
s&box 26.05.27 Patch Notes (27th May 2026)
s&box's latest update overhauls the audio threading model, doubles spatial audio performance, and brings a runtime mesh morphs API to developers.
The 26.05.27 update for s&box is a meaty one for anyone building in the engine. The audio system has been completely refactored with a lock-free triple-buffer threading model, which should kill off the crash-prone locking behaviour that's plagued some projects. Steam Audio effects are now compiled directly into the engine using AVX SIMD, roughly doubling spatial audio performance and dropping the external DLL dependency entirely. For a platform that lives and dies on creator tooling, this is the kind of backend work that actually matters.
On the rendering and physics side, there are several targeted performance wins: physics queries no longer allocate heap memory for multi-result operations, render attribute duplication has been cut, and LOD clutter coverage is now calculated per-model rather than per-tile. None of these are flashy, but they add up. The new Mesh.AddMorph() API for runtime mesh morphs is for developers wanting more dynamic geometry at runtime.
There's a solid list of community-contributed fixes too, covering everything from Linux viewport flashing on XWayland to pointlight shadows breaking on resolution changes. Full patch notes below.
Full Patch Notes
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!
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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