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s&box News

Update 25.10.22

[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-25-10-22[/p][p][/p][h3]๐ŸŽ Added[/h3]
  • [p]Preloaded content in initial Steam download[/p]
  • [p]Crashing now opens a crash report[/p]
  • [p]Support for selecting resources for interface properties in the editor[/p]
  • [p]VR toggle button to editor titlebar (if vr enabled)[/p]
  • [p]Group game objects before converting selection to prefab[/p]
  • [p]Sprite Editor: Multi-Select support. CTRL to add to current selection, SHIFT to select all between last selection[/p]
  • [p]Sprite Editor: Added DEL and CTRL+D shortcuts for Delete and Duplicate[/p]
  • [p]Sprite Editor: Deleting, Duplicating, and even Drag-and-Drop actions now work when performing a Multi-Select[/p]
  • [p]Sprite Editor: Right Click -> Edit Frames can edit multiple frames at once with a Multi-Select[/p]
  • [p]Sprite Broadcast Events[/p]
  • [p]Sprite Broadcast Event Types[/p]
  • [p]SpriteRenderer.PlayAnimation() no longer resets the playback when calling on the animation that's already playing[/p]
  • [p]ParticleSpriteRenderer now has a PlaybackSpeed property for Sprites with animation[/p]
  • [p]Ability to edit HashSet properties in inspector[/p]
[p]๐Ÿงผ Improved[/p]
  • [p]Material: Material.Set( ... ) actually works to set any parameters[/p]
  • [p]Material: Added Material.SetFeature( .. )[/p]
  • [p]Material: Added Material.GetFeature( .. )[/p]
  • [p]Material: Added Shader.Schema (but don't use it yet because it's all gonna change)[/p]
  • [p]Material: Refactored internal material system, so we understand it more[/p]
  • [p]Sprite Editor: Made room for the scrollbar in the Timeline[/p]
  • [p]Refactored SceneSpriteSystem.AdvanceFrame -> Sprite.AnimationState[/p]
  • [p]Clears clamp properly to the render area[/p]
  • [p]All resources support IsValid[/p]
  • [p]BBox.Transform() now works correctly for asymmetric boxes and scale[/p]
  • [p]PlayerController press trace can hit triggers, but drops if a solid fails press[/p]
  • [p]ToolsVis Quality of Life Improvements[/p]
  • [p]Allow PlayerController unducking while swimming or climbing[/p]
  • [p]net_fakelag and net_fakepacketloss are cheat convars[/p]
[p]๐Ÿช› Fixed[/p]
  • [p]Model reload crash[/p]
  • [p]Physics: FindClosestPoint on overlaps[/p]
  • [p]Glass now always uses the correct framebuffer, fixes it when multiple tools are open[/p]
  • [p]Depth of Field Fixes - Edge Vignetting & Quality Scaling[/p]
  • [p]Clear connections from local snapshot states for networked objects on host change[/p]
  • [p]Update main camera when a camera priority changes[/p]
  • [p]Fixed \[KeyProperty] properties not respecting \[ShowIf] and \[HideIf] attributes[/p]
  • [p]GenericControlWidget now checks for visibility updates properly[/p]
[p]๐Ÿšฏ Removed[/p]
  • [p]NativeRenderingWidget: Replacement is SceneRenderingWidget[/p]
  • [p]Material: Dynamic Expressions[/p]
  • [p]Remove native unused WellKnownRenderTargets[/p]
  • [p]vr_vulkan_wait_fence_between_eyes dead convar[/p]

Update 25.10.15

[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-25-10-15[/p][p][/p][p]This week we shipped our first part of our 2D toolset, the sprite editor.[/p][p][/p][p][/p][p][/p][h3]๐ŸŽ Added[/h3]
  • [p]Networking Compression: LZ4 is used on larger packets (> 128 bytes)[/p]
  • [p]Decals: Emission Texture Input[/p]
  • [p]RenderTexture Asset[/p]
  • [p]Sprite Resource Editor[/p]
  • [p]Rope Component[/p]
  • [p]RigidBody: Added InertiaTensor, InertiaTensorRotation, ResetInertiaTensor[/p]
  • [p]Mounts: Added flags and tags and a directory system to make it easier to browse[/p]
  • [p]Third party attributions for: VMA, Vulkan Headers, Box3D, MonoMod[/p]
  • [p]Move Sandbox Verlet Ropes to Engine (#3150)[/p]
[h3]๐Ÿงผ Improved[/h3]
  • [p]Networking: Optimized Sync Vars and Delta Snapshots[/p]
  • [p]Networking: Remove allocations from NetworkObject.GetPropertySlot[/p]
  • [p]Menu Settings Improvements[/p]
  • [p]Managed navmesh generation[/p]
  • [p]Don't run post process effects if we're in ToolsVis, other command lists should still run eg SSR and GTAO[/p]
  • [p]Directly forward Sandbox.Vector index access to System.Numerics.Vector.Item\[int32][/p]
  • [p]Cloud Assets: use non-recursive vmap ref collection, better version conflict handling[/p]
  • [p]MeshTrace now has ignore GameObject support[/p]
  • [p]Default decals have a tighter attentuation angle[/p]
  • [p]Adjusted main menu particles to be way less intense[/p]
  • [p]Line Renderer now applies tags[/p]
  • [p]GPU Crashes go through our crash reporter[/p]
  • [p]Movie Maker: Video export correctly switches camera based on priority[/p]
[h3]๐Ÿช› Fixed[/h3]
  • [p]Santa Hat and Skater Helmet Camo being unusable[/p]
  • [p]Bloom "Firefles", Fix Subsurface in Ambient Baked Lighting[/p]
  • [p]Apply missing attributes to 3d skybox attributes[/p]
  • [p]Kinematic ModelPhysics lagging behind[/p]
  • [p]Child collider update on transform change[/p]
  • [p]Physics heightfield triangulation not being clipped before navmesh generation[/p]
  • [p]Update decal sort layer on change[/p]
  • [p]Edge case for loading nested prefabs[/p]
  • [p]NRE when applying added objects to a prefab[/p]

Update 25.10.08

[p][/p][p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-25-10-08[/p][p][/p][h3]๐ŸŽ Added[/h3][h3]๐Ÿงผ Improved[/h3]
  • [p]BBox control gizmo tweaks[/p]
  • [p]Screen recorder stops when ending editor play session[/p]
  • [p]Ambient Occlusion: Restored spatial denoise mode[/p]
  • [p]Ambient Occlusion: Support non-standard projections and fix haloing around edges by calculating fov from projection matrix[/p]
  • [p]Updated Box3D: Wind force & mesh vertex weld options[/p]
  • [p]BaseItemWidget has more explicit callback handling and improved undo integration[/p]
  • [p]Refactored SceneCamera.RenderToCubeTexture to use command lists[/p]
  • [p]ModelPhysics bodies set a GameObject source so collision event system can look for listeners[/p]
  • [p]Scene Viewport: Only show black background in 2d views with ShowSky disabled[/p]
[h3]๐Ÿช› Fixed[/h3]
  • [p]Downsampled SSR producing artifacts and crashing Intel Graphics[/p]
  • [p]SpriteRenderer having an unbound unused buffer leading to a potential crash[/p]
  • [p]GPU Resource Barriers having completely wrong flags in many cases, leading to potential crashes or undefined behaviour[/p]
  • [p]Rare crash in ModelDoc physics sim[/p]
  • [p]Crash when loading invalid VPKs[/p]
  • [p]Crash when binding invalid render targets[/p]
  • [p]Speculative editor crash with destroying widgets[/p]
  • [p]SnapToGrid dividing by zero[/p]
  • [p]Updating PanelRealTime twice in editor, resulting in 2x faster UI transitions and animations[/p]
  • [p]Standalone not booting because of missing quality profiles and expecting a download cache[/p]
  • [p]Movie Maker: Not being able to drag time selection fade in[/p]
  • [p]Movie Maker: Video exports have correct field of view and warm up ray tracing[/p]
  • [p]Console styles[/p]
  • [p]Scene Viewport: Fix FOV not respecting editor preferences[/p]
  • [p]GameObjectSystems not running in PrefabScenes in editor, they will only not run in PrefabCacheScenes now[/p]
  • [p]ModelPhysics Destroy[/p]
  • [p]Profiler not launching from missing dependency Microsoft.Diagnostics.Tracing.TraceEvent[/p]
  • [p]Editor TintAttribute and HelpUrlAttribute not working[/p]
  • [p]Left-click inconsistency when select/deselect GameObject gizmos[/p]
  • [p]Gamepad Cursor Issues[/p]
  • [p]InputContext: CTRL + C queues a copy event, not cut[/p]
  • [p]Hierarchy right-click context menu creation at root[/p]
[h3]๐Ÿšฏ Removed[/h3]
  • [p]First person models, moved to workshop[/p]
  • [p]"Include Source Files" option temporarily while we figure out a more solid solution[/p]
  • [p]BaseItemWidget.ItemsSelected and BaseItemWidget.ItemsDeselected are obsolete in favour of BaseItemWidget.SelectionChanged[/p]
  • [p]ResourceState.VertexAndConstantBuffer and ResourceState.IndexBuffer are obsolete, use ResourceState.VertexOrIndexBuffer[/p]
  • [p]Third party dependency: Template Numerical Toolkit (TNT)[/p]
  • [p]Third party dependency: org.json[/p]
  • [p]Unused parts of native recast[/p]

October Update

[p][/p][p]The October Update is now live, bringing new game discovery, better physgun physics, cloud entities, duplicator, and explosions! Big performance boosts and news about game exports! Here's some highlights from this months update.[/p][p]Check out the October Update dev blog to read everything!
[/p][h2]Game Discovery[/h2][p][/p][p]The games list was getting a bit stagnant, being ordered by popularity. Nothing new was really breaking through, despite there being a lot of cool things being made. So I decided to put the work in this month and make a "shelf" system where we can dynamically edit the shelves, and they can have different styles. Inspired by Netflix.[/p][p][/p][h2]Sandbox[/h2][h3]Prop Interactions[/h3][p]Props can be set on fire and explode again! This is configured in ModelDoc, and is something I want to add more engine-wide interactions to in the future.[/p][p][/p][h3]Duplicator[/h3][p]I fixed up the duplicator to work properly with objects connected by physics joints. While I was there I gave it some extra pazzaz. Now you can hold shift and add extra unconnected objects to the duplication, too.[/p][p][/p][p][/p][p][/p][h2]Graphics Options[/h2][p]We didn't have any real graphics options before, everything was cranked to the max all the time.[/p][p]We've added options for some of our more intensive render features to turn them down.[/p][p][/p][p][/p][h2]Physgun Physics[/h2][p][/p][p]The benefit of using Box3D is that we can get constant updates to it. One of these updates included a "motor" joint, we call it a control joint in our API.[/p][p]The control joint is designed to control the movement of a body. This improved our physgun to behave more like it does in gmod.[/p][p][/p][h2]Cosmetics[/h2][p]Last month we launched our first community cosmetic, the Shark Head by Shadowbrain. That item has now stopped being sold, and we won't sell it again.ย  Half way through the month we started selling the Safety Glasses by GKaf, and those will stop being sold on the 14th of October. Today we've started selling the Propane Helmet by Duck. It'll stop being sold on the 1st November..[/p][p][/p][p]There are people that like to laugh and point out that we shouldn't be selling cosmetics for a game that isn't released. The thing about that is that monetization is part of making a game. We need to test it and we need to make sure it works. In an ideal world games would be funded with sweet dreams and warm hearts, but that's not the world we live in. We want s&box and its engine to be a feasible, self sustaining system that we can develop and evolve for years to come, and that really only works if it can wash its own face.[/p][p][/p][p][/p][p]We're trying to find ways to monetize in ways that sustains us and feeds the community. To find ways to help people use their talents to make a living. That's what Valve did with me and Garry's Mod. That's what I want to spend my time doing.[/p][p][/p][h2]Standalone Exports[/h2][p]As we've mentioned previously, we intend to let you export games from S&box and release them on Steam.. without paying any royalties to us or whatever. We think that'd be pretty cool.[/p][p]Getting the license to allow us to do that has been treading water for a few months, without anything really noticeable happening. Things started moving this month. It's still lawyers talking to lawyers, so it's never going to be fast - but we're seeing progress![/p][p]Hopefully, we'll have more to talk about with this soon![/p][p][/p][p]Check out the October Update dev blog to read everything! [/p]

First Community Cosmetic! - Available For A Limited Time

[p][/p][p][/p][p]Have you ever wanted to be a shark? Now you can with our first ever Community-made cosmetic, the Shark Head. Available now, but for a limited time! [/p][p][/p][p]Sale ends October 1st 2025, after which it'll only be available on the Community Marketplace.[/p]