s&box — Patch 26.07.08

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Released: 7/8/2026, 5:49:42 PM

Source: https://store.steampowered.com/news/app/590830/view/677376450273220883


Summary (AI)
Patch 26.07.08 for s&box addresses numerous fixes and improvements including corrected model compilation and prefab path issues, updated tree models, and resolved lighting problems in scenes. The update enhances rendering performance with GPU-based LOD selection, culling, and clutter rendering, alongside rewrites to wind displacement and fur shaders for better texture handling. New APIs for inventory, weapons, and camera effects have been introduced, along with editor enhancements such as a viewport orientation gizmo, lip sync in the sound editor, and improved asset browser functionality. Various stability and performance fixes target memory handling, sound occlusion, terrain rendering on AMD hardware, and Vulkan validation. Additional smaller fixes include UI improvements, prefab data retention, and bug resolutions in particle editing, key bindings, and editor console filtering.
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  • ✅ Find out why my models aren't compiling
  • ✅ Change all the tree models in this scene to oak_06 instead of oak_07
  • ✅ Give all the published assets in the models/rust/ folder nice descriptive titles
  • ✅ Can you spot anything wrong with my scene? The lighting is all broken.
  • ❌ Generate a game that is like the matrix vs rollercoaster tycoon
  • ❌ Generate a model of shrek
  • ❌ Generate a pixel art image of a plumber for me to use as my game character
  • Rewrote wind displacement code, instead of calculating simplex noise at runtime, just sample blue noise texture
  • Simplified math where it's appropriate
  • LOD selection is now done on the GPU
  • Culling is also now done on the GPU in the same pass
  • Collision for painted instances works as expected
  • Timings that were bogus due to work being split across threads are now accurate and no longer inflated.
  • First-party inventory, weapon, ammo, camera shake, camera modifier, tracer, and scene anchor APIs.
  • Targeted Addons so published code can target a parent game package, including a Target Game option in the project wizard.
  • An editor MCP server so local AI agents can inspect and drive open projects through discoverable editor tools.
  • Screen-space shadows for lights, including support for soft contact shadows and viewmodel shadowing.
  • Static GameObjects for static-layer rendering and future static shadow caching.
  • Lip sync generation support to the sound editor.
  • Draw count and stride parameters to indirect draw calls.
  • A local loopback networking socket for multi-instance testing. Thank you, @dictateurfou!
  • `PlayerController.RestoreGrounding()` for restoring grounding after temporarily losing it. Thank you, @2czu!
  • A camera ignore tag set to PlayerController camera collision. Thank you, @nixxquality!
  • Multi-edit support for particle resources. Thank you, @PolEpie!
  • Rich text label support for the `style` attribute. Thank you, @kEllieDev!
  • GPU clutter rendering with per-view GPU LOD selection and culling for painted, volume, and procedural instanced models.
  • Terrain rendering by using cull distance for holes and bounds so clipped terrain avoids pixel shader work and keeps early-Z.
  • Bloom threshold behavior and made bloom intensity more linear.
  • Shader compilation recovery when existing compiled shader data is corrupt or still contains a git-lfs pointer.
  • Single-asset addon publishing so code-path files such as stylesheets are included.
  • Asset Browser behavior so Find In Asset Browser clears the current search before selecting an asset.
  • Scene drag-and-drop for textures, images, and 2D view placement.
  • Clothing metadata with missing clothing categories.
  • Sound previews with playback shortcuts.
  • Benchmark timing by moving forced GC out of the measured first frame.
  • When entering play mode, carry the current selection to the runtime object.
  • Occluded sounds briefly playing at full volume when they start.
  • Nested prefab instances losing data when applying prefab changes.
  • Old sprite files loading as white or invalid textures when legacy loop points were present.
  • Sprite opacity incorrectly affecting scissor clipping cutoff.
  • A Sprite string allocation issue that could scale badly. Thank you, @K3rhos!
  • Doors playing their close-finished sound when a game launches. Thank you, @Fitamas!
  • Terrain brush size being treated as a radius instead of a diameter. Thank you, @PolEpie!
  • Viewmodels and game overlays being overwritten by world depth prepass effects.
  • Vertex explosions on skinned instancing.
  • Shadow receiver depth bias producing bad shadow artifacts and validation issues.
  • Several Vulkan validation issues.
  • Movie keyframe merging and reduction edge cases when loading older movie projects.
  • GameResource inspectors prompting to save unchanged assets and SpriteInspector not enabling Save for some edits.
  • The editor console ignoring its filter after compiling.
  • Editor ray casts at non-100% DPI. Thank you, @PolEpie!
  • Badge components not updating when their value changes. Thank you, @zxcPandora!
  • GameObject transform control margin in the editor inspector. Thank you, @Tripperful!
  • DontDestroyOnLoad survivor hierarchy preservation during non-additive scene loads. Thank you, @deadmonstor!
  • Targeted addons not swapping to the hotloaded parent game assembly.
  • Radius( 0 ) traces missing everything.
  • PlayerController press interactions not searching parent objects for pressables.
  • AssetPreviewWidget null reference errors.
  • VFX serialized data compatibility for newly versioned data.
  • Fix Eject keybind inconsistency.
  • Removed obsolete `CameraComponent.ISceneCameraSetup`.