The response to us going open source has been overwhelmingly positive, in a week we've received over 3000 stars and over 80 pull requests and 30 already merged.

Thank you to everyone for contributing and being interested in the project, the pull requests have been great so far from small bug fixes to proper features. It's giving us a lot more momentum.

We've been refining the repo sync workflows, GitHub actions now run formatting and unit tests on PRs, so any older PRs will need to update their branch to pass these tests.
I've added native Linux binaries to the open source repo for enthusiasts to play around with, these are for the dedicated server and game client only. Source 2 tools don't compile for Linux.

These are not shipped on Steam as they're not usable yet.
I added gravity scale to model's physics markup in ModelDoc, letting you make balloons or other floaty things.
I added a new wheel joint, it can be steered and has suspension. It's wheely good.
It's now possible for the host in a networked game to read inputs from other clients. This a start to making server-authoritative networking easier. We're now having clients send user commands to the host and these messages are now visible on the in-game Network Graph, too.

You can read input from any client as the host by simply using Connection.Down, Connection.Pressed, and Connection.Released which behave exactly like those from the Input class.
We've added a suite of new features to Movie Maker to help with animating characters. This includes IK controls to pose characters more easily, the ability to import animations from models, and tools to generate animations using AnimGraph.
Check out the docs to get started, and for a complete list of all the new features:

https://sbox.game/dev/doc/systems/movie-maker/skeletal-animation/

We can't wait to see what you create!
There was a tiny regression when we optimized Screen Space Reflections a few moons back where pixels would drift depending if your screen resolution was pair or odd.

Looking into that I ended up overhauling the thing and it's 20% better, also back porting some of my work from the Motion Vectors branch and make it play nice with my niche INTC Arc GPU.

Denoiser pre-filter was eating a lot of the energy from the intersection result, causing things to look very faint and translucent:

We can upsample up from 0.1x resolution and still remain sharp, no drifting:

Can move around without ghosting or smearing:


We've made a few changes to VR in an effort to make it more stable and better to use.
  • Improved error checking and logging
  • Fixed various specific crashes (e.g. surrounding specific OpenXR layers)
  • Tweaked the VR menu so that it has better parity with the flatscreen menu
We're obviously not leaving it here and will continue to make improvements to VR as we go along.

First-person weapon models and world models have been added to our weapon collection for several types of grenades: high explosive, flashbang, decoy, incendiary, and smoke.

This video shows a barebones Counter-Strike-style implementation, but you can mix-and-match animation parameters to get their use to work differently! As per usual, all the technical details for implementation in your own games can be found in our documentation. 

25.12.03
25.12.03
28 November 2025
🎁 Added
  • Wheel joint support
  • MovieMaker: Bone tracks, IK controls, character animation tools
  • Connection Input / User Commands
  • ModelDoc: Gravity scale to physics body markup (supports negative gravity)
  • GraphicsView: Min/Max zoom
  • Text effects drawing for underline/strikethrough styles
  • NetList: AddRange
  • Sandbox.Mounting.InitializeContext.IsDlcInstalled
  • Support for Nullable<> as ConCmd argument
  • r_max_anisotropy convar automatically set by Texture Quality settings
  • Sandbox.ISceneLoadingEvents.AfterLoad default implementation
  • Allowed System.Collections.Frozen.*
  • Implemented Game.IsClosing
  • Reimplement impact damage system for Rigidbody
🧼 Improved
  • Tweaked editor styles
  • Display s&box version in editor
  • SceneEditorSession: stop setting window icon on frame; use editor title
  • Fix AssetBrowser view mode persistence and icon update
  • PathWidget: update visibility on resize instead of rebuilding
  • Updated menu cloud assets
  • Updated button styles and nested hover rules
  • Transform child panels relative to parent space
  • Improved Sandbox.ISceneLoadingEvents.AfterLoad with default implementation
  • Switched Dresser's initialization from OnAwake to OnStart
  • VR fixes
  • Use TensorPrimitives in FloatSpan
  • Update MapInstance to support scene maps
  • ParticleEmitters aren’t finished until at least one emission
  • Clear Bitmap PathEffect
🪛 Fixed
  • Fixed Dresser component failing to dress players in their own clothing
  • Editor: Fixed re-possessing not getting saved viewport size
  • Fix Outline Stencil Tests
  • Fix Parenting Networked Transform Issues and Interpolation Bug
  • Fix audio playback and waveform rendering for vsnd preview widget
  • Engine swapchain validation error fixes
  • "QMenu was null when calling clear" error
  • Impact gib velocity
  • Fix atmosphere_sky shader
  • Model highlights showing when gizmos block selection
  • Handle QueryServers cancellation without throwing
  • 'Open in Editor' not working on hierarchy prefabs
  • Pasting properties with invalid JSON
  • Delayed heartbeat and host stats sending every frame
  • Ducking modifying body height, stomping over user changes
  • SoundscapeTrigger error if source or SoundFile is invalid
  • SSR fixes
  • Gibs being network spawned twice
  • AssetList: fix label clipping, proper text eliding
  • Voice.LaughterScore not being hooked up
  • Only delay FakeLagProcess if no packets were handled
  • Spell checked various public-facing XML comments
  • Animgraphs not downloaded for local-only projects
  • Clicking within ContentBlockHero now correctly opens create game modal
🚯 Removed
  • Removed IsUnitTest check in Material Load functions
  • Remove legacy native networking code
  • Remove unused native coroutines
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Apr 2021 116 posts
Update 25.12.03 : news/update-25-12-03
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Sep 2021 109 posts
bro wake up its 2007
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Feb 2024 34 posts
Open Source Linux Binaries is wild!!!
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Jul 2024 14 posts
I'm assuming you'll let us know how awesome native S&box on Steam Deck is when the Linux binaries are Steam-ready!
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