Update 26.04.08
A new update has been released, you can view the full changes on our blog post.
https://sbox.game/news/update-26-04-08
Here's some highlights from the blog.
New Games Menu
Sandbox: Open Source
The Sandbox game itself is now open-source, people can contribute or take the code for their own games.
Sandbox: Emitters
Sandbox: Achievements
Changelog
🎁 Added
-
Doo, a simpler visual scripting system for wiring up component events — designed as a friendlier alternative to ActionGraph for common use cases
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Mesh cable tool in the mesh editor for creating cables, working similarly to Hammer
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New games dashboard with a rotating carousel and redesigned game cards
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lang.showkeyscvar and editor toggle to display localisation keys instead of translated text for debugging -
CSS
overflow: clipandoverflow: clip-wholeproperties for UI element clipping -
CSS
background-playback-stateproperty to pause video backgrounds -
\[ShowIf]and\[HideIf]attributes now support null checks -
Center option added to the pivot list in mapping tools
-
IFormattablewhitelisted for use in the sandbox. Thank you @RumBugen!
🧼 Improved
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Texture editor moved into the inspector - Thank you @boxrocket6803!
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Cascaded shadow map exclusion culling — shadows no longer render beyond each cascade boundary and objects from previous cascades are no longer re-rendered, significantly improving shadow performance
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Networking thread now processes messages at the same tick rate as the main thread
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Particle sprite GPU upload performance — buffer uploads moved into valid Graphics.Scope to avoid unnecessary render context creation
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Network packet byte arrays are now pooled in DecodeStream, reducing GC pressure for large compressed payloads
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Fixed a Steam buffer GCHandle leak where N-1 handles would leak per broadcast packet; replaced with a cheaper memcpy approach
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Package.MountAsyncnow supports mounting specific package revisions, allowing games to pin map versions -
LoadingScreen.IsVisibleis no longer overridden every frame, allowing games to manually control loading screen visibility -
Game.ChangeScenenow shows a loading screen for all clients instead of just the host -
Engine overlays remain visible during loading states
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ScreenPanel
Scaleproperty now works when Auto Scale is enabled, andOpacitynow correctly affects ScreenPanels -
Undo support for WrapTextureToSelection and WrapTexture operations in the mapping tools
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Pause modal now uses the lighter HtmlPanel instead of a full WebPanel
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Launcher window geometry is saved when auto-closing
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PATH changes are now a no-op on non-Windows platforms. Thank you @MrSoup678!
🪛 Fixed
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Disabling shadows on a directional light now works correctly
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Shader compiler shutdown crashes resolved by properly draining the material system and preventing Steam callbacks after managed shutdown
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Exceeding the maximum light count no longer triggers assertions or causes directional light flickering
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GetPixelsarguments are now validated to prevent negative values, fixing a security vulnerability -
Referencing a deleted prefab no longer crashes — the editor shows a warning and preserves instance data for recovery
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Creating a prefab from a GameObject now correctly restores the object's position
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Reverting changes on a nested prefab instance no longer wipes all outermost overrides
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Applying changes to a nested prefab no longer regenerates all GUIDs
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Fixed cyclical library references caused by built-in projects referencing libraries
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Fixed a null
AssetTypeAttribute.NameNRE that silently shut down the GameInstance on editor startup -
Game loading is now properly cancelled on disconnect, preventing background loads from continuing
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Fixed filesystem unmount exceptions when a load is cancelled
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Prop gibs now properly inherit velocity when spawned in a batch group
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IgnoreSingleObjecttrace now correctly checks both rigidbody and collider GameObjects -
Glass shader tint now blends correctly through multiple layers using premultiplied alpha blending. Thank you @Infiland!
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backdrop-filter: blurno longer generates excessive mipmap levels Thank you @Infiland! -
Toast notifications (e.g. achievements) no longer persist indefinitely
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Post-game info popup is no longer dismissed on click, so its actions can be used. Thank you @RumBugen!
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Fixed human models having deformed hands with the "holditem" holdtype
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Fixed TextRenderer alignment not updating on re-enable
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Fixed possible NRE in
Button.Textsetter -
Fixed possible NRE in
UpdateMusic
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