Update log
Full s&box update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Workshop
- Performance
- UI and audio
A new update has been released, you can view the full changes on our blog post.
https://sbox.game/news/update-26-03-04
Here's some highlights from the blog.
Clutter
A new tool has been added to procedurally place objects in your scenes. It is completely independent from the terrain system and supports both prefabs and instanced models.
It can be used to automate tasks such as procedurally generating landscapes, painting enemies, or even acting as a world grid system.
Menu Polish
We're polishing the menu ready for release, nothing is significantly different but we're making it all look pretty.
The depressing dark foggy scene is gone and replaced with Flatgrass. The header bar has been spaced out and made transparent. And the latest update is display on the front page. We'll keep polishing stuff bit by bit each week.
UI Multithreaded Rendering
UI could only render on the main thread - now it can render on any thread thanks to command lists. This means whilst your game is rendering the 3D world it can also start rendering the UI layers.
You'll notice a performance boost mostly on low-mid range CPUs and in games with a considerable amount of UI and 3D at the same time.
It can be toggled with the convar r_ui_multithreaded to measure impact.
Profiler Overlay Improvements
We reorganized the timings so they now more accurately break down a the time needed to render a frame. Garbage collection pauses are now also tracked as individual timing, and subtracted from other timing scopes.
We also improved the visuals for various overlays with significant community contributions from @darkfated
Sandbox: New Inventory
The inventory got rebuilt to be slot based. You can drag and drop stuff from the spawnmenu right into your inventory. It's kinda cool.
Sandbox: UI Improvements
The scoreboard and HUD got a new lick of paint. You can also mute people.
Sandbox: Easy Weld Rotate
Brought up the weld tool to gmod parity by adding the ability to rotate after easy welding.
Sandbox: Physgun Screen
We also added a screen to the physgun that spits out info based on what you're doing with it.
Changelog
🎁 Added
Clutter system — the clutter/scatter tool and system has been moved in-engine
CSS outline property — outline draws outside a panel's border without affecting layout, matching web standards
Multithreaded UI rendering — UI can now render off the main thread
New main menu front page — redesigned around flatgrass, refreshed navbar and footer
ContentBlock row scroll buttons — left/right scroll arrows appear on hover as an alternative to drag-scrolling
DepthTextureRef on RenderTargetHandle — lets you access the depth buffer of a render target in command lists, not just the colour buffer
Improved UI drag & drop — new OnDragEnter, OnDragLeave, and OnDrop panel events matching standard web behaviour
AdvancedDropdown — ComponentTypeSelector abstracted into a reusable dropdown that supports foldered menus
SerializedProperty.GetCustomizable() — creates a customisable copy of a property with an overridable display name and other metadata
MemberDescription.DeclaringType — exposes the type that declared the member
Json.Serialize / Json.Deserialize — low-level methods plus object/Type overloads for use with IJsonConvert
Package.MountAsync() — public API equivalent of the internal PackageManager.InstallAsync
Json.Patch, Json.CalculateDifferences, Json.ApplyPatch and related types are now public, along with GameObject.DiffObjectDefinitions and Scene.SerializeProperties()
TestAppSystem exposed to user unit test projects, replacing the old Application.InitUnitTest flow
Vector2Int and Vector3Int added to TryToType
Mirror tool now supports mirroring any selected object type, not just meshes
🧼 Improved
UI rendering now uses command lists — panels only rebuild their command lists when something actually changes, reducing per-frame
Source
