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s&box News

Update 25.12.03

[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-25-12-03[/p][p][/p][p][/p][p][/p][h3]Changelog[/h3][p]🎁 Added[/p]
  • [p]Wheel joint support[/p]
  • [p]MovieMaker: Bone tracks, IK controls, character animation tools[/p]
  • [p]Connection Input / User Commands[/p]
  • [p]ModelDoc: Gravity scale to physics body markup (supports negative gravity)[/p]
  • [p]GraphicsView: Min/Max zoom[/p]
  • [p]Text effects drawing for underline/strikethrough styles[/p]
  • [p]NetList: AddRange[/p]
  • [p]Sandbox.Mounting.InitializeContext.IsDlcInstalled[/p]
  • [p]Support for Nullable<> as ConCmd argument[/p]
  • [p]r_max_anisotropy convar automatically set by Texture Quality settings[/p]
  • [p]Sandbox.ISceneLoadingEvents.AfterLoad default implementation[/p]
  • [p]Allowed System.Collections.Frozen.*[/p]
  • [p]Implemented Game.IsClosing[/p]
  • [p]Reimplement impact damage system for Rigidbody[/p]
[p]🧼 Improved[/p]
  • [p]Tweaked editor styles[/p]
  • [p]Display s&box version in editor[/p]
  • [p]SceneEditorSession: stop setting window icon on frame; use editor title[/p]
  • [p]Fix AssetBrowser view mode persistence and icon update[/p]
  • [p]PathWidget: update visibility on resize instead of rebuilding[/p]
  • [p]Updated menu cloud assets[/p]
  • [p]Updated button styles and nested hover rules[/p]
  • [p]Transform child panels relative to parent space[/p]
  • [p]Improved Sandbox.ISceneLoadingEvents.AfterLoad with default implementation[/p]
  • [p]Switched Dresser's initialization from OnAwake to OnStart[/p]
  • [p]VR fixes[/p]
  • [p]Use TensorPrimitives in FloatSpan[/p]
  • [p]Update MapInstance to support scene maps[/p]
  • [p]ParticleEmitters aren’t finished until at least one emission[/p]
  • [p]Clear Bitmap PathEffect[/p]
[p]πŸͺ› Fixed[/p]
  • [p]Fixed Dresser component failing to dress players in their own clothing[/p]
  • [p]Editor: Fixed re-possessing not getting saved viewport size[/p]
  • [p]Fix Outline Stencil Tests[/p]
  • [p]Fix Parenting Networked Transform Issues and Interpolation Bug[/p]
  • [p]Fix audio playback and waveform rendering for vsnd preview widget[/p]
  • [p]Engine swapchain validation error fixes[/p]
  • [p]"QMenu was null when calling clear" error[/p]
  • [p]Impact gib velocity[/p]
  • [p]Fix atmosphere_sky shader[/p]
  • [p]Model highlights showing when gizmos block selection[/p]
  • [p]Handle QueryServers cancellation without throwing[/p]
  • [p]'Open in Editor' not working on hierarchy prefabs[/p]
  • [p]Pasting properties with invalid JSON[/p]
  • [p]Delayed heartbeat and host stats sending every frame[/p]
  • [p]Ducking modifying body height, stomping over user changes[/p]
  • [p]SoundscapeTrigger error if source or SoundFile is invalid[/p]
  • [p]SSR fixes[/p]
  • [p]Gibs being network spawned twice[/p]
  • [p]AssetList: fix label clipping, proper text eliding[/p]
  • [p]Voice.LaughterScore not being hooked up[/p]
  • [p]Only delay FakeLagProcess if no packets were handled[/p]
  • [p]Spell checked various public-facing XML comments[/p]
  • [p]Animgraphs not downloaded for local-only projects[/p]
  • [p]Clicking within ContentBlockHero now correctly opens create game modal[/p]
[p]🚯 Removed[/p]
  • [p]Removed IsUnitTest check in Material Load functions[/p]
  • [p]Remove legacy native networking code[/p]
  • [p]Remove unused native coroutines[/p]

Community Cosmetics - December

[p]Grab yourself these Community-made cosmetics! Telecom Conspiracist Helmet, Life Jacket, Fisherman Cap and Banana Slippers.[/p][p][/p][p]Sale ends January 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]

s&box from Rust developer Facepunch is now open source

s&box from Rust developer Facepunch is a modern game engine built on Valve's Source 2 and the latest .NET, and now it is open source!

Read the full article here: https://www.gamingonlinux.com/2025/11/sandbox-from-rust-developer-facepunch-is-now-open-source/

Update 25.11.26

[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-25-11-26[/p][p][/p][h3]Open Source[/h3][p][/p][p]s&box is now open source under the MIT license, you can get it on GitHub and build the engine however you want.[/p][p]Obviously this isn't the Source 2 code, that's up to Valve to open source if they want. For us Source 2 is providing lower level systems, all our high level systems are C# like the entire editor, networking, scene system, UI, and way more..[/p][p]What this means is you can view, modify, copy any of our code to help improve s&box with pull requests, or maintain your own fork for your standalone games, or even just take the code for your own engine.[/p][p]It might seem odd from a business perspective to make an engine and give it away for free with no royalties and to give all the code away under open source. But we're a bunch of nerds that love what we're creating, we want everyone to use it in whatever way they want, we want to provide opportunities.[/p][p]Open source is great for the game dev ecosystem, engines like Godot are awesome, we should have more of it because everyone wins.[/p][p][/p][h3]Terrain Stuff[/h3][p]Terrain got a nice visual upgrade this week, with LOD seams getting fixed and anti tiling materials.[/p][p][/p][p][/p][h3]Changelog[/h3][p]🎁 Added[/p]
  • [p]Open Source[/p]
  • [p]Terrain anti tiling[/p]
  • [p]Gibs networking[/p]
  • [p]Editor tool widget[/p]
  • [p]UI EnumControl[/p]
  • [p]UI Label.Tokenize (turn off automatic conversion of strings starting with #)[/p]
  • [p]UI TextEntry has tokenize turned off, strings can start with #[/p]
  • [p]UI ColorControl[/p]
  • [p]UI Color mixer popup[/p]
[p]🧼 Improved[/p]
  • [p]Native memory management rewrite, switched from jemalloc to mimalloc[/p]
  • [p]Refactor TreeNode.OnRename, it's not up to the node to create the popup anymore, just react to what the text is.[/p]
  • [p]Stopped a lot of the editor recreating itself during hotloads[/p]
  • [p]Networked Children Replication When Parent Is Disabled[/p]
  • [p]Make indirect lighting from skybox actually be infinite rather than a big volume[/p]
  • [p]Updated Box3D[/p]
  • [p]UI happens after OverlayWithDepth (Scene.DebugOverlay, Physics Debug, etc.)[/p]
  • [p]Animgraph sort condition list[/p]
  • [p]Prevent Camera Preview LookAt mode from exiting immediately[/p]
  • [p]ControlSheetRow.Property is a \[Parameter][/p]
[p]πŸͺ› Fixed[/p]
  • [p]VR not rendering[/p]
  • [p]Terrain no longer has LOD seams[/p]
  • [p]MixerTreeNode inline rename not working[/p]
  • [p]Update PlayerController docs link[/p]
  • [p]Abort video threads early on stop[/p]
  • [p]Storage.Query not sorting properly[/p]
  • [p]Hammer crash from invalid CUtlScalarHash usage in mapdoclib[/p]
  • [p]ShadingModel shows wireframe color correctly[/p]
  • [p]Play mode not focusing, setting correct cursor, weird inputs, ime not working[/p]
  • [p]Play button playing the wrong scene[/p]
  • [p]Using Movie Maker in play mode[/p]
  • [p]Ejected scene camera not being at game camera's location, NRE when no camera[/p]
  • [p]ViewportOptions button being visible while ejected[/p]
  • [p]Toggle eject button highlight + tooltip[/p]
  • [p]Input: release pressed buttons when losing focus[/p]
  • [p]Toggle Fullscreen toggles the current scene view[/p]
  • [p]Game view resolution/ratio dropdown functionality[/p]
  • [p]Restored GameEditorSessions[/p]
  • [p]Fix nullref when right-clicking Inspector property name[/p]
  • [p]Remote Spawn Child Transform Fix[/p]
  • [p]"Render Backface" toggle not working in Material made from ShaderGraph shaders[/p]
  • [p]Not being able to "Paste as New Component" on prefab instances[/p]
  • [p]SceneTrace uses the passed scene.PhysicsWorld instead of Game.ActiveScene.PhysicsWorld[/p]
  • [p]Skip menu editor code outside of the menu project[/p]
  • [p]Asset Browser: skip menu project assets in Everything and Recents[/p]
  • [p]Blendable materials can use tint color[/p]
[p]🚯 Removed[/p]
  • [p]Deleted old softbody nodes[/p]
  • [p]Deleted old thirdpartylegalnotices.txt[/p]

Update 25.11.19

[p]A new update has been released, you can view the full changes on our blog post.[/p][p]https://sbox.game/news/update-25-11-19[/p][p][/p][h3].NET 10[/h3][p]We've made the upgrade to .NET 10 and C# 14. For the most part, things should be the same. There may be some small performance improvements -- we've noticed a few of our benchmarks go down which is great![/p][p][/p][h3]Cosmetic Physics Bones[/h3][p]Cosmetics can now have physics bones to simulate hair or dangly bits.[/p][p][/p][p][/p][h3]Open Source Finance[/h3][p]I decided that we're going to open source the finances. We're going to show how much money we make and we're going to show how much money we pay out to the community. I don't think it's easy for people to comprehend what we're doing here so they're inevitably going to see everything as a cash grab.

My hope is that by showing actual dollar figures it will allow everyone to draw their own conclusions instead of having to choose who to believe. And if we are fucking up, they'll be able to show us how and hold us to account.

I feel like it's quite easy to create a community where everyone wins. Valve have done this repeatedly. They did it for me. They could have easily made Garry's Mod themselves. They could have taken 100% of that money. They could have given me $100k for the rights. But they didn't, they knew that if you let people succeed it's good for them and it's good for you. Everyone wins.

Valve gave me my chance. I'm already rich. I don't want to fuck anyone over. I want to give opportunities to the next generation, like Valve did me. We can all win together.[/p][p][/p][h3]Physgun[/h3][p]The art pass on the Physgun has been finished. The viewmodel and worldmodel are available on the Workshop.[/p][p][/p][h3]Changelog[/h3][p]🎁 Added[/p][p]🧼 Improved[/p]
  • [p]Multi-select support for material groups[/p]
  • [p]Multi-select support for body groups[/p]
  • [p]Razor syntax highlight in VS2026[/p]
  • [p]Razor intellisense in VS2026[/p]
  • [p]Sprite Control Widget enhancements[/p]
  • [p]Cloud asset cleanup[/p]
  • [p]Network time sync improvements[/p]
  • [p]Prop / ModelPhysics network refresh is granular instead of the whole hierarchy[/p]
  • [p]Only create bone physics if the model has joints[/p]
  • [p]Editor: Dedicated server uses local project path, instead of cloud project path[/p]
  • [p]Movie Maker: serialization safety, better string support[/p]
  • [p]Physics rules caching[/p]
  • [p]Friends List overlay improvements[/p]
[p]πŸͺ› Fixed[/p]
  • [p]Several security exploits allowing RCE[/p]
  • [p]Error sometimes when framing objects in the editor[/p]
  • [p]Terrain not streaming textures and using the lowest mip[/p]
  • [p]Physics spring serialization fixes[/p]
  • [p]Warning/error in AddPanelEventAttribute[/p]
  • [p]box3d: Hull bugs[/p]
  • [p]SSR and SSAO not working[/p]
  • [p]Highlight not working[/p]
  • [p]Hammer Static Overlays not projecting on world only properly[/p]
[p]🚯 Removed[/p]
  • [p]A bunch of unused native libraries[/p]
  • [p]ModelDoc: Unused jiggle/cloth/softbody nodes[/p]
  • [p]ModelDoc: Cloth preview (hasn't been functional for a while)[/p]
[p]⚠️ Known Issues[/p]
  • [p]VR doesn't work[/p]