Lorenz Junglas 08c4ae6d73 Animgraph pose node optimizations (#3646)
* AddPoseOperation skip work when added transform is equal to identity

* SubtractPoseOperation skip work when added transform is equal to identity

* Fast path for BlendUpdateNode when weights are 1

Don't emit expensive pose op just forward the pose with weight 1

* Fast path for Blend2DUpdateNode when weights are 1

Don't emit expensive pose op just forward the pose with weight 1

* Avoid allocation of Actions in MergeDescendants
2025-12-22 07:09:45 +00:00
2025-11-24 09:05:18 +00:00
2025-11-24 09:05:18 +00:00
2025-11-24 09:05:18 +00:00
2025-11-24 09:05:18 +00:00
2025-11-24 09:05:18 +00:00

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.

s&box editor

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.

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