Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Beta 2026.2.11.1336

From Resonite Wiki

Beta 2026.2.11.1336 is a Resonite version released on 2026/02/11.

The following notes were sent by Frooxius:

Hello everyone!
I got another build for you with a bunch of goodies! It took a bit through combination of a bunch of administrative/internal work I was busy with and being extra careful around MMC and smoke testing this build in the prerelease channel.
There's a lot of additions and improvements for ResoniteLink! Dynamic reflection, batching, lots of bugfixes and improvements! ResoniteLink library is updated to 0.7.0 from 0.4.0! Check the library changelog here: https://github.com/Yellow-Dog-Man/ResoniteLink/releases
Shoutout to @Arti, @Xekri -> LVFC, FWA, @Jack and @Snooper for making their first contributions!
There's also a new texture packing & unpacking wizard! This should make it much simpler preparing various textures to work with shaders without having to leave Resonite.
We now also have a component to flag AI generated content. This will automatically tag it, allowing anyone to filter it easily. We're still working on official AI policy, so that will come soon.
There's also new mesh processing option! If you ever brought in an avatar that has a bunch of props that are shown/hidden through blendshape (e.g. glasses), you can now easily separate them into static mesh within Resonite!
And last, but not least, there's bugfixes and security improvements!

New Features:

  • Added texture packing and unpacking wizards (issue #2740, implementation and UI by @Ryuvi)
    • These wizards can be created from the Create New dialog using a Dev Too. They can be found in the "Editor" category.
    • The wizards utilize a UI created by the art team, however they will fall back to a simpler one if the UI cannot be spawned.
  • Added dynamic reflection support for ResoniteLink
    • This allows to enumerate supported components and their members
    • It also provides API to fetch structured type data. This data should be sufficient to generate bindings that mirror the data model
    • See the PR for ResoniteLink library to see what types were added: Add Reflection support ResoniteLink #65
    • You can also use the UnitySDK code as reference (note that this is still in heavy development) which was used to co-develop this: https://github.com/Yellow-Dog-Man/Resonite.UnitySDK
  • Added support for Rect & RectInt types to ResoniteLink
  • AddSlot/Component with ResoniteLink now responds with the ID of the newly added entity (requested by @Earthmark, ResoniteLink issue #33)
  • Added support for SyncType fields for ResoniteLink (requested by @Jack, ResoniteLink issue #81)
  • Added support for batching data model operations in ResoniteLink (requested by @Lux, ResoniteLink issue #20)
    • This allows executing a number of data model operations without any engine updates in between

color32 is now fully supported datatype in the data model, fixing crashes when it's introduced into it (reported by @Xekri -> LVFC, FWA, ResoniteLink issue Pulse Random Node #67)

  • Regenerated auto-generated nodes & casts
    • Previously unsupported types & type variations should now be properly supported
  • Added "Separate Blendshape Into Static Mesh" operation for blendshapped on SkinnedMeshRenderer (issue #6240)
    • You can activate this by clicking on the button next to the blendshape you want to split out
    • This will take any geometry affected by given blendshape and separate it into a static mesh from the rigged mesh
    • The static geometry will have all blendshapes baked in their current state at the time of separation
    • This is very useful for separating props on avatars that are baked into the rig and have blendshapes to show/hide them (glasses, held items, etc.)
  • Added AI_GeneratedContent component for flagging AI generated content (requested by @Jack, issue #6134)
    • This can be used to flag any AI generated items
    • You can specify a "Source" field for additional details (max 128 characters)
    • Any items with this tag or worlds will have ai_generated_content tag added to them automatically while at least one instance of this component is present, which allows filtering
    • We generally advise to flag any AI generated content with this going forward
    • We are still working on an official AI policy document, which should release soon(ish)

Tweaks:

  • ResoniteLink will send response when it fails to parse incoming JSON messages, rather than not responding at all (requested by @Earthmark, ResoniteLink issue #50)
    • It will try to parse the source message ID and include it in the response if possible

Security:

  • Prevent ViolentAprilFoolsExplosion from crashing a session if it is triggered from a ProtoFlux Destroy Slot Node (reported by @TheJebForge, security ticket #939224, fixed by @ProbablePrime)
  • Fixed potential IP spoofing on the API server (fixed by @Gawdl3y, security ticket 330938)

Locale:

  • Merged Dutch locale update by Xeravax
  • Merged English locale update by @alizard
  • Merged German locale update by @Muppeq

Fixes:

  • Fixed adding new list elements through ResoniteLink failing to write the contents of the new elements (reported by eth0fox, ResoniteLink issue #44)
  • Fixed incorrect blendshape normalization when only one frame is present, causing them to be non-functional (e.g. when uploaded via ResoniteLink) (reported by @Cyro, issue #91)
  • Replaced sta WebSocketSharp websocket server library with WatsonWebsocket
    • This fixes ResoniteLink crashing Resonite when sending too many messages rapidly (reported by @Jack, ResoniteLink issue #97)
  • Significantly increased serialization depth for ResoniteLink
    • This fixes failure to fetch deep scene hierarchies (reported by @Jack, ResoniteLink issue #73)
  • Fixed incorrect vertex/primitive removals in batched operations in mesh data
    • This fixes breakage and potential subtle mesh corruptions for some mesh operations in some cases
  • Fixed blendshape separation marking more geometry than necessary in some cases
    • E.g. when separating mesh by parts affected by blendshape, this would previously mark varying amounts of extra geometry that is not actually affected