Update 26.03.18

Demo recording for Movie Maker 🎬, Sausage Survivors 2, more editor features and more fixes!

Demo Recordingby ziks

556054660-47391bd7-acd8-4eb0-826a-cd1b3cafe852.mp4 17.18 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.mp4 5.65 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.

https://sbox.game/dev/doc/systems/movie-maker/recording-api/

Be sure to report any bugs you find, and feel free to ping me on Discord if you have any questions!

Sausage Survivors 2by ryleigh

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.

Mapping Displacement Toolby bakscratch

561143332-677e5e00-c52b-42b7-90b3-1b37aaa7be07.mp4 23.74 MB
Works 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.

Paste At Cursorby Layla

563294747-cf6f3ffe-8361-42b9-8f91-4af5235c3ce0.mp4 7.61 MB
Pasted objects now place to where your cursor is.

You can turn this off in editor preferences if for some reason you hate this.

Number Nudgingby Layla

565051017-2f8feaeb-cf3a-4edc-8137-fdd2bb1c1e99.mp4 866.94 KB
I found myself wanting this, so I added nudge buttons to number editor widgets. You can also use the up / down arrow keys.

HLSL 2021by Sam Pavlovic

We switched to the latest HLSL 2021 standard for our shader compilation.

If your shaders no longer compile, you might've been using some legacy syntax, check out this migration guide: https://devblogs.microsoft.com/directx/hlsl-2021-migration-guide/

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.

Undo Dockby Layla

sbox-dev_BUJpgmNQOJ.mp4 3.29 MB
I spiced up the undo dock.

HackerOneby matt

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
  • Protected command bypass in `ConsoleSystem.Run`
You can find out more about our HackerOne program here https://facepunch.com/security

Crash Fixesby Lorenz

Tracking down and fixing more crashes this week
  • DDGI stale buffer crash caused by referencing deleted Vulkan buffers in render attributes
  • Defensive checks for valid poses and bones to prevent animation system crashes
  • Crash on shutdown caused by `crashhandler64.dll` — now properly calls `SteamAPI_Shutdown()`
  • Race condition crash during Steam Audio HRTF initialization
  • Persistent data loading crash when files no longer exist on disk
  • Audio thread safety issues — audio resources are no longer destroyed by the main thread while in use by the mixing thread