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s&box News

Community Cosmetics - January

[p]Grab yourself these Community-made cosmetics! Tactical Backpack, Faux Hawk Hair, and Plague Doctor Mask.[/p][p][/p][p]Sale ends February 1st 2026, after which it'll only be available on the Community Marketplace. Sales proceeds go towards the cosmetic item's creators, the playfund and engine development.[/p][p][/p][p]Playfund data is public. Learn more about the playfund and track how much money we pay out to s&box cosmetics and game creators here: https://sbox.game/metrics/finance[/p][p][/p]

Christmas Outfit - Now Available For A Limited Time

[p][/p][p][/p][p]Christmas is here, open your presents in style with the Reindeer Head, Reindeer Shirt and Reindeer Trousers. Wrapping paper not included.[/p][p][/p][p][/p][p]These items are only available in the store until 1st January 2026, after which it'll only be available on the Community Marketplace.[/p]

Update 25.17.10

[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-25-12-17[/p][p][/p][p][/p][p][/p][h3]Changelog[/h3][p]Added[/p]
  • [p]Scene Mapping: Edge Cut[/p]
  • [p]Scene Mapping: Fast Texture Tool[/p]
  • [p]Scene Mapping: Polygon Tool[/p]
  • [p]Scene Mapping: Resize Mode[/p]
  • [p]Scene Mapping: Material Palettes[/p]
  • [p]Scene Mapping: Merge meshes operation[/p]
  • [p]UI: Allow scss variables to be used in `@keyframes`[/p]
  • [p]Networking: Added callbacks to NetList and NetDictionary when entries are added/removed[/p]
  • [p]Shaders: Added g_vSelfIllumOffset for scrolling self illumination texture[/p]
  • [p]NavMesh: Collision Rules to NavMeshAgent Ground Trace[/p]
[p]๐Ÿงผ Improved[/p]
  • [p]Shutdown scene early (#3576)[/p]
  • [p]Brush settings control widgets (#3598)[/p]
  • [p]popup/dropdown stylesheets[/p]
  • [p]Add formatting to indicate state of sound preview toggle buttons @boxrocket6803[/p]
  • [p]Reset Game.IsPaused when the scene is stopped. Tint pause button blue when the game is paused @Matt9440[/p]
  • [p]Call SceneLoaded listeners for clients @andy013[/p]
  • [p]Do not focus LastSelected when switching tools @aidencurtis[/p]
[p]๐Ÿช› Fixed[/p]
  • [p]Crash: When writing descriptor sets, some buffers could become freed whilst in use[/p]
  • [p]Terrain: Create buffers early to avoid rendering unbound leading to a potential crash[/p]
  • [p]Terrain: Brush preview follows cursor when held down[/p]
  • [p]Map.CreateAsync not working properly because of a missing ServiceWorldRequests[/p]
  • [p]Sandbox.Compiler.config not being initialized by default[/p]
  • [p]Nametags showing above menu for humans on main menu[/p]
  • [p]Editor: Orbit Camera[/p]
  • [p]Editor: Preferences keybind modifier[/p]
  • [p]DropDown control struggling with empty/null values[/p]
  • [p]exceptions in ParticleModelEmitter when model is null[/p]
  • [p]Make sure MovieResource.EditorData is set when saving[/p]
  • [p]Prevent INetworkListener OnDisconnected being called on clients @andy013[/p]
  • [p]package visibility overlay @Drakefruit[/p]
  • [p]overload of Gizmo.Draw.Model @Nolankicks[/p]
  • [p]DebugOverlay.Text being culled when looking away from the scene origin @andy013[/p]
  • [p]GameObjects in GameObjectSystem NetLists being null on clients @andy013[/p]
  • [p]UI not being resized to screenshot_highres dimensions, contributed by @trende[/p]

Update 25.12.10

[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-25-12-10[/p][p][/p][p][/p][p][/p][h3]Changelog[/h3][p]๐ŸŽ Added[/p]
  • [p]Terrain: Can now support up to 64 materials, changed to a 2 layer blend (base/overlay) instead of a 4 layer blend[/p]
  • [p]New mapping editor tool interface[/p]
  • [p]High resolution screenshots with screenshot_highres command[/p]
  • [p]Dresser component now has a randomize button[/p]
  • [p]Human Visemes[/p]
  • [p]PhysicsFilter component which allows collision to be disabled between two rigidbodies[/p]
  • [p]VolumetricFogVolumeTool editor tool to edit volume bounds @Nolankicks[/p]
  • [p]API: Panel.GameObject[/p]
  • [p]API: Make public SceneModel.GetBoneVelocity() and SceneModel.HasBoneOverrides @yuberee[/p]
  • [p]API: Add SkinnedModelRenderer.GetBoneVelocity() @yuberee[/p]
  • [p]API: Allow DecimalConstantAttribute @766974616c79[/p]
[p]๐Ÿงผ Improved[/p]
  • [p]Multi-viewport in play mode[/p]
  • [p]Update meshoptimizer to v1[/p]
  • [p]Make MSAA setting work on editor SceneRenderingWidgets[/p]
  • [p]enforce gameobject order and form groups whilst duplicating @johncosfm[/p]
  • [p]Various crash fixes when shutting down engine[/p]
  • [p]unfuck the ordering of rebuilding in mesh component so mesh is built before collider, also don't use gameobject scale to scale geometry[/p]
  • [p]suspension disabled just limits the suspension to zero internally so it doesn't fly off into space, also set suspension and steering spring defaults to 10 hertz, 1 damping[/p]
[p]๐Ÿช› Fixed[/p]
  • [p]Don't double present the game in editor, which was incrementing completed frames too far and freeing used resources too early[/p]
  • [p]Avoid doing LoadAllGameResource multiple times on editor startup (and before we've setup some search paths)[/p]
  • [p]AgX tonemapping being washed out[/p]
  • [p]Networking: Performance Regression[/p]
  • [p]DebugOverlay.Text not rendering @andy013[/p]
  • [p]Mesh Tool - Shortcut Fixes[/p]
  • [p]Cache (De)SerializeOptions in hot paths[/p]
  • [p]Check if native SteamUser is valid before trying to access it[/p]
  • [p]Fix clamped does nothing @766974616c79[/p]
  • [p]Fixed additive scenes (such as the system scene) applying its NavMesh properties on the main scene[/p]
  • [p]Fixed terrain UV rotation giving wrong normalsa @wheatleymf[/p]
  • [p]Handle profiler cancel @766974616c79[/p]
  • [p]Categorize uncategorized base components @Nolankicks[/p]
  • [p]change "games" to "maps" @chesiren[/p]
  • [p]Fix: Properly destroy Scene in MapWorld to prevent memory leak @PatrickJnr[/p]
  • [p]ControlSheetRow hides property based on ShowIf etc[/p]
  • [p]Fix broken grass texture in menu[/p]

The response to s&box from Facepunch going open source has been "overwhelmingly positive"

Open source rocks so it's pleasing to see it go well for Facepunch with s&box. They've now added native Linux binaries for the dedicated server and game client.

Read the full article here: https://www.gamingonlinux.com/2025/12/the-response-to-sandbox-from-facepunch-going-open-source-has-been-overwhelmingly-positive/