🎁 Added
  • v1.18.0 — Change Notes (2026-07-02)
  • +5 tools — same-week support for s&box's brand-new LipSync component, plus the four remaining Tier-1 community-demand scaffolds. 206 tools / 197 handlers (was 201/192). Additive — no existing tool contract changed. All five live-verified (handlers compiled first try; every scaffold's generated code compile-verified in the game assembly + TypeLibrary-load-confirmed; add_lipsync wiring property-verified on a live citizen).
  • Added — new engine feature support
  • - add_lipsync — wire up Sandbox.LipSync, the component Facepunch shipped 2026-07-01 (the lipsync/viseme Sound Editor update): drives a SkinnedModelRenderer's facial morphs from a playing sound. One call adds LipSync, wires the renderer (same GameObject or rendererId), and optionally binds audio — an existing sound component, or a new SoundPointComponent loaded from a .sound path — plus morphScale / morphSmoothTime tuning. Morphs animate at runtime while the sound plays (verify in play mode via capture_view).
  • Added — community-demand scaffolds (the Tier-1 backlog, complete)
  • Mined demand from the 51-game corpus; with these four, every Tier-1 item has shipped.
  • - create_round_state_machine (5× demand — the top ask) — the full state-machine beyond create_round_phase_machine: a sealed manager singleton ([Sync(SyncFlags.FromHost)] StateIndex, index-wrap advancing, CanEnter() skip) driving an abstract RoundState base (Begin/Tick/OnTimeUp/Finish lifecycle, per-state [Sync] TimeUntil) plus N sealed named-state stubs that auto-attach on start. Transitions announce via a static event + [Rpc.Broadcast] mirror with per-index dedupe (never double-fires; the [Sync] index is the late-joiner reconcile).
  • - add_interaction_station — a one-occupant IPressable station (crafting bench / shop till / arcade cabinet): occupancy held as a [Sync(FromHost)] Guid (GameObjects aren't [Sync]-able), client Press() routed host-side via [Rpc.Host], a reservation grace window for the last user, an optional unlock-level gate via a static ResolveUserLevel hook, and a static OnStationOpened event to open your overlay UI.
  • - create_event_director — a generalized L4D-style pacing director: interval roll (host-only), cumulative-weight pick over EventPrefabs + parallel Weights, active-set dedupe, MaxActive cap, and a generated *TimedEvent companion so every spawned event self-destructs after EventLifetime. RollInterval() is the documented adaptive-pacing extension point.
  • - create_save_slots — the multi-slot companion to create_save_system: a saveslots.json manifest (per-slot Used/Name/SavedAtUnix/PlaytimeSeconds — the slot-picker read) + per-slot payload files over FileSystem.Data, versioned POCO with delete-on-version-mismatch, and optional GUID scene reconciliation (tombstone destroyed objects, reposition survivors).
  • Docs
  • - .claude-plugin/marketplace.json brought current — it had drifted to v1.16.0 / stale counts (it sat outside the parity script's version-lock set; now locked 6-way so it can't recur).
  • - Doc-hygiene sweep: INSTALL.md no longer claims the dock must stay open (static frame loop since v1.3.0) or hardcodes a stale handler count; CLAUDE.md's contradictory v1.10.0 handler line removed; stale plan-status notes marked shipped; count style unified on "200+"; npm README tools table backfilled v1.10–v1.17.
  • - Engine-watch (researched this release, queued in the backlog): Facepunch merged a local loopback socket for multi-instance testing (2026-07-02 — not in the shipping build yet; a future bridge multiplayer-test harness), and the MovieMaker/sequencer system remains an uncovered tool-family candidate. Upstream reliability fixes relevant to existing tools: nested-prefab apply no longer wipes instances, painted-instance collision fixed, terrain binary data survives copy/paste/undo, malformed-packet server-brick fixed.
🎁 Added
  • # s&box Claude Bridge v1.12.0 -- Six New Tools, a CI Gate, and a Whitelist Correction
  • **179 editor handlers. 188 tools total. Two waves of scaffold + lint + asset tools, all verify-gated live against the current SDK.**
🎁 Added
  • # s&box Claude Bridge v1.9.0 — We Gave the AI a Brain
  • **The best AI tool for building s&box games just got a knowledge base.** v1.9.0 ships `sbox-cookbook`: a deep, code-grounded library of how real games are actually built — so the AI reaches for proven, shipped patterns instead of guessing.
  • If you build s&box games and you talk to an AI to do it, this is the release that changes the math. Not because the model got smarter — because we stopped making it improvise.
  • ---
  • ## The Brain
  • Here's the honest problem with using *any* AI to write s&box code: the engine moves fast, the API drifts between SDK builds, and a general-purpose model fills the gaps with plausible-sounding nonsense. It'll happily hand you a multiplayer economy that desyncs the moment a second player joins, a save system a client can forge, and a loot table that's "random" in a way players can exploit. It looks right. It compiles. It's wrong in exactly the ways that bite you three weeks later.
🧼 Improved
  • v1.9.0 fixes that at the root. We built a **massive brain** into the plugin — a skill called `sbox-cookbook` — and we trained it on **real, shipped, open-source s&box games**. The best games in the ecosystem. Not toy samples, not docs paraphrased, not the model's training data: the actual source of games people built and shipped, plus the modern s&box engine source itself.
  • Then we distilled what those games do into **code-grounded recipes**. It covers the systems that are genuinely hard to get right:
  • - **Inventories** — backpacks, hotbars, stacking, the networked-collection patterns that don't roll back on proxies
  • - **Economies & currency** — host-authoritative balances, the request → apply → confirm shape, money as `[Sync(SyncFlags.FromHost)]` so a client can't author its own wallet
  • - **Save & persistence** — signed, versioned save files in `FileSystem.Data` that sanitize and clamp on load, because saves outlive your balance changes
  • - **Shops & trading** — vendors, prices, trades that re-validate server-side
  • - **Gacha & loot** — weighted tables, recharge timers, provably-fair rolls
  • - **Progression & prestige** — data-driven balance tables, upgrade and prestige trees
  • - **Multiplayer networking & authority** — the single biggest bug class in s&box, handled the way shipped games handle it: ownership gates, `[Rpc.Host]` re-validation, the real netcode patterns
  • - **Level design** — modular sets, blockouts, lighting, triggers, spawns
  • And on top of the systems, full **genre playbooks** — tycoon/idle, shopkeeper, deathmatch/arena, platformer & obstacle course, survival/horror, card-battler, roleplay, gacha-crawler, and more. Each one tells the AI which systems to compose, in what build order, and how the real games actually wired them together — with source it can point to.
  • Every recipe is grounded in how shipped games do it. That's the whole pitch. When you ask the plugin to "build me a tycoon" or "add a trading shop" or "make the loot drops feel fair," it isn't pattern-matching against a half-remembered tutorial. It's reaching for the same architecture that's already running in production s&box games. **Proven patterns instead of hallucinations.**
  • ---
  • ## See it, verify it
  • A brain that only writes code is half a tool. The other half is being able to *look* at what got built and confirm it's correct — and v1.9.0 gives the AI eyes for that too.
  • Six new inspection and validation tools (**166 total now, up from 160**) mean the AI can SEE and VERIFY, not just write:
  • - **`inspect_networked_object`** — dump exactly what an object replicates over the network, plus every component's `[Sync]` fields with their flags and live values. No more guessing what's actually synced.
  • - **`networking_lint`** — a static scan for the multiplayer footguns that cause silent desync and exploits: money/health/score declared as plain `[Sync]`, unguarded mutators, `[Rpc.Host]` methods that never re-check the caller. The AI can now catch its own authority bugs before you ever hit play.
  • - **`scene_validate`** — flags scene-setup mistakes: no camera, stray root rigidbodies, trigger-vs-trace mismatches.
  • - **`save_inspect`** — list, read, and diff the project's save files, so persistence bugs are visible instead of mysterious.
  • - **`services_query`** — read live `Sandbox.Services` stats and leaderboards.
  • - **`simulate_input`** — drive named input actions during play, so the AI can actually exercise what it built.
  • Pair these with the screenshot-driven workflow the plugin already ships, and you get a loop that's closer to how a careful human works: write it, inspect what it produced, lint it for the classic mistakes, watch it run.
  • ---
  • ## Built on the current API — verified by reflection
  • Recipes are only as good as the API they assume. So before shipping, we **reflected the live SDK** and confirmed every API the cookbook and the generated C# rely on against the *current* engine — not stale training data. And the bridge keeps doing this at build time: the live editor reflection (`describe_type`, `search_types`, `get_method_signature`) is always the authoritative signature check for *your* installed SDK. If a recipe ever disagrees with what's actually installed, reflection wins.
  • ---
  • ## Get it
  • The brain lives in the **Claude Code plugin** — and that's the way to run this. The bare MCP server gives you the tools; the plugin gives you the tools *plus* the brain: the `sbox-cookbook` knowledge base, a specialist agent tuned to build games with the bridge, the screenshot-driven build workflow, and first-run onboarding. The recipes and the tuned agent are the difference between an AI that improvises and one that builds real games.
  • Install the plugin:
  • ```
  • /plugin marketplace add LouSputthole/Sbox-Claude
  • /plugin install sbox-claude
  • ```
  • Then restart Claude Code. Open your s&box project, connect the bridge, and ask it to build something real.
  • The model didn't get smarter this release. It got **experienced.** Go build something.
🎁 Added
  • Claude Bridge v1.4.0 — Scene Authoring Update
  • +32 tools (99 → 131). The bridge can now compose whole scenes, not just poke one object at a time.
  • - 🎨 Lighting & atmosphere — lights, fog, post-FX, skybox, reflection probes + one-call mood presets (horror-night,
  • foggy-dawn, warm-interior, overcast)
  • - 🧍 Characters — spawn & dress Citizens, pose them, equip props to bones, look-at/gaze, ragdolls, facial expressions
  • - 🧱 Scene layout — snap-to-ground, align, distribute, grid-duplicate, measure
  • - 🌲 Environment — scatter props (seeded + ground-snapped), randomize transforms, group objects
  • - 🔍 Object utilities — find by name/component/tag; bulk tint / replace-model / set-tags
  • - ⚙️ Experimental — particle/VFX tools (compile but render unverified through the bridge)