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September Update

[p][/p][p]The September Update is now live, with our first addons in Sandbox, workshop cosmetics, a Natural Selection 2 mount, optimizations and more. Here's some highlights from this months update.[/p][p]Check out the September Update dev blog to read everything!
[/p][h2]Addons[/h2][p]One of the few big question marks we had with Sandbox Mode was how addons would work. Would it even be possible? Would it be horrible? Would you have to pre-install addons like in Garry's Mod?[/p][p]So this month I looked into that. I wanted to make it so you could open the spawnmenu and create an entity from the cloud, without pre-installing, or restarting. And after some hard work and refactoring.. it works just fine.. like you'd expect.[/p][p][/p][p]Here you can see we're spawning a prefab from the workshop, which has a particle system that is controlled by custom code.[/p][p]This is the kind of powerful UGC system that has huge, huge potential. I can't even imagine the things that are going to be possible in Sandbox Mode with this.. but it's exactly the kind of thing that I love.. being able to jump in and see what people have made possible.[/p][p]It's early days. I'll write some docs up this month to allow people to jump in and start experimenting with making Sents and Sweps and Npcs and Vehicles and whatever else they can come up with.ย 
[/p][h2]Mounts[/h2][p]You can now spawn assets from supported games you have installed in the Sandbox mode. There's no categories or real discovery here yet, but you get nice thumbnails.[/p][p]
The Natural Selection 2 mount has been shipped. This is a good addition because unlike Quake, it has ragdolls. If you own the game, you'll now be able to spawn all of their models in Sandbox by installing it.[/p][p][/p][h2]Workshop Cosmetics[/h2][p]This month, we're accepting our first community-made cosmetic. It's the Shark Head hat by Shadowbrain, and is available in the store. It'll be sold for a month and then removed from the store.[/p][p]
We're not sure how frequently we'll accept new community items, or how long they'll live on the store. This is an experiment, and will be experimented with for a while, until we find the right balance between price, store length and revenue share.[/p][p]You can see all workshop cosmetics on the avatar screen now. You can try them out, rate them and review them.[/p][p][/p][p]The money from these items goes to the author of the item and the Play Fund. So this is a win-win. There are comprehensive guides here on how to make cosmetics and add them to the workshop.[/p][p][/p][p]Check out the September Update dev blog to read everything! [/p]

Wizard Outfit - Now Available For A Limited Time

[p][/p][p][/p][p]Grab yourself the Wizard outfit set, Wizard Hat, Wizard Gown, Wizard Trousers and Wizard Beard. Spells not included. [/p][p][/p][p]These items are only available in the store until 15th August 2025, after which it'll only be available on the Community Marketplace.[/p][p][/p]

August Update

[p][/p][p]The August Update is now live, including the new Movie Maker, an editor makeover, more progress on the Sandbox Mode, serverside code, and more. Here's some highlights from this months update.[/p][p]Check out the August Update dev blog to read everything! [/p][p][/p][h2]Sandbox Mode[/h2][p]Our official Sandbox Mode is now live. It's still very much a work in progress, we're iterating on it, but it gives a good idea of what it's going to be.
[/p][h3]Workshop Models[/h3][p]You don't have to download and install models. You can spawn them straight from the cloud. This sounds horrible when you first hear it, like it's going to be a 3 minute wait to spawn a model.. but it's not. We've gone to great pains to make sure everything downloads as fast as possible, and in reality it's usually less than a couple of seconds.[/p][p][/p][h3]Mounts[/h3][p]We have a mount system in s&box that no-one knows about yet. Basically you can mount games and spawn their assets. We only ship with support for Quake at the moment. If you have quake installed on Steam you'll be able to spawn Quake models. This is a system that people can write their own mounts to support - so it's infinitely extendable.[/p][p][/p][h3]Multiplayer[/h3][p]We have a few of the basic tools in game, with the familiar UI. They support things like undo and multiplayer - as you'd expect.. We have more to add, and more things we want to explore - but the important thing it's a working system.[/p][p][/p][p]Now the baseline is done it's time to start exploring some of the harder things. I want it so you can spawn weapons, tools, vehicles and npcs in the same way that you can spawn props, from the cloud without addons. I'd like to find an elegant way to do it for tools too. There's saving duplications and saved games too.[/p][p][/p][h2]Movie Maker[/h2][p]Our timeline-based sequencer is now built into the S&box editor! You can use it to direct cutscenes, edit trailers, and choreograph moving obstacles in your scenes.[/p][p][/p][p]Included is a keyframe editor for designing simple animations, and a motion editor for more detailed edits.[/p][p][/p][p][/p][h2]Wizard Outfit[/h2][p][/p][p]This month's update includes a new limited edition Wizard outfit set, Wizard Hat, Wizard Gown, Wizard Trousers and Wizard Beard. Spells not included.[/p][p][/p][p]These items are only available in the store until 15th August 2025, after which it'll only be available on the Community Marketplace.[/p][p][/p][p]Check out the August Update dev blog to read everything! [/p]

July Update

[p][/p][p]The July Update is now live, we have a progress update on the Sandbox Game, huge optimisations, another new physics engine, new features and a mountain of fixes. [/p][p]Check out the July Update dev blog to read everything! [/p][p][/p][h2]Changelist[/h2][p][/p][h2] ๐ŸŽ Added[/h2]
  • [p]Box3D Physics[/p]
  • [p]Editor: Added new startup errors dialog for resolving code errors[/p]
  • [p]Editor: Component Selector now supports nested sub-categories separated by "/"[/p]
  • [p]Editor: Added Flat View option to Component Selector[/p]
  • [p]Editor: Missing Undo Steps to ControlSheet and certain ControlWidgets[/p]
  • [p]Curve Editor: Added "Move Range When Panning" button, which moves the entire curve when panning or zooming[/p]
  • [p]Curve Editor: Added "Retain Values When Changing Min/Max" button, which doesn't resize the curve's values when resizing ranges[/p]
  • [p]Curve Editor: Added "Fit to Screen" button, which fits the viewport to the curve's current range[/p]
  • [p]Curve Editor: Added \[TimeRange] and \[ValueRange] attributes to specify default range min/max and whether or not it's clamped[/p]
  • [p]ShaderGraph: Added Scene Color node (with UV address modes)[/p]
  • [p]ShaderGraph: Is Front Face node[/p]
  • [p]ShaderGraph: Normal Blend node[/p]
  • [p]ShaderGraph: Reflection node[/p]
  • [p]ShaderGraph: Tangent View Vector node[/p]
  • [p]ShaderGraph: Added GraphCompiler.RegisterGlobal[/p]
  • [p]Shaders: Automatically append mode combo to mode if no arguments are set[/p]
  • [p]Decals: Gizmos for the size[/p]
  • [p]Decals: Color Mix option for normal/rmo only decals[/p]
  • [p]Decals: Parallax Occlusion[/p]
  • [p]Decals: Color Tint is HDR enabling blooming effects[/p]
  • [p]Decals: Added decal resources[/p]
  • [p]Decals: Added transient properties[/p]
  • [p]Networking: Ability to specify port to use when hosting a dedicated server - defaulting to 27015[/p]
  • [p]Added AgX Tonemapper[/p]
  • [p]Enabled sc_visualize_batches publicly[/p]
  • [p]ParticleEffect.LocalSpace - float, allows sliding between local and world space[/p]
  • [p]ParticleEffect.InitialVelocity - velocity to start with[/p]
  • [p]Particle.ConstantMovement - apply movement without velocity[/p]
  • [p]Particles: ParticleModelRenderer.RotateWithGameObject[/p]
  • [p]BeamEffect component[/p]
  • [p]API: BaseControl.CreateFor - allows creating Panel based controls for specific property[/p]
  • [p]API: ViewSetup[/p]
  • [p]API: ReflectionSetup + RefractionSetup[/p]
  • [p]API: Pixmap.UpdateFromPixels( Bitmap )[/p]
  • [p]API: VideoWriter.AddFrame( Bitmap )[/p]
  • [p]API: SoundHandle.Time setter[/p]
  • [p]API: System.Random.FloatDeterministic( int seed )[/p]
  • [p]API: Color.WithColorMultiplied( float )[/p]
  • [p]API: \[InfoBox] - allows adding inline help to inspector properties[/p]
  • [p]API: Scene.FindAllWithTag & Scene.FindAllWithTags[/p]
  • [p]Add FogStrength to TextRenderer[/p]
[h2]๐Ÿงผ Improved[/h2]
  • [p]Hammer: Map builder produces maps with significantly less draw calls, hugely improving performance[/p]
  • [p]Audio mixing crackling resolved by switching to a request based system[/p]
  • [p]Curve Editor: Dragging a Curve Handle outside the bounds of the Curve will automatically update the range(s)[/p]
  • [p]Curve Editor: Grid lines now have nice value increments and change with range instead of being static[/p]
  • [p]Curve Editor: Can now Pan/Zoom around the Viewport with Mouse3/MWheel[/p]
  • [p]Curve Editor: Clicking on a Curve Preset will reset the Viewport to fit the Curve[/p]
  • [p]Curve Editor: Added X-Range Inputs so you can modify the TimeRange of the Curve[/p]
  • [p]Curve Editor: Holding CTRL while dragging a Curve Handle will snap the Handle's position to the grid[/p]
  • [p]Curve Editor: Now draws a light grey rectangle with a dashed line to denote the min/max ranges of the Curve[/p]
  • [p]GameTransform.World is now cached instead of recalculating every access[/p]
  • [p]ShaderGraph: Can no longer delete Result nodes (the final output nodes)[/p]
  • [p]Editor: Simplified the Filter Menu in the Component Selector[/p]
  • [p]Editor: Component selector improvements[/p]
  • [p]Networking: Stop breaking prefabs during NetworkSpawn[/p]
  • [p]API: Re-categorize PlayerController.RotateWithGround and remove PlayerController.GroundYaw[/p]
  • [p]Bloom (quarter depth, fix rendering behind walls)[/p]
  • [p]Display default property values in editor inspector tooltips[/p]
  • [p]Clamp alpha on ParticleSpriteRenderer[/p]
  • [p]RenderTarget.GetTemporary thread safety[/p]
  • [p]CommandList state is scoped allowing recursive command lists[/p]
  • [p]Nav Agent path invalidation behaviour[/p]
  • [p]Highlights: More accurate depth testing on outlines[/p]
  • [p]Highlights: Can target other renderers explicitly[/p]
  • [p]Don't render ScreenPanel if it's excluded by a camera's RenderExclude tags[/p]
  • [p]GameOverlay layer is split into opaque/transparent[/p]
  • [p]Material Overrides[/p]
  • [p]Curves use Binary Search for better performance[/p]
  • [p]Serialize Prefab Instances as diff when sending over network[/p]
  • [p]Bail out of SoundHandle.Stop if already finished or fading out[/p]
  • [p]Prefab instance context menu: edit shortcut, tidy[/p]
[h2]๐Ÿช› Fixed[/h2]
  • [p]Startup crash on GTX 900 series cards[/p]
  • [p]Tooltips were recreating every frame[/p]
  • [p]Hotload errors when encountering anonymous types[/p]
  • [p]VideoPlayer: Unable to play VP8 (webm) videos[/p]
  • [p]Native editor tools (Hammer, ModelDoc) stylings[/p]
  • [p]Launcher showing added projects as launching when they weren't[/p]
  • [p]Curve Editor: Fixed grid numbers disappearing when increasing the range[/p]
  • [p]Curve Editor: Popup no longer opens between two monitors when opened near the edge of the screen[/p]
  • [p]ShaderGraph: "Render Backfaces" setting getting reset on recompiles[/p]
  • [p]ShaderGraph: shaders not rendering backfaces in Material Editor[/p]
  • [p]Fix \[CallerLineNumber] not being properly whitelisted[/p]
  • [p]RenderTarget.GetTemporary: Don't try to UAV bind or create mips for depth formats[/p]
  • [p]Decals: Poor culling at edges for rotated decals[/p]
  • [p]Decals: Normal maps not decoding or transforming to world space correctly[/p]
  • [p]Decals: Not inheriting their GameObject tags[/p]
  • [p]Decals: Fix Decals in Valve's Shading Model[/p]
  • [p]Game Tick/Update running for one frame after ending the game[/p]
  • [p]\[ColorUsage] HasAlpha issues[/p]
  • [p]Tint, Tags, Shadow Flags, and Source not getting reset on MeshComponent when disabling "Hide In Game"[/p]
  • [p]Standalone exports showing black screen[/p]
  • [p]Editor: Enum selectors showing a horizontal scrollbar instead of wrapping[/p]
  • [p]Editor: Cloud code assets failing to resolve on project initial launch[/p]
  • [p]Editor: Disabled text theme color[/p]
  • [p]VR: Duplicate floor in main menu[/p]
  • [p]Undefined nav agent behaviour if nav link traversal is not implemented[/p]
  • [p]Navmesh links worldstart/end position not taking rotation into accont[/p]
  • [p]WebM video playback for UI and VideoPlayer[/p]
  • [p]Fixed nested prefab issues related to undo/redi[/p]
  • [p]Fixed GameObject Transform not transfering to Prefab when Converting a GameObject to a prefab[/p]
  • [p]Fixed an issue when converting a GameObject (that is part of a prefab instance) to a prefab.[/p]
  • [p]Fixed prefab changes not propagating correctly to all their dependencies and open editors[/p]
  • [p]Fixed unlinking a nested prefab not correctly propagating to instances in open editor scenes[/p]
  • [p]Fixed GameObject to prefab conversion for sub hierarchies that contain nested prefabs[/p]
  • [p]Fixed reparenting parts of a prefab instance to another GameObject[/p]
  • [p]Fixed cloning parts of a prefab instance[/p]
  • [p]Fixed Gameobject ordering not updating when reverting instance to prefab state and applying instance state to prefabs[/p]
  • [p]Fixed Component order not being restored in some cases after undo/redo[/p]
  • [p]Fixed NavMeshLink.OnLinkExited not getting called if the link is completed on the frame the agent enters[/p]
  • [p]Fix drag/drop material preview not resetting in some cases[/p]
  • [p]Hotload: Fix NRE in DelegateUpgrader[/p]
  • [p]Hotload: Don't let DefaultUpgrader process delegates[/p]
  • [p]Fixed connection crash when trying to join via new instance to editor lobby with no game running[/p]
  • [p]Fixes \[Property] properties from a Component's base class not being serialized when sent to other clients[/p]
  • [p]Fix network owner being unset in OnAwake when doing NetworkSpawn[/p]
  • [p]Fixed css gap property creating ugly uneven gaps[/p]
  • [p]Fixed white viewport when opening the editor[/p]
  • [p]Fixed terrain still being enabled on disabled GameObjects[/p]
  • [p]Fixed ListViews holding onto stale items[/p]
  • [p]Ensure ReflectionQueryCache.ClearTypeCache is called on hotload for game instance[/p]
  • [p]Fix faulty logic for in-place static field hotload upgrading[/p]
  • [p]Input Editor Fixes[/p]
  • [p]Inspector history/locking fixes[/p]
  • [p]Fix DressPrefabScene[/p]
  • [p]DebugTextSceneObject uses Graphics.DrawText in worldspace[/p]
  • [p]Fix HashSetEx Remove() being O(N)[/p]
  • [p]Shaders: Depth-Aware Mask Fix - Fixes objects in front of glass looking aliased[/p]
  • [p]Renderer: Multiple Vulkan Validation Fixes[/p]
[h2]๐Ÿšฏ Removed[/h2]
  • [p]Obsoleted CameraComponent.AddHookBeforeOverlay - Use CommandLists instead[/p]
  • [p]Obsoleted CameraComponent.AddHookAfterTransparent - Use CommandLists instead[/p]
  • [p]Spritecard shader - Was only used by legacy particles[/p]
  • [p]Sandbox.Game.dll - Merged everything into Sandbox.Engine.dll[/p]
  • [p]Panel.Bind[/p]
  • [p]Projected Decals[/p]