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Update 25.11.26

A new update has been released, you can view the full changes on our blog post.

https://sbox.game/news/update-25-11-26

Open Source

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s&box is now open source under the MIT license, you can get it on GitHub and build the engine however you want.

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..

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.

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.

Open source is great for the game dev ecosystem, engines like Godot are awesome, we should have more of it because everyone wins.

Terrain Stuff

Terrain got a nice visual upgrade this week, with LOD seams getting fixed and anti tiling materials.

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Changelog

🎁 Added

  • Open Source

  • Terrain anti tiling

  • Gibs networking

  • Editor tool widget

  • UI EnumControl

  • UI Label.Tokenize (turn off automatic conversion of strings starting with #)

  • UI TextEntry has tokenize turned off, strings can start with #

  • UI ColorControl

  • UI Color mixer popup

🧼 Improved

  • Native memory management rewrite, switched from jemalloc to mimalloc

  • Refactor TreeNode.OnRename, it's not up to the node to create the popup anymore, just react to what the text is.

  • Stopped a lot of the editor recreating itself during hotloads

  • Networked Children Replication When Parent Is Disabled

  • Make indirect lighting from skybox actually be infinite rather than a big volume

  • Updated Box3D

  • UI happens after OverlayWithDepth (Scene.DebugOverlay, Physics Debug, etc.)

  • Animgraph sort condition list

  • Prevent Camera Preview LookAt mode from exiting immediately

  • ControlSheetRow.Property is a [Parameter]

🪛 Fixed

  • VR not rendering

  • Terrain no longer has LOD seams

  • MixerTreeNode inline rename not working

  • Update PlayerController docs link

  • Abort video threads early on stop

  • Storage.Query not sorting properly

  • Hammer crash from invalid CUtlScalarHash usage in mapdoclib

  • ShadingModel shows wireframe color correctly

  • Play mode not focusing, setting correct cursor, weird inputs, ime not working

  • Play button playing the wrong scene

  • Using Movie Maker in play mode

  • Ejected scene camera not being at game camera's location, NRE when no camera

  • ViewportOptions button being visible while ejected

  • Toggle eject button highlight + tooltip

  • Input: release pressed buttons when losing focus

  • Toggle Fullscreen toggles the current scene view

  • Game view resolution/ratio dropdown functionality

  • Restored GameEditorSessions

  • Fix nullref when right-clicking Inspector property name

  • Remote Spawn Child Transform Fix

  • "Render Backface" toggle not working in Material made from ShaderGraph shaders

  • Not being able to "Paste as New Component" on prefab instances

  • SceneTrace uses the passed scene.PhysicsWorld instead of Game.ActiveScene.PhysicsWorld

  • Skip menu editor code outside of the menu project

  • Asset Browser: skip menu project assets in Everything and Recents

  • Blendable materials can use tint color

🚯 Removed

  • Deleted old softbody nodes

  • Deleted old thirdpartylegalnotices.txt

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