Terrain's been given some big love this week. We now support up to 64 materials, up from 4.. 🤯

We've changed to a non-destructive 2 layer blend (base/overlay) instead of a 4 layer blend, this drastically reduces memory requirements and is more performant - and realistically nobody was putting 4 materials on top of each other.
We've adapted the terrain tool UI to the same sidebar we use for mapping tools, so everything is in one place.

We've had lots of great community pull requests, one in particular this week was from wheatleymf fixing rotated UVs having incorrect normals.

https://github.com/Facepunch/sbox-public/pull/66
Mesh editing has moved to its own mapping tool. It has all the tools and modes needed to create and edit mesh geometry.

Tool properties are displayed in the side panel next to the toolbar. Your own tools can display properties here too.

We added the ability to capture high resolution screenshots via a console command.

screenshot_highres <width> <height> 

The command uses the perspective and settings of the active camera and works both in editor and in game.
We've found ourselves wanting random outfits from time to time, so we've added a Randomize button to Dresser.
We now have a component that can disable collision between two rigidbodies. Internally this is just a null physics joint with collision disabled. We use this in sandbox mode for the no collide tool.
The humans have been updated to have working visemes, to help bring them up to par with the citizens.
Fixed the AgX tonemapper looking like shit
Update 25.12.10
25.12.10
10 December 2025
🎁 Added
  • Terrain: Can now support up to 64 materials, changed to a 2 layer blend (base/overlay) instead of a 4 layer blend
  • New mapping editor tool interface
  • High resolution screenshots with screenshot_highres command
  • Dresser component now has a randomize button
  • Human Visemes
  • PhysicsFilter component which allows collision to be disabled between two rigidbodies
  • VolumetricFogVolumeTool editor tool to edit volume bounds @Nolankicks
  • API: Panel.GameObject
  • API: Make public SceneModel.GetBoneVelocity() and SceneModel.HasBoneOverrides @yuberee
  • API: Add SkinnedModelRenderer.GetBoneVelocity() @yuberee
  • API: Allow DecimalConstantAttribute @766974616c79
🧼 Improved
  • Crash Reporter is now a C# app, and calls to our API
  • Multi-viewport in play mode
  • Update meshoptimizer to v1
  • Make MSAA setting work on editor SceneRenderingWidgets
  • enforce gameobject order and form groups whilst duplicating @johncosfm
  • Various crash fixes when shutting down engine
  • unfuck the ordering of rebuilding in mesh component so mesh is built before collider, also don't use gameobject scale to scale geometry
  • suspension disabled just limits the suspension to zero internally so it doesn't fly off into space, also set suspension and steering spring defaults to 10 hertz, 1 damping
🪛 Fixed
  • Don't double present the game in editor, which was incrementing completed frames too far and freeing used resources too early
  • Avoid doing LoadAllGameResource multiple times on editor startup (and before we've setup some search paths)
  • AgX tonemapping being washed out
  • Networking: Performance Regression
  • DebugOverlay.Text not rendering @andy013
  • Mesh Tool - Shortcut Fixes
  • Cache (De)SerializeOptions in hot paths
  • Check if native SteamUser is valid before trying to access it
  • Fix clamped does nothing @766974616c79
  • Fixed additive scenes (such as the system scene) applying its NavMesh properties on the main scene
  • Fixed terrain UV rotation giving wrong normalsa @wheatleymf
  • Handle profiler cancel @766974616c79
  • Categorize uncategorized base components @Nolankicks
  • change "games" to "maps" @chesiren
  • Fix: Properly destroy Scene in MapWorld to prevent memory leak @PatrickJnr
  • ControlSheetRow hides property based on ShowIf etc
  • Fix broken grass texture in menu
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Apr 2021 117 posts
Update 25.12.10 : news/update-25-12-10
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Jul 2023 29 posts
🔥🔥🔥
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Jul 2022 41 posts
w
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Sep 2021 116 posts
Actually, it's good that you're replacing the tools with your own. I'm sure that sooner or later, Hammer Editor will have to be removed and only Map Editor will remain. Anyone who wants to can create own mapping tool 

That's exactly why I really like s&box. It's an engine and platform, and it's also open source, which gives you so many possibilities 

Special thanks to lolleko for the high-quality screenshots and Tony for the random dresser (although I wrote it back in the summer) Now we can make even cooler previews
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Feb 2024 35 posts
nice to see hammer slowly being integrated into the editor
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Jul 2022 1 post
Nice update :)
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Nov 2024 4 posts
epic
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Aug 2025 5 posts
Praise be... I found out this update released by trying to figure out how to get an object to ignore physics collisions with another object.
people
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