556054660-47391bd7-acd8-4eb0-826a-cd1b3cafe852.mp417.18 MB We've added a demo recording feature this week, fully integrated with Movie Maker. You can record objects and components in your scene to a MovieClip that can be played back in-game, or imported into Movie Maker for further editing. These movies could be edited into gameplay trailers or machinima, or used within games for killcams, leaderboard replays, or tutorial demonstrations. sbox-dev_S92mXqjUel.mp45.65 MB You can use the existing Record button from within the Movie Maker editor, or type movie in the console to toggle recording. The recording API is publicly accessible, letting you configure it to suit your game.
We released our first public version of Sausage Survivors 2 this week, give it a go! Community member Eridium did a great video covering it too below, including some developer interviews.
561143332-677e5e00-c52b-42b7-90b3-1b37aaa7be07.mp423.74 MBWorks mostly like hammer, minus the subdiv stuff. Use the selection stuff from vertex painting to make it match better with vertex paint + stops displacing stuff by accident.
HLSL 2021 brings an assortment of new language features that we think will make shader authoring in HLSL more familiar and productive.
Template functions and data types
Overloadable operators for user defined data types
Bitfield members for data types
Our next big jump will be to Slang shader language, this is fully backwards compatible with HLSL with a bunch more features and support, and is what Valve are already using in Source 2 these days.
Platform security is a big priority for us which is why we have a HackerOne programme that rewards bug bounties for security exploits. Across all our games we've paid out over $600,000 to exploit hunters.
This week we fixed a couple of exploits:
RCE exploit using CompilerService.UnsafeAccessorAttribute