* Simpler light caching * Simpler cube cache as well, benchmark on RX580 goes from 248ms to 55ms * Fix logic * CRenderContext::CopyTexture copies slices for cube in one GPU command * Do texture copy in a layer so that we handle it all in sequence during scenesystem rendering * Use Transform Version instead of key, get cache texture only when we actually want it, as cheap for the cpu as it was before * Only do static caching if our light is static * Shared cache code for lights (including static cache) instead of duplicating * Potential fix for pull request finding In the vkCmdCopyImage path, dstOffset.y is set from nDestX instead of nDestY. This will copy to the wrong Y position (and can trigger out-of-bounds clamping/validation errors when nDestX != nDestY). Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
s&box
s&box is a modern game engine, built on Valve's Source 2 and the latest .NET technology, it provides a modern intuitive editor for creating games.
If your goal is to create games using s&box, please start with the getting started guide. This repository is for building the engine from source for those who want to contribute to the development of the engine.
Getting the Engine
Steam
You can download and install the s&box editor directly from Steam.
Compiling from Source
If you want to build from source, this repository includes all the necessary files to compile the engine yourself.
Prerequisites
Building
# Clone the repo
git clone https://github.com/Facepunch/sbox-public.git
Once you've cloned the repo simply run Bootstrap.bat which will download dependencies and build the engine.
The game and editor can be run from the binaries in the game folder.
Contributing
If you would like to contribute to the engine, please see the contributing guide.
If you want to report bugs or request new features, see sbox-issues.
Documentation
Full documentation, tutorials, and API references are available at sbox.game/dev/.
License
The s&box engine source code is licensed under the MIT License.
Certain native binaries in game/bin are not covered by the MIT license. These binaries are distributed under the s&box EULA. You must agree to the terms of the EULA to use them.
This project includes third-party components that are separately licensed.
Those components are not covered by the MIT license above and remain subject
to their original licenses as indicated in game/thirdpartylegalnotices.
