Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
s&boxNewsUpdate 26.05.27
In-game event

Update 26.05.27

s&box · published 27 May 2026, 23:00 UTC · build 23439853

All newsPlayers around this dateRead on Steam

A new update has been released, you can view the full changes on our blog post.

https://sbox.game/news/update-26-05-27

Changelog

🎁 Added

  • Runtime mesh morphs API - `Mesh.AddMorph()` lets you add morph targets (position and normal deltas) to meshes at runtime

  • Mesh to model dialog now shows options for configuring collision when converting meshes

  • Mirror tool can now be repositioned after placing, similar to the clipping tool

  • Bounding box snapping - bounding boxes now snap to grid by default

  • `ResourceWriter.AddExternalReference` for referencing external resources (e.g. materials from model resources)

  • Model inspector has useful info about meshes

  • `DragEvent` constructor is now public, allowing custom input systems to forward drag events through the UI pipeline. Thanks @dictateurfou!

  • Viewport background color is now customizable in editor preferences. Thanks @boxrocket6803!

  • Cursor page rework in project settings - now shows all system cursors you can override and auto-adds cursor images on upload

🧼 Improved

  • Audio system refactored with a lock-free triple-buffer threading model, eliminating previous crash-prone locking

  • Steam Audio effects compiled directly into the engine with AVX SIMD, roughly doubling spatial audio performance and removing the external DLL dependency

  • Physics queries no longer allocate heap memory for multi-result queries, using thread-local buffers instead

  • Physics callback virtual dispatch overhead eliminated by using concrete types and caching body type lookups

  • Rendering performance improved by removing redundant render attribute duplication, unnecessary performance trace scopes, and unused render pipeline stats

  • LOD clutter screen coverage now calculated per-model instead of per-tile for more consistent results

  • Media recording now captures at the end of the render pipeline, including overlays

  • VMDL writer now also saves the PHYS block when exporting models

  • Physics resource system modernized to use proper resource handling, enabling vphys resource previews

  • Steamworks SDK and steamclient updated to latest version, which should reduce network packet issues

  • Default video settings aligned between native and managed - MSAA now defaults to 4x (was 16x native), fullscreen defaults to borderless

  • Grass rendering looking super dark in places

  • Player display names now resolved locally, instead of by the host. Thanks @Matt9440!

  • Compile timeout raised from 60 to 120 seconds for large projects. Thanks @MrBrax!

  • Props now ignite their gibs when a burning prop breaks. Thanks @Xenthio!

  • Scene wheel zoom now treated as camera movement. Thanks @TheGWOO!

  • Dragged decal game objects now assigned proper names. Thanks @wheatleymf!

🪛 Fixed

  • Fixed morph target names and categorization when importing models

  • Fixed incorrect FBX morph normals

  • Fixed managed video settings overwriting CLI flags like `-sw` and `-720` on startup

  • Fixed shader "Internal Compiler Error" for inline shaders on Linux/Mac caused by wchar_t encoding differences

  • Fixed Steam Audio not working correctly on Linux

  • Fixed model scaling in mapping mode

  • Fixed ESC not cancelling mesh tools

  • Fixed ragdoll joint rest length using bind pose body positions instead of frame offsets

  • Fixed scaled physics bones when world transform has scale

  • Fixed objects wrongly becoming transparent after opaque fade fixes

  • Fixed chat network messages not registering on non-host clients

  • Fixed platform settings property getting cut off in the editor

  • Fixed custom shaders having tinted wireframe

  • Fixed mouse wheel direction for natural scrolling

  • Fixed material override not clearing properly when applying model material groups. Thanks @Matt9440!

  • Fixed Doo visual scripting not showing return assignment when function has no arguments. Thanks @PolEpie!

  • Fixed viewport flashing on Linux/XWayland by suppressing Qt paint cycle. Thanks @AlexTrebs!

  • Fixed pointlight shadows breaking when shadow resolution decreases. Thanks @boxrocket6803!

  • Fixed missing hover styles when dragging items over folders in asset browser. Thanks @Matt9440!

  • Re-enabled 'None' anti-aliasing option. Thanks @Mykol-Word!

  • Editor now opens on the correct monitor. Thanks @boxrocket6803!

  • Splash screen now always starts centered. Thanks @boxrocket6803!

More from s&box

Other announcements

All news
In-game event8 Sep 2026Update 26.09.08A new update has been released, you can view the full changes on our blog post. 2D Physics s&box now has 2D physics, powered by Box2D (yes, like Box3D). Switch the physics mode in your scene settings and bodies will simulate in the XY plane, using the same physics components and APIs you already know instead of having a 2D and 3D API split. Open Video Game Jam The Game Jam III has begun with a…Community4 Sep 2026Game Jam IIIThis is our third game jam. This time we have a £50,000 total prize fund up for grabs. The way our jams run have now changed. On the 4th September we'll announce the theme and you can submit your games. Users will be able to nominate your game. On the 28th September the 5 games with the most nominations will go into the finals. Each day the one with the fewest votes will drop out until there ar…In-game event1 Sep 2026Update 26.09.01A new update has been released, you can view the full changes on our blog post. New Main Menu I am aware that us re-doing the menu is a meme at this point, but the main menu has once again been rebuilt. The common complaint we get is that there are no good games. I think there are good games but we're not sufficiently putting them in front of people . Their instinct is the click on the server b…