A new update has been released, you can view the full changes on our blog post.
https://sbox.game/news/update-25-11-26
Open Source

s&box is now open source under the MIT license, you can get it on GitHub and build the engine however you want.
Obviously this isn't the Source 2 code, that's up to Valve to open source if they want. For us Source 2 is providing lower level systems, all our high level systems are C# like the entire editor, networking, scene system, UI, and way more..
What this means is you can view, modify, copy any of our code to help improve s&box with pull requests, or maintain your own fork for your standalone games, or even just take the code for your own engine.
It might seem odd from a business perspective to make an engine and give it away for free with no royalties and to give all the code away under open source. But we're a bunch of nerds that love what we're creating, we want everyone to use it in whatever way they want, we want to provide opportunities.
Open source is great for the game dev ecosystem, engines like Godot are awesome, we should have more of it because everyone wins.
Terrain Stuff
Terrain got a nice visual upgrade this week, with LOD seams getting fixed and anti tiling materials.

Changelog
🎁 Added
Gibs networking
Editor tool widget
UI EnumControl
UI Label.Tokenize (turn off automatic conversion of strings starting with #)
UI TextEntry has tokenize turned off, strings can start with #
UI ColorControl
UI Color mixer popup
🧼 Improved
Native memory management rewrite, switched from jemalloc to mimalloc
Refactor TreeNode.OnRename, it's not up to the node to create the popup anymore, just react to what the text is.
Stopped a lot of the editor recreating itself during hotloads
Networked Children Replication When Parent Is Disabled
Make indirect lighting from skybox actually be infinite rather than a big volume
Updated Box3D
UI happens after OverlayWithDepth (Scene.DebugOverlay, Physics Debug, etc.)
Animgraph sort condition list
Prevent Camera Preview LookAt mode from exiting immediately
ControlSheetRow.Property is a [Parameter]
🪛 Fixed
MixerTreeNode inline rename not working
Update PlayerController docs link
Abort video threads early on stop
Storage.Query not sorting properly
Hammer crash from invalid CUtlScalarHash usage in mapdoclib
Play mode not focusing, setting correct cursor, weird inputs, ime not working
Play button playing the wrong scene
Using Movie Maker in play mode
Ejected scene camera not being at game camera's location, NRE when no camera
ViewportOptions button being visible while ejected
Toggle eject button highlight + tooltip
Input: release pressed buttons when losing focus
Toggle Fullscreen toggles the current scene view
Game view resolution/ratio dropdown functionality
Restored GameEditorSessions
Fix nullref when right-clicking Inspector property name
Remote Spawn Child Transform Fix
"Render Backface" toggle not working in Material made from ShaderGraph shaders
Not being able to "Paste as New Component" on prefab instances
SceneTrace uses the passed scene.PhysicsWorld instead of Game.ActiveScene.PhysicsWorld
Skip menu editor code outside of the menu project
Asset Browser: skip menu project assets in Everything and Recents
🚯 Removed
Deleted old softbody nodes
Deleted old thirdpartylegalnotices.txt
