Highlights for Version 1.0.131
Painting has been enabled for terrains! This will allow creators to paint with multiple materials on the surface of their terrain objects.
- To get started, access the Paint tab in the properties panel while the terrain is selected.
- Creating a material will pre-populate with default materials in each of the 4 channels.
- There is also a “wetness” channel to the right of the 4 material channels, which allows creators to paint on the existing materials to make them look wet.
- The Edit Materials button allows creators to make changes to which materials are in which channel. Empty slots will contain the default materials.
- Creators can specify top and side materials for each channel. So if a creator want grass on the top of a surface, but stone on the sides, that can be done in a single channel.
- Different channels will blend together if they are not at full strength. So setting channel 2 at a target value of 0.5 and painting over channel 1 will blend them 50/50.
- Many of the expected settings exist for size/strength/falloff/etc, so check the properties panel for the full list
- A Foliage system is coming soon, so a WIP tab exists for that as well.
Editor
New Features
-
There is now a Script Helper available in Core! The Script Helper lists available properties and functions of our API and is a tremendous way to get familiar with scripting in Core.The script helper is available 2 ways:
- Through top menu bar: View->Script Helper
- Right click on the internal script editor and select the option to open the Script Helper
-
Usage:
- Right clicking on an entry in the helper will have options to copy a code snippet and open online documentation.
- In the internal script editor, you can also drag and drop an entry directly into the script text, which will insert the snippet at text cursor position.
- To search for a specific class/namespace, add . in the end of its name. For example, "Weapon." will filter to show only entries within Weapon class.
-
Added new game chat mode (accessible via a
GameSettings
object):AllOnly
-
Added the Trending category to the Games tab in the application.
-
Added a right click context menu to the Event Log to open a script when clicking on warning/error messages with script names and line numbers.
-
The in-game publish dialog now has a checkbox to just update game details without having to upload the whole game. "Game details" currently includes anything except screenshots and the game itself.
-
Shift + V in the editor now shows a screen message.
-
We now support spawning new start points and changing teams at runtime.
-
The Game Publish success dialog now has a Play Now button which can launch your game.
-
The Game Publish dialog when pushing an update will only populate your last release notes.
-
You can now report offensive content in the review section of Templates in Community Content.
-
You can now click and drag the chat scrollbar.
-
Publishing games or templates will now display a progress indicator.
Changes
- You can now use the editor's file menu when the settings menu is open.
- The client should now be letterboxed when using an ultrawide monitor.
- Video settings are now displayed when opening the settings menu from the editor.
- Main window can no longer be resized smaller than 640x480.
- Clicking on the tab of an active Script Editor no longer removes focus from the script editor.
Fixes
- Interrupting an ability no longer causes the Cooldown phase to use the Execute phase's duration.
- Fixed an issue where pressing Tab would sometimes interrupt player control.
- Fixed an issue that could cause certain popup windows to appear offscreen.
- Gizmo Indicator volumes only show up on object select if global gizmo visibility is turned on via hotkey V. Gizmo icons will always show if global Gizmo visibility is on.
- Fixed a bug that could cause the window to be moved partly offscreen after closing a game.
- Fixed an issue that could cause the window to be improperly resized after closing the editor.
- Fixed an issue where sometimes the Custom Material Editor would fail to write parameters, especially booleans.
- Fixed a crash when reverting a parameter on a custom material.
- Fixed a bug that caused the window to be the wrong size when opening a game from a web browser.
- Prevent terrain from being added to a group. The UI was previously disabled but the keyboard shortcut still worked.
- Fixed colors of editable custom property labels.
- Fixed a bug that could cause fullscreen mode to not cover a small area at the bottom of the screen.
- Fixed an incorrect image flicker that could appear briefly when viewing game details pages.
- Fixed an issue that caused Core to sometimes reopen with an incorrectly sized window.
- Fixed the Script Editor not accepting input after docking tab.
API
New Features
- Added support for
CoreObjectReference
as a networked event parameter. - Spawn points can be disabled and enabled through Lua.
-
math.random()
andRandomStream
are now automatically seeded. Both can still be seeded with specific values, if desired. - Custom properties may now be added directly to script assets in the Project Content tab.
- These properties may be accessed by calling
script:GetCustomProperty()
from a script that is executing due to a call to therequire()
function. - These properties are also available on any instance of the script placed in the hierarchy, and their values may be overridden on individual instances.
- These properties may be accessed by calling
Fixes
- Static Meshes should be able to receive non-uniform scales via scripts again.
- Fixed Transform equality tests in Lua.
Core Content
New Features
- Rain Volume VFX: Rain now supports an alternate collision method.
- Added to Urban Props catalog:
- Road Signs (5 shapes)
- Metal Brackets (2)
- Ten templates for example usage
- New Fall Damage and Game Portal components.
- Added segment support to Nameplates.
- New ability animation strings:
1hand_melee_slash_vertical
1hand_melee_shield_bash
2hand_rocket_reload_magazine
unarmed_magic_up
unarmed_shove
- New Animation Stance Strings:
1hand_melee_shield_block
unarmed_stun_dizzy
unarmed_stun_electric
unarmed_sit_chair_upright
unarmed_sit_ground_crossed
unarmed_sit_ground_ledge
Check out our documentation to learn more about them!
Changes
- Swirling Trash Volume: "Floating Trash Volume" was renamed to "Swirling Trash Volume".
- The following new assets have had their geometry slightly tweaked to better bring them in line with other related assets:
- Fantasy Castle Stairs Spiral 02 - Large 3m
- Fantasy Castle Stairs Spiral 03 - Large 3m
- Fantasy Castle Stairs Spiral Trim 01 - 4m
- Fantasy Castle Stairs Spiral Trim 01 - Large
- Fantasy Castle Stairs Spiral Trim 01 - Small
- Fantasy Castle Stairs Spiral Wall 01 - Large
- Fantasy Castle Stairs Spiral Wall 01 - Small.
The tweaks are small and should be barely noticeable in 95% of cases, but if you are using them in a map you may want to check them just in case. Apologies for the inconvenience, this is a rare occurrence that we try our best to avoid but this time was deemed necessary.
Fixes
- Sun Light: Updated default value for distance fadeout. This will result in better looking, darker shadows by default.