrain still being enabled on disabled GameObjects
  • Fixed ListViews holding onto stale items
  • Ensure ReflectionQueryCache.ClearTypeCache is called on hotload for game instance
  • Fix faulty logic for in-place static field hotload upgrading
  • Input Editor Fixes
  • Inspector history/locking fixes
  • Fix DressPrefabScene
  • DebugTextSceneObject uses Graphics.DrawText in worldspace
  • Fix HashSetEx Remove() being O(N)
  • Shaders: Depth-Aware Mask Fix - Fixes objects in front of glass looking aliased
  • Renderer: Multiple Vulkan Validation Fixes
  • Renderer: Fix native legacy 2D debug overlays not rendering
  • Renderer: Fix prefab thumbnails rendering with black background due to opaque bloom
  • Renderer: Fix Alpha Test not clipping on non-MSAA
  • Renderer: Fix MSAA alpha-to-coverage on depth prepass
🚯 Removed
  • Obsoleted CameraComponent.AddHookBeforeOverlay - Use CommandLists instead
  • Obsoleted CameraComponent.AddHookAfterTransparent - Use CommandLists instead
  • Spritecard shader - Was only used by legacy particles
  • Sandbox.Game.dll - Merged everything into Sandbox.Engine.dll
  • Panel.Bind
  • Projected Decals
June Update
0.3.0
1 June 2025
🎁 Added
  • ::before and ::after to UI
  • New Prefab Instance System
  • Screen Space Reflections component
  • Dresser component - makes dressing avatars easier
  • Scene.FindInPhysics( Frustum )
  • Scene.Get<T>()
  • SequenceAccessor.Blending
  • ITagSet.GetDefaults
  • ParticleEffect.RealTime
  • Panel.SetRect
  • Plane.ReflectPoint
  • Plane.ReflectDirection
  • CameraComponent.BBoxToScreenPixels
  • Bitmap.Size
  • DebugOverlaySystem.Texture (draw texture on the screen)
  • Transform.Mirror
  • Application.OnWidgetClicked
  • Graphics.CameraTransform
  • Graphics.CameraRotation
  • Graphics.FieldOfView
  • Renderer CommandList wrappers
  • Renderer.ExecuteBefore (command list, executes before rendering object)
  • Renderer.ExecuteAfter (command list, executes after rendering object)
  • CommandList.DrawReflection
  • CommandList.DrawRefraction
  • CommandList.DrawRenderer
  • CommandList.DrawView
  • CommandList.Attributes.Set( bool )
  • CommandList.Attributes.SetCombo( bool )
  • CommandList.GlobalAttributes
  • Texture.Clear( Color )
  • TextureBuilder.WithInitialColor( Color )
  • Vector3.Dot( a, b )
  • [FilePath] attribute for string properties
  • accessors and constructor to Matrix class
  • Matrix.CreateObliqueProjection
  • Input.Suppressed
  • Gizmo.Draw.Sprite angle parameter added
🧼 Improved
  • Editor theme improved - new font, color scheme and many tweaks
  • Shader memory layout changed to drastically reduce stuttering
  • Time classes internally use doubles for improved precision
  • Video Recording has been greatly improved for stability and speed
  • Human female🙍‍♀️ models look a lot more female
  • GPU -> CPU readbacks use cached memory improving speed
  • VR gets it's projection matrix from the headset directly
  • Updated Roslyn - your games will generate more optimized code now
  • GameObjectReference serialization for prefab properties
  • Create GameResource Save button when using a customer inspector
  • Improved aspect ratio in asset browser thumbnails
  • Select prefab/network root when selecting object in viewport
  • Prefab instance UX improvements
  • Rebuild model hitboxes on renderer model change
  • Optimized NetworkTable causing excessive delta snapshot GC
  • Cameras rendering to textures use a HDR texture and matching MSAA
  • Make sure Screen.Size is correct on scene startup
  • Component Eye Dropper can be used directly on Components in the inspector
  • GameObject Eye Dropper can be used on Prefabs in the Asset Browser
  • GameObject & Component Eye Droppers can be used on other GameObject/Component properties
  • Load system scenes on any non-additive scene load
  • Creating a new project or opening a Sample Project will now correctly show the "LAUNCHING" text
  • Sample Projects no longer create duplicate entries in the Launcher when opened manually
  • NetworkFiles includes stuff on resource paths
  • Mixer Handles now support multi-edit
  • Can now unlink multiple prefabs at once with multi-select
  • Can apply/revert prefab instance changes with multi-select
  • Unsaved changes dialog prompt for resources
  • Update Skin shader with tint and age sliders
  • Steam Audio update (4.5.2 -> 4.6.1) and static linked
  • RenderTextures are cleared to magenta by default (to spot errors more easily)
  • Updated to SDL3 and gamecontrollerdb.txt
  • UI textures are mipbiased to avoid being blurry
  • Allow modifying the transform of the prefab root
  • Project settings UX improvements
  • Whitelist JsonStringEnumMemberNameAttribute
  • CameraComponent.RenderToTexture takes a ViewSetup allowing overrides
  • Yoga config uses UseWebDefaults
  • HudPainter.DrawLine uses SDF shape for much smoother lines
  • Exposed and documented ImageFormat
  • Whitelisted many requested types including BigInteger, Complex, Task.Is*, ReadFromJsonAsync and more..
  • GameOverlays use a viewport z-slice instead of an additional depth buffer
🪛 Fixed
  • Intel Integrated Graphics no longer crash on startup, device limitations are checked on startup now
  • SpriteRenderer crashing trying to render on dedicated servers
  • UI no longer renders over the Scene tab in the editor while in play mode
  • Various security exploits reported on HackerOne
  • MusicPlayer crashes
  • Razor elements now play :outro properly
  • WantsFrameBufferCopy doing nothing outside of regular models
  • Navmesh links triggering when not active
  • SceneCamera.GetFrustum returning nonsense on ortho cameras
  • Scene not being pushed before several prefab related editor actions
  • Scratch depth buffer not matching scratch color dimensions
  • UI corners being misaligned
  • UI sometimes getting 1 pixel gaps between panels
  • SetMaterialOverride( null ) not clearing any overrides
  • Prefab Root context menu giving options that resulted in error
  • TreeView not completing a SHIFT+CLICK action when the first item was selected outside of the tree
  • Locate Prefab option now always appearing when you'd expect it to
  • Depth-aware mask NaNs
  • Label scissoring with WorldPanels
  • Model renderer local bounds being wrong
  • Fix rotated off-center box trace
  • Null GameResource icons preventing editor start-up
  • Blending mode on translucent objects, default alpha blending mode additive
  • Missing project settings button on asset projects
  • Input binds not saving
  • Dedicated server crashes when trying to use lobby methods
  • Error when in Eye Dropper tool of a list entry and the entry in the list is removed
  • Fixes a discrepancy between the hashed identity of TypeLibrary methods and MethodIdentity in WrappedMethod from CodeGen when the method is on a class contained within another class
  • BytePack struct serialization
  • TypeLibrary is disabled during cctors / package load
  • Context menu on normal files in the Asset Browser
  • Error when multi-selecting an asset and a normal file in the Asset Browser
  • Flickering when dragging material on to scene mesh
  • Tooltips linger when mousing out of a tooltipped pannel
  • Depth Linearization in Oblique Matrices
  • Crash in CSceneAnimatableObject::MergeFrom
  • [Button] not showing if not returning void
  • Fixed menu addon not loading in editor (due to whitelist)
  • ISceneStage spans the wraps the entire scene update, not just OnUpdate
  • Prevent EditorUtility.RenameDirectory making a directory a subdirectory of itself
🚯 Removed
  • Legacy particle system - legacy particles will no longer render
  • Prefab variables
  • Deleted many unused DLLs reducing the game size
  • Removed unstable GPU shadow culling
  • NativeRenderingWidget now doesn't render without a scene
  • Graphics.RenderToTexture (use CameraComponent.RenderToTexture)
May Update
0.2.0
1 May 2025
🎁 Added
  • Added Keyboard Api
  • Added follower Prefab option to ParticleEffect
  • Added create prefab on collision option to ParticleEffect
  • Added TemporaryEffect component
  • Added SequenceAccessor.Looping
  • Added Mouse.Visibility
  • Added Decal Sheet Sequence
  • Added Compute dispatch indirect
  • Added EditorEvent.ISceneView.DrawGizmos
  • CommandList: Added Draw, DrawIndexed, DrawInstancedIndirect, DrawIndexedInstancedIndirect
  • CommandList: Added DispatchComputeIndirect & ResourceBarrierTransition
  • CommandList: Added GrabDepthTexture & Clear
  • ShaderGraph: Preview Post-Processing & Lighting Settings
  • ShaderGraph: Added GraphCompiler.RegisterInclude for Custom C# Nodes
  • Editor: Added Copy/Paste/Reset options to Group Headers and add Reset option to Feature Tab
  • Sound Event Default Mixer
🧼 Improved
  • Project settings are now shown in inspector
  • Cloud assets are read-only and can not be recompiled
  • WorldPanel sounds now play from the correct position and mixer
  • Servers now show across versions if the versions are compatible
  • Improved hotload speed
  • Asset Browser now listens for external file changes and refreshes automatically
  • Sprite and Line shaders use compute shaders instead of geometry shaders
  • Cubemaps now render directly to cubemap instead of copying to each face
  • Depth-Aware Mask For Framebuffer Copy
  • ShaderGraph cleanup, usability, and fixes
  • Re-Ordering a ListControlWidget no longer displays all values as the previously dragged value
  • Decal prefabs are staged when previewed
  • Panel.PlaySound and sound-in/sound-out now plays sounds in 3D if in WorldPanel
  • Most weapon animgraph 'components' have been turned into reusable subgraphs
  • CSS @keyframes not order properly
  • Sequence and direct playback accessors list sequences instead of animations
🪛 Fixed
  • Networking: Fixed outdated snapshot when downloading maps
  • Terrain: Fixed errors on dedicated servers
  • Terrain: Splatmap now default fills the first channel fixing blending
  • ShaderGraph: Fixed "Render Backfaces" option
  • ShaderGraph: Fixed "Open Generated Shader" button icon not displaying
  • ShaderGraph: Fixed named connections getting severed upon re-opening graph when name includes space
  • ShaderGraph: Fixed properties not clearing when you cut/delete nodes
  • ShaderGraph: Fixed DefaultOpacity on ShaderGraph Result Node (in Unlit/Post-Processing Shaders)
  • Material.IsTranslucent properly checks for "translucent" now
  • Fixed Generating envmaps infinitely when an envmap probe was disabled
  • Fixed MusicPlayer crashes
  • Fixed compute skinning for morphs with no skeleton
  • Fixed Component.OnAwake not getting called on disabled components during deserialization
  • Fixed case where resource compiler can fail with embedded resources
  • Fixed DisplayInfo.ForEnumValues name conflicts
  • Fixed Inspector Multi-Edit not resetting when leaving selection
  • Fixed EditorToolManager.SetSubTool not always working
  • Fixed RotationEditorTool handle position not always updating
  • Fixed very poor EventSystem performance
  • Fixed some FBXs crashing
  • Fixed navmesh division by zero on dual core PCs
  • Fixed skybox env probe updating when not active
🚯 Removed