Update log
Full s&box update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Workshop
- Server
- Events
- UI and audio
- Performance
A new update has been released, you can view the full changes on our blog post.
https://sbox.game/news/update-26-02-25
Here's some highlights from the blog.
Editor Splash Screen
The editor loading splash got a new modern look, the key change is removing all the noise and showing you only what you need instead.
You can also override the image with a splash_screen.png file in your project folder.
Sandbox Mode
Lots of Sandbox mode goodies, the physgun has a gravgun mode and glows orange, tools have action hints, remove all constraints is in, dupes have a download progress, weld previews show correctly, and more.
Party Improvements
On theme for improving the platform experience, I've made some party system improvements this week.
When the party leader starts downloading a game, you'll start downloading the game too in the background.
When they've finished, you'll go with them.
I've added some toasts to make it really obvious what's going on.
Changelog
🎁 Added
Editor splash screen has a progress bar, no longer spews console, is customizable
Editor Welcome Guide
Time.NowDouble
Incremental compiles: smarter processing, syntax tree reuse
Games can have a dedicated server only launch mode
If a party leader is downloading a game, party members download it async in the menu
Mapping vertex paint selection modes
Updated Scene & Prefab Previews
Scene.BatchGroup disposable method obsoleting SceneUtility.RunInBatchGroup, also batches network spawns
Physics out of bounds event
Selectable abstract AnyOfType
Gizmo.Control.Rotate now outputs Rotation instead of Angle, added trackball and view based rotation @DrakeFruit
🧼 Improved
Mapping: Vertex paint traces only on selected surface
Mapping: Vertex paint shows verts with paint information
Mapping: Vertex paint can paint backfaces
mat_toolvis button in in-game console
mat_toolvis converted to managed from native
Minor menu style tweaks: use actual logo svg, hide LiveLobbyCard whilst loading, tweak notification badge styles
Startup background is smaller, lighter and uncompressed UI image
Several verbose logs moved to trace channel
Cleaned up main menu assets and transient files
Dedicated server no longer does unnecessary transform interpolation
rendersystemvulkan: use SDL_Vulkan_GetInstanceExtensions for surface extensions
Update Vulkan headers and volk (w/ valve mods)
rendersystemvulkan: use VK_EXT_surface_maintenance1 make swapchain recreation a bit better
SceneUtility.RenderToBitmap uses a normal scene instead of an editor scene so components execute normally
Improve allocation overlay (#4121)
Avoid StringToken boxing causing unnecessary allocations
Reduced Trace.WithCollisionRules allocations
Reduced Action allocations from Component.ExceptionWrap
Avoid per-frame KeyValuePair[] allocations when using Parallel.ForEach
Avoid allocations when creating and iterating CommandList
Remove need for second lightbinner for fog, just do it all on shader, we do classification on the shader itself, edge cases like fog disable are rare to require doing it with an entire new collection of lights
LoadAllGameResource only loads new resources
Make sure SeverPackages.InstallAll only reloads packages once
Close existing project settings window when opening new one
Use InvariantCulture in various places when parsing floats @MrSoup678
Don't show Max Player slider if Min players == Max players @nixxquality
Dynamic splash screen height to avoid stretching @boxrocket
Verify CreateGameResults cookie before usage @nixxquality
🪛 Fixed
mat_toolvis convar doing nothing
Duplicated r_3d_skybox convars
BlitMode.WithBackbuffer actually respects WithMips setting (#4096)
physicalDeviceVulkan12Features.bufferDeviceAddress only enabled if hardware supports it (#4095)
addon type not having ProjectPage
Shadergraph: Don't generate TextureAttributes for albedo if its dynamic
Native Resource networking
PostProcessSystem does not run under dedicated servers
Custom loading screen not showing when joining to an existing session (#4124)
Envmaps, particles and light cookies not being marked as used, meaning they can end up evicted out of VRAM
GameObjectSystem configuration supports collections properly
Native resource reference networking
DirectionalLight gizmo line spacing
Source
