Changelog

Version 1.0.3 [2021-12-20]

Filmmaker v0.4.4
  • Significantly improve peformance of retargeted actors

       

      Engine
      • Significantly improved asset loading times
      • Added support for Source Engine "Eyes" shader
      • Added support for "$alpha" VMT parameter
      • Added console commands:
        • asset_multithreading_enabled
        • asset_file_cache_enabled
      • Added "-console" launch parameter arguments: "gui", "guid"
      • Added entity components:
        • game_animation_player, game_animation_recorder
        • func_portal, portal
        • liquid_surface, liquid_volume, buoyancy, surface, liquid
        • weapon_physcannon
        • wireframe_camera
      • Added maps: test_3d_skybox, test_ai_nav, test_fog, test_mirror, test_physics, test_portal
      • Added gravity gun script
      • Added support for rotating GUI elements
      • Fixed water buoyancy physics
      • Fixed fog not rendering
      • Fixed 3D skybox not rendering
      • Fixed water not rendering
      • Added Fortress Forever to default mount list
      • Fixed crash when attempting to export model asset with invalid flex rules
      • Fixed some model meshes not being rendered
      • Maps in new-game menu are now split into native maps and external maps
      Lua
      • Lua-defined component members can now be animated
      • Component member flags can now be specified as strings
      • Added Component member meta data information
      • Added function bindings:
        • asset.find
        • ents.Entity:GetUri
        • ents.EntityComponent:Log, :GetUri, :GetMemberUri
        • ents.ModelComponent:ReloadRenderBufferList, :IsDepthPrepassEnabled, :SetDepthPrepassEnabled, :IsAutoLodEnabled, :SetAutoLodEnabled
        • ents.add_component_creation_listener
        • ents.find_installed_custom_components, ents.get_registered_entity_types
        • ents.RenderComponent:IsInPvs
        • ents.TransformComponent:Teleport
        • ents.WorldComponent:RebuildRenderQueues
        • ents.ModelComponent:UpdateRenderMeshes
        • game.get_number_of_scenes_queued_for_rendering, game.get_queued_scene_render_info
        • geometry.calc_rect_circle_touching_position
        • gui.create_render_target, gui.create_color_image
        • gui.Base:CheckPosInBounds
        • gui.Element:GetRelativePos, :SetLocalAlpha, :GetLocalAlpha, :IsRemovalScheduled, :ResetRotation, :GetRotationMatrix, :SetRotation, :SetStencilEnabled, :IsStencilEnabled, :SetLocalRenderTransform, :ClearLocalRenderTransform, :DrawToTexture, :GetLocalRenderTransform
        • gui.Shape:ClearBuffer, :SetShape, :GetBuffer, :SetBuffer, :GetVertexCount
        • math.Mat4.create_reflection
        • math.Quaternion:MirrorAxis
        • math.Transform:ToPlane, math.Transform:Reflect
        • math.Vector2:GetAngle, math.Vector:Reflect
        • Model.Mesh.Sub:GetTriangle
        • panima.Animation.load
        • panima.Channel:Resize, :GetSize, :SetTime, :SetValue
        • prosper.blur_texture
        • prosper.RenderTarget:GetColorAttachmentTexture, :GetDepthStencilAttachmentTexture
        • shader.BaseTexturedLit3D:IsDepthPrepassEnabled, :SetDepthPrepassEnabled
        • table.is_empty
        • udm.is_numeric_type, is_generic_type, is_non_trivial_type, type_to_string
        • udm.Array:ToTable, udm.PropertyWrapper:ToTable
      • Added classes:
        • util.ThreadPool
        • gui.DrawToTextureInfo
      • Fixed EntityComponent:GetMemberValue, :SetMemberValue not working correctly for some member types
      • Fixed util.remove not removing all objects in table correctly in some cases
      • Fixed Lua-defined component members of type string not working correctly

       

      Version 1.0.2 [2021-09-13]

      Filmmaker v0.4.3
      • Added options for animating actor properties
      • util_export_asset command can now export retargeted models
      • Fixed depth buffer issues if camera nearZ or farZ is set to 0
      • Fixed some meshes not being rendered when rendering with Cycles/LuxCoreRender

      LuxCoreRender

      • Added volumetric lighting options
      • Added subdivision options for materials
      • Added option for enabling PhotonGI cache

       

      Engine
      • Added new animation system
        • Added animation math expression system
        • Added animation driver system
      • Added entity component member system
      • Fixed translucent objects causing depth rendering issues
      • Fixed eyes_updown / eyes_rightleft flex controllers not working correctly
      • Fixed crash instance when trying to import some Source Engine materials with invalid texture references
      • Fixed crash instance when importing some Source Engine maps
      • Fixed issue where some meshes would appear invisible if the actor has a skin > 0
      • Fixed textures with format ABGR8888 getting imported with swapped color channels

       

      Lua
      • Added new Lua API documentation
      • Added CompositeComponent:GetEntities, :GetRootGroup, :AddChildGroup, :GetChildGroups
      • Added panima library
      • Added ents.EntityComponent:GetMemberIndex, :GetMemberInfo
      • Added util.get_object_hash
      • Added ents.UniversalEntityReference, ents.UniversalComponentReference and ents.UniversalMemberReference
      • Added ents.AnimatedComponent.parse_component_channel_path, :ClearPreviousAnimation, :ReloadAnimation, :AdvanceAnimations
      • Added ents.EntityComponent:GetMemberInfos
      • Added udm.Array:GetArrayType, udm.Element:GetArrayValues, :SetArrayValues, udm.to_json
      • Added type aliases:
        • Entity components can be used in place of entity arguments on C++ function calls
        • EulerAngles and Quaternions can be used interchangeably
        • Vector types can be used interchangeably where applicable

       

      Version 1.0.1 [2021-06-22]

      Filmmaker v0.4.2
      • Improve retargeting performance
      • Fix various retargeting issues
      • General retargeting improvements
      • Update default material hair settings

       

      Engine
      • Added updated Lua documentation and ZeroBrane configuration files
      • Updated "lua_help" documentation database
      • Added "TF2" and "HL1" demo gamemodes
      • Fixed random crashes on some hardware
      • Fixed issue where game could freeze permanently during shutdown
      • Fixed Lua JIT-Compiler not being enabled
      • Fixed importing glTF models saving material files in wrong location
      • Fixed exporting maps not working in some cases when the map name has a "." in the name
      • Fixed crash on startup with certain launch parameters
      • Fixed automatic asset reloading on asset file change not working
      • Fixed issue where Steam locations wouldn't get mounted properly on new Steam installations
      • Added additional crash dump debug information
      • Transitioned AI-nav file-format to UDM system
      • Transitioned Lua documentation file-format to UDM system

       

      Lua
      • Added Skeleton:IsRootBone string parameter overload
      • Added Skeleton:GetBoneHierarchy
      • Added phys.Transform.IDENTITY, :GetAngles, :SetAngles, :GetForward, :GetRight, :GetUp, .x, .y, .z, .pitch, .yaw, .roll, phys.ScaledTransform.IDENTITY
      • Added CompositeComponent:ClearEntities
      • Add EVENT_UPDATE_BONE_POSES and EVENT_ON_BONE_POSES_FINALIZED animated component events
      • Added table.copy
      • Added engine.library_exists
      • Added ents.PlayerComponent:SetFlashlightEnabled, :ToggleFlashlight, :IsFlashlightEnabled
      • General LuaDoc improvements

       

      Version 0.9.15 [2021-05-30]

      Filmmaker v0.4.1
      • Added console commands: pfm_max_fps, pfm_asset_icon_size
      • Added bone visualization to retarget editor
      • Retarget rigs can now be auto-generated from existing rigs if a match can be found
      • Various retargeting improvements
      • Fixed "hair" settings in material editor not working
      • Fixed PFM not showing up in new game menu
      • Fixed material editor and explorer not working properly

       

      Engine
      • Added console commands: udm_validate, asset_clear_unused, asset_clear_unused_textures, asset_clear_unused_models, asset_clear_unused_materials, cache_version_target, loc_reload
      • Added launch option: -audio_api <audioApi>
      • Added game mount priority options
      • Physics engine can now be toggled between PhysX and Bullet
      • Bullet is now the default physics engine
      • Audio engine is now implemented as a module (can be changed in options)
      • Assets are now automatically cleared from memory when not in use
      • Transition particle system format to UDM
      • Fixed entities appearing invisible in some cases
      • Fixed various character animation issues
      • Fixed character eyes not working correctly if entity is scaled
      • Fixed issue where models with a "." in the name could not get imported properly
      • Fixed maps not being rendered if map was compiled without BSP
      • Fixed crash when generating reflection probes
      • Fixed crash when loading map with invalid world model
      • Fixed various crash instances
      • Fixed various shader/rendering issues

       

      Lua
      • Added debug.beep and debug.print
      • Added phys.CollisionObject:SetAlwaysAwake, :IsAlwaysAwake
      • Added math.map_value_to_fraction and math.map_value_to_range
      • Added locale.set_text
      • Added composite and animated2 entity components
      • Added util.DirectoryChangeListener class
      • Added animation.Channel, .Slice, .Animation2, .Pose, .Player classes
      • Added ents.Entity:SetUuid
      • Added ents.RenderComponent:GetRenderModeProperty
      • Added ents.EyeComponent:GetEyePose
      • Added udm.PropertyWrapper:GetChildCount, :HasValue and :ToAscii
      • Added ents.AnimatedComponent:GetLayeredAnimations, :ApplyLayeredAnimations
      • Added game.Model.Animation:GetBoneId
      • Added ents.IteratorFilterModel
      • Added asset.delete, .determine_type_from_extension, .get_legacy_extension, .get_binary_udm_extension, .get_ascii_udm_extension, .determine_format_from_data, .determine_format_from_filename, .matches, .relative_path_to_absolute_path, .absolute_path_to_relative_path, .get_udm_format_extension, .get_asset_root_directory, .exists, .find_file, .is_loaded
      • Added file.find_absolute_path
      • Added new overload for file.remove_file_extension with parameter to specify which extensions to remove
      • Added udm.AssetData:SetData
      • Added gui.find_focused_window, gui.get_primary_window, gui.find_window_under_cursor, gui.get_base_elements, gui.add_base_element
      • Added gui.Element:GetRootElement, :GetRootWindow
      • Added shader.BasePbr base class
      • Added prosper.create_window, prosper.WindowCreateInfo and prosper.Window classes
      • Fixed ents.Entity:SetEnabled Lua binding not behaving correctly in certain cases
      • Scripts loaded with lua_exec and lua_exec_cl now auto reload when changed (Unless"nocache" argument is set)
      • util.register_class now defines a default constructor and tostring method
      • util.register_class now returns class object (or nil) instead of boolean

       

      Version 0.9.14 [21-04-16]

      Filmmaker
      • Added animation and flex retargeting system
      • Transform widget can now be toggled between world/local/view space
      • Added basic posing and animating capabilities
      • Improved hair rendering quality with LuxCoreRender
      • Added hair configuration options to material editor
      • Added live raytracing preview
      Engine
      • Added "util_export_asset" option to export assets to Source Engine model/material/texture format with optional fake pbr conversion
      • Transitioned asset file formats to UDM system
      • Added console commands: "udm_convert", "save", "crash", "debug_render_memory_budget" and "debug_render_memory_stats"
      • Exporting model with glTF exporter now includes additional UV sets (such as lightmap UVs)
      • Fixed rare random deadlock issue
      • Added entity UUIDs to uniquely identify entities
      • Added additional crash dump debug information
      Lua
      • Added asset.get_supported_extensions, asset.export_texture_as_vtf, asset.TYPE_MAP
      • Added ents.GetUuid, ents.AttachableComponent:GetBone
      • Added Quaternion:Distance
      • Added class ents.IteratorFilterUuid
      • Added udm library
      • Added game.get_material
      • Added util.BSPTree.Node:GetIndex
      • Added game.Material:Reset
      • Added game.Model.Animation.Load, game.Model.FlexAnimation.Load
      • Added game.Model.Mesh.Sub:Copy
      • Added game.Model.Animation:GetBoneId
      • Added game.Model.Eyeball:GetUpperLidFlexIndices, :GetUpperLidFlexAngles, :GetLowerLidFlexIndices, :GetLowerLidFlexAngles, :GetUpperLidFlexIndex and :GetLowerLidFlexIndex
      • Added game.Model.FCOPY_BIT_FLEX_ANIMATIONS flag
      • Added ents.ModelComponent:GetBodyGroups, :SetBodyGroups
      • Added ents.AnimatedComponent:GetBaseAnimationFlags, :SetBaseAnimationFlags, :GetLayeredAnimationFlags, :SetLayeredAnimationFlags, ents.AnimatedComponent:SetAnimatedRootPoseTransformEnabled, :IsAnimatedRootPoseTransformEnabled, :AddRootPoseBone, :SetRootPoseBoneId, :GetRootPoseBoneId and ents.AnimatedComponent.FPLAYANIM_LOOP
      • Added ents.LightComponent:SetMorphTargetsInShadowsEnabled, :AreMorphTargetsInShadowsEnabled, .BakeSettings.globalLightIntensityFactor and .import_lightmap_atlas
      • Added ents.ReflectionProbeComponent:GetIBLMaterialFilePath, :CaptureIBLReflectionsFromScene and :RequiresRebuild
      • Added prosper.ImageCreateInfo:FLAG_ALLOCATE_DISCRETE_MEMORY_BIT, FLAG_DONT_ALLOCATE_MEMORY_BIT, FLAG_SRGB_BIT, FLAG_NORMAL_MAP_BIT
      • Added prosper.Image:IsSrgb, :IsNormalMap, :SetSrgb, :SetNormalMap and :Convert
      • Added prosper.Mesh:ClearBuffers
      • Added ents.LightMapComponent:SetLightmapAtlas
      • Added ents.RenderComponent:ClearBuffers
      • Removed game.Model.Eyeball:GetUpperFlexDesc, :GetLowerFlexDesc, :GetUpperTarget, :GetLowerTarget, .lowerLidFlexDesc and .upperLidFlexDesc

       

      Version 0.9.13 [2021-03-14]

      Filmmaker
      • Fully integrated LuxCoreRender
      • Added support for transparent backgrounds/skies when rendering with LuxCoreRender
      • Added new render tool commands (LuxCoreRender only):
        • preview: Creates a preview image of what's been rendered so far and opens it in the default image program
        • pause: Pauses the current render
        • resume: Resumes the current render
        • stop: Stops the render and uses what's been rendered so far to generate the final image
        • suspend: Creates a .rsm-file, which can be used to continue the render at a later date
        • export: Exports the entire scene in a LuxCoreRender format (including models and textures), which can be used to render it with the standalone LuxCoreRender program
      • Fixed issue where importing textures via drag-and-drop would not generate mipmaps
      Engine
      • Updated build instructions
      • Morph targets now affect shadows
      • Increased bone limit from 512 to 1024
      • Added console commands "strip_weapons" and "cl_render_frustum_culling_enabled"
      • Reduced number of entities with unnecessary tick/logic events to improve performance
      • Characters now blink if no eyeballs are defined in the model, but blink flex controllers exist
      • Added UDM data format for unifying asset file formats
      • Fixed issue where viewmodel entities would use incorrect field of view
      • Fixed viewmodel not appearing in some cases if viewmodel was changed after weapon was deployed
      • Changed entity component net event system so net events no longer have to be registered on the server before they are registered on the client
      • Merged cengine with client library and engine with shared
      Lua
      • Removed gamemode system and replaced it with gamemode entity components
        • Allows changing gamemodes on the fly, as well as running multiple different gamemodes at the same time
      • Added "player" and "gamemode" entity component types (and sub-directories)
      • All entity components can now have individual tick/logic events instead of relying on the logic component
      • Added udm library for loading/saving/working with udm assets
      • Added ents.ModelComponent:GetBodyGroups and :SetBodyGroups
      • Added math.Quaternion:Distance
      • Added ents.PhysicsComponent:EnableCollisions, :DisableCollisions, :SetCollisionsEnabled, :SetSimulationEnabled and :IsSimulationEnabled
      • Added ents.CharacterComponent:SetMoveController and :GetMoveController
      • Added util.DataStream:WriteVertex, :ReadVertex
      • Added Vector:GetYaw and :GetPitch
      • Added util.generate_uuid_v4
      • Added ents.register_component_net_event
      • Added ents.AttachableComponent.FATTACHMENT_MODE_FORCE_TRANSLATION_IN_PLACE, FATTACHMENT_MODE_FORCE_ROTATION_IN_PLACE and FATTACHMENT_MODE_FORCE_IN_PLACE

       

      Version 0.9.12 [2021-02-08]

      Filmmaker
      • Added support for rendering with LuxCoreRender
      • Added fur rendering options with LuxCoreRender
      Engine
      • Massive general performance improvements
      • Added automatic rendering instancing system
      • Added flex animation system
      • Added new bloom/glow implementation
      • Added lightmap baking with Cycles
      • Added console commands debug_render_octree_dynamic_find, debug_render_stats, render_vsync_enabled, render_draw_static, render_draw_dynamic, render_translucent, cl_render_shadow_lod_bias, render_queue_worker_thread_count, debug_textures, sky_override, render_queue_entities_per_worker_job, render_queue_worker_jobs_per_batch, render_instancing_threshold and render_instancing_enabled
      • Fixed issue where camera would move upwards continuously in fullscreen windowed resolution mode
      • Fixed first LOD being skipped when importing Source Engine models
      • Fixed model LODs not working
      • Fixed various crash bugs
      • Fixed bone scaling not working correctly in some cases
      Lua
      • Added ents.RenderComponent:GetLocalRenderBounds, ents.RenderComponent:GetLocalRenderSphereBounds, ents.RenderComponent:GetAbsoluteRenderBounds, ents.RenderComponent:GetAbsoluteRenderSphereBounds, ents.RenderComponent:SetLocalRenderBounds, ents.RenderComponent:ShouldCastShadows, ents.RenderComponent:ShouldDraw, ents.RenderComponent:ShouldDrawShadow, ents.RenderComponent.EVENT_ON_RENDER_MODE_CHANGED and ents.RenderComponent.EVENT_UPDATE_INSTANTIABILITY
      • Added util.DataBlock:GetVector2
      • Added game.Material.detail_blend_mode_to_enum and game.Material.DetailBlendMode enums
      • Added ents.SceneComponent:GetRenderQueue, ents.SceneComponent:BuildRenderQueue and ents.SceneComponent.CreateInfo
      • Added math.Vector:ToScreenUv
      • Added game.set_default_game_render_enabled, game.is_default_game_render_enabled, game.render_scenes, game.set_debug_render_filter and game.update_render_buffers
      • Added game.RENDER_FLAG_TRANSLUCENT_BIT
      • Added util.ImageBuffer:SwapChannels
      • Added prosper.get_api_identifier, prosper.get_api_abbreviation, prosper.wait_for_current_swapchain_command_buffer_completion, prosper.create_primary_command_buffer and prosper.create_secondary_command_buffer
      • Added prosper.CommandBuffer:Flush
      • Added game.DrawSceneInfo.FLAG_FLIP_VERTICALLY_BIT, game.DrawSceneInfo.FLAG_DISABLE_RENDER_BIT and game.DrawSceneInfo.flags
      • Added classes game.RenderQueue, game.DepthStageRenderProcessor, game.LightingStageRenderProcessor, shader.GameWorld, game.Model.FlexAnimation and game.Model.FlexAnimation.Frame
      • Added ents.ModelComponent:SetMaxDrawDistance, ents.ModelComponent:GetMaxDrawDistance and ents.ModelComponent.EVENT_ON_RENDER_MESHES_UPDATED
      • Added ents.AnimatedComponent:AreSkeletonUpdateCallbacksEnabled, ents.AnimatedComponent:SetSkeletonUpdateCallbacksEnabled, ents.AnimatedComponent.EVENT_ON_SKELETON_UPDATED, ents.AnimatedComponent.EVENT_ON_BONE_MATRICES_UPDATED and ents.AnimatedComponent.EVENT_ON_BONE_BUFFER_INITIALIZED
      • Added util.BSPTree:FindLeafNodesInAABB
      • Added ents.LightmapComponent.bake_lightmaps, ents.LightmapComponent:SetExposure, ents.LightmapComponent:GetExposure, ents.LightmapComponent:GetExposureProperty and ents.LightmapComponent.BakeSettings
      • Added ents.FlexComponent:PlayFlexAnimation, ents.FlexComponent:StopFlexAnimation, ents.FlexComponent:GetFlexAnimationCycle, ents.FlexComponent:SetFlexAnimationCycle and ents.FlexComponent:SetFlexAnimationPlaybackRate
      • Added game.Model:GetFlexAnimations, game.Model:GetFlexAnimationNames, game.Model:GetFlexAnimationCount, game.Model:AddFlexAnimation, game.Model:LookupFlexAnimation, game.Model:GetFlexAnimation, game.Model:GetFlexAnimationName, game.Model:ClearFlexAnimations, game.Model:RemoveFlexAnimation, game.Model.AddFlexControllerId, game.Model.SetFlexControllerValue, game.Model.LookupLocalFlexControllerIndex, game.Model:GetLOD and game.Model.Mesh:RemoveSubMesh
      • Added game.RasterizationRenderer:ReloadPresentationRenderTarget
      • Added file.to_relative_path
      • Added geometry.calc_point_on_triangle and geometry.calc_triangle_area
      • util.save_image now has an option for saving cubemap textures
      • Removed ents.SceneComponent:PrepareRender, ents.TransformComponent:GetPosProperty, ents.TransformComponent:GetRotationProperty, ents.TransformComponent:GetScaleProperty, game.draw_scene, ents.RenderComponent:GetRenderBounds, ents.RenderComponent:SetRenderBounds, ents.RenderComponent:GetRenderSphereBounds, ents.RenderComponent:GetRenderModeProperty, ents.RenderComponent:SetDepthBias, ents.RenderComponent:GetDepthBias, game.DrawSceneInfo.flipVertically and ents.RenderComponent.RENDERMODE_AUTO
      • Changed parameters of ents.SceneComponent:Render and ents.RenderComponent:UpdateRenderBuffers

       

      Version 0.9.11 [2020-11-11]

      Filmmaker
      • Cycles render settings are now saved with the project
      • Changed frame render order when rendering animations with external render tool for easier quality control
      • Added support for detail maps when rendering with Cycles
      • Fixed emission textures having no effect when rendering with Cycles
      • Fixed IOR value being set improperly when opening material in material editor
      • Fixed material editor not updating properly when switching to a different material
      • Fixed HDR output format not working properly when rendering with Cycles
      • Changed default gamma correction value when rendering with Cycles to 2.2 (was 2.4 before)
      Engine
      • Added support for $detail, $detailscale, $detailblendfactor, $detailblendmode and $detailtint VMT parameters
      • Added CS: GO to default game mount list
      • Fixed issue where entities with morph target animations would get visually corrupted if they were made invisible and then visible again
      • Fixed issue where ingame cursor position would mismatch actual cursor position in fullscreen windowed resolution mode
      • Fixed issue where camera would move upwards continuously in fullscreen windowed resolution mode
      Lua
      • Replaced class game.Scene with ents.SceneComponent
      • Added ents.SceneComponent.OcclusionCullingMethod enums
      • Added game.Material.DetailBlendMode enums
      • Added game.Material.detail_blend_mode_to_enum
      • Added ents.SceneComponent:SetOcclusionCullingMethod
      • Added game.Model:GetBodyGroupMesh
      • Added game.Material:SetShader
      • Added ents.Entity:GetBodyGroup and :SetBodyGroup overloads for body group IDs
      • Added ents.BaseEntityComponent:Save, ents.BaseEntityComponent:Load and ents.BaseEntityComponent:Copy
      • Added ents.Entity:RemoveFromAllScenes and ents.Entity:AddChild
      • Added debug.breakpoint (Only available if -luaext was specified in the launch options)
      • Added math.Mat4:ApplyProjectionDepthBiasOffset
      • Added ents.RenderComponent:SetReceiveShadows and ents.RenderComponent:IsReceivingShadows
      • Added ents.EyeComponent:ClearViewTarget
      • Added util.DataBlock:GetVector2
      • Renamed game.create_scene to ents.create_scene
      • util.remove now has a second argument for removing objects safely (if available)
      • toboolean and toint now accept numbers and booleans as arguments
      • Changed parameter order of ents.create_prop

       

      Version 0.9.10

      Filmmaker
      • Added Cycles option for setting the number of frames to the end of a clip or session
      • Render jobs now take up a lot less disk space for animations (static geometry is now stored shared instead of every frame)
      • Slightly improved overall rendering speed
      • Fixed rendering taking up your entire CPU resources when rendering with your GPU
      • Fixed an issue where rendering several times consecutively could slow your PC down to a crawl
      • Fixed VR renders being flipped horizontally
      • Fixed a denoising issue which caused less than optimal denoising quality
      • Fixed issue where the tiles in the final image would have mismatching sample counts and some tiles would be lower quality as a result
      • Fixed render preview not being interactable when rendering VR images
      • Fixed potential crash when doing a preview render with the Vulkan renderer being used
      Engine
      • Minor occlusion culling performance optimizations
      • Greatly improved reflection probe rendering speed
      • Fixed issue where entities would get rendered with error materials if their skin would exceed the max skin count of their model
      • Fixed bone scaling not working correctly
      • Fixed massive performance hit for light sources that cast shadows in the past, but had shadow casting disabled
      • Fixed BSP occlusion culling not working for imported Source Engine maps
      • Fixed meshes not being rendered if entity skin exceeds maximum skin count
      • Improved lightmap implementation
      • Various minor bug fixes and improvements
      • Improved loading times when starting a game
      Lua
      • Added class util.Version
      • Added exec
      • Added ents.create_prop
      • Added ents.AnimatedComponent:SetBindPose and ents.AnimatedComponent:GetBindPose
      • Added ents.LightMapComponent:UpdateLightmapUvBuffers, ents.LightMapComponent:ReloadLightmapData and ents.LightMapComponent:SetLightmapAtlas
      • Added ents.LightMapReceiverComponent:UpdateLightmapUvData
      • Added gui.Element:InjectMouseClick and gui.Element:InjectKeyPress
      • Added ents.Entity:IsDisabled and ents.Entity:IsTurnedOff
      • Added util.Path:CreateFilePath and util.Path:CreatePath
      • Added ents.MapComponent:GetMapIndex
      • Added ents.AnimatedComponent:PlayAnimation overloads for playing animations by id
      • Added util.DataBlock:ToString
      • Added game.Model.Frame:Copy, game.Model.Skeleton.Bone:IsAncestorOf and game.Model.Skeleton.Bone:IsDescendantOf
      • Added math.calc_average_rotation
      • Added file.strip_illegal_filename_characters
      • Added game.Model.Mesh:GetReferenceId
      • Added game.Model.Mesh.Sub:FlipTriangleWindingOrder, :SetVertexCount, :SetIndexCount, :AddUVSet, :GetUVSetNames, :SetVertexTangent and :HasUVSet
      • Added string.hash
      • Added new overload for game.Model.Mesh.Sub:GetUVs:SetVertexUV:GetVertexUV with UV set parameter
      • Changed argument format for util.pack_zip_archive
      • Renamed ents.AnimatedComponent:GetBindPose to ents.AnimatedComponent:GetBoneBindPose
      • util.remove now accepts a table as argument
      • file.write now automatically creates the file path if it doesn't exist
      • File write operations now accept paths that include "addons/<addonName>/" as prefix