Update log
Full s&box update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Workshop
- UI and audio
- Server
- Maps
- Performance
A new update has been released, you can view the full changes on our blog post.
https://sbox.game/news/update-26-02-18
Summary
Things have been a bit quieter this month. We're slowing down on the big flashy features - most of the major engine systems are in now and the focus shifted towards making everything feel good.
We've lit a fire under our asses with release, it's forcing us to make decisions - what's in, what's out, what can wait. It's making us focus on the right stuff. Things we'd have spent weeks overthinking are getting solved now or shelved.
We've got a few large doors left to close, mapping has some glaring flaws with interactables that we're actively solving. Sandbox has to be filled with all the fun little things to bring it together.
All in all - our heads are down and shit's getting done.
Changelog
🎁 Added
Mapping: Shear Mode
Mapping: Object Selection
Screen recording can now record the editor viewport
Fade-in support for Sound.Play
ParticleFloat support for ParticleEmitter properties
New image/rendertarget formats: RGB32_UINT, RG32_UINT, R32G32B32A32_UINT
Paint.Draw overload for pixmap with border radius
🧼 Improved
SHIFT+RMB and CTRL+RMB can now be used outside of the Texture Tool
Save Play in Game Mode with cookie project
Indirect Light Volumes improvements, nicer bounds for "Fit to Scene Bounds" button
Menu server list improvements
Lazy prefab cache loading for prefab dependencies
Make ParticleFloat widget descriptions context-neutral
Make slnx/csproj always use relative paths
Humans: eyelid morphs are now affected by aim_eyes
Particle DieOnCollisionChance works more intuitively
Resize support on GameObjects with IHasBounds
Load cached asset info for new mods in AssetSystem::UpdateMods
Destroy menu scene when entering a game to free resources
Track dynamic states in Vulkan render system to remove redundant vkCmdSetPrimitiveTopologyEXT/vkCmdSetPolygonModeEXT calls per draw call
Upgraded DXCompiler to latest from Vulkan SDK 1.4.341.1
Signed Qt binaries, these were causing Windows Smart App Control to not launch the game
Defer descriptor set deletion to avoid use-after-free on render thread
Confirm GameObject/Component selection on double-clicking a node
Scale baked into physics shape geometry — strip it from the target body when calculating local offset
🪛 Fixed
"Texture manager doesn't know about texture" log spam
Descriptor set layout ref counting leak in RegisterDescriptorSetLayout
NRE in Terrain deserialization when TerrainBuffer is not yet created
Navmesh bake corruption when EditorAutoUpdate is enabled
ResourceIndex holding strong references to native resources
EdgeArchTool going the wrong direction
CompletionQueue assert during shutdown
GTAO depth dispatch size and missing UAV barriers
W and E hotkeys not switching gizmo tools
Crash when ParticleEffect has PushStrength
WorldPanelInput NRE
Incorrect property summaries
Pause modal NREs when no available package (unpublished second instance)
net_debug assertion spam by calling SetDebugFunction with DebugOutputType.None when disabled
When reparenting a SkinnedModelRenderer, clear out new skinned parent
Only create/update nav mesh area when active
Linux: Non-small struct args (>8 bytes) passed as ptr in managed but not received as ptr in native (InteropGen)
- LinuxAdded missing libdxcompiler.so and libswscale.so dependencies
Linux: Stop trying to load resourcecompiler when in non-tools builds
Linux: Enable VK_KHR_wayland_surface for Wayland
Linux: Plat_CreateWindow creates an SDL_WINDOW_VULKAN
Humans: prevent skeleton from blowing up when wearing jar head
Defer sentry close to after native AppSystem shutdown
Source
