Nodebox
Nodebox is a reimagining of Wiremod gates from Garry's Mod made in S&Box
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Engine v23
About This Package
Nodebox
A UGC (User-Generated-Content) Node Graph Library for S&Box
Description
Nodebox is a reimagining of Wiremod gates from Garry's Mod made in S&Box
⚠️ The project is in it's infancy, expect bugs and constant breaking changes ⚠️
Inspired by Unreal Engine's Blueprints and Resonite's Protoflux
⚠️ The project is in it's infancy, expect bugs and constant breaking changes ⚠️
Inspired by Unreal Engine's Blueprints and Resonite's Protoflux
The `Node`s themselves are abstracted away from any visual/interactive parts
You can implement wrappers for them, which provide different visuals/behaviour/etc.
Currently, only `Node3D` exists, which displays the inner `Node` via a `WorldPanel` (1 `Node` = 1 `WorldPanel`)
Currently, only `Node3D` exists, which displays the inner `Node` via a `WorldPanel` (1 `Node` = 1 `WorldPanel`)
Source code:
FAQ
(Frequently Asked Questions)
Why not just use ActionGraphs?
Why not just use ActionGraphs?
A#1: ActionGraph can't be edited in-game (someone will definitely prove me wrong)
A#2: If someone made an editor for them smh, it would have 0 collaboration features
A#3: There are no protection features, which means you either are giving players full control
Why am I stuck and can't move?
A: You might have an input field selected on a `Constant<T>` node, try pressing Enter
Will there be a permission system to restrict which properties players can fuck with?
A: Yes and No, there should and will be one, but much later when Facepunch finally makes a Sandbox gamemode. In terms of other gamemodes - disable `ShouldLoadDefaults` on the Node Library and Do It Yourself
Execution control, For, While, Delay?
A: Nope, Soon-ish
Variables or something like that?
A#1: I ate them
A#2: There will be Components that you can add to GameObjects to store variables, soon-ish. Better options like local variables will be there when we'll figure out `NodeContext`s
User Docs?
A#1: I ate them
A#2: There are Name/Desc fields on Nodes, which will be used later for an in-game tooltip thingy
Developer Docs?
A#1: I ate them
A#2: A wiki will go up on Github, when the API is stable and doesn't shit it's pants
Where are ? and ?<?> nodes?
A: I ate them (make a feature request)
"After-contest" planned features
A#2: If someone made an editor for them smh, it would have 0 collaboration features
A#3: There are no protection features, which means you either are giving players full control
Why am I stuck and can't move?
A: You might have an input field selected on a `Constant<T>` node, try pressing Enter
Will there be a permission system to restrict which properties players can fuck with?
A: Yes and No, there should and will be one, but much later when Facepunch finally makes a Sandbox gamemode. In terms of other gamemodes - disable `ShouldLoadDefaults` on the Node Library and Do It Yourself
Execution control, For, While, Delay?
A: Nope, Soon-ish
Variables or something like that?
A#1: I ate them
A#2: There will be Components that you can add to GameObjects to store variables, soon-ish. Better options like local variables will be there when we'll figure out `NodeContext`s
User Docs?
A#1: I ate them
A#2: There are Name/Desc fields on Nodes, which will be used later for an in-game tooltip thingy
Developer Docs?
A#1: I ate them
A#2: A wiki will go up on Github, when the API is stable and doesn't shit it's pants
Where are ? and ?<?> nodes?
A: I ate them (make a feature request)
"After-contest" planned features
- Comparison and BitwiseOps nodes (and just general wiremod feature-parity)
- Better implementations for Add, Clamp, etc..., which should be based on interfaces instead
- (+ a shit ton of useful interfaces/math functions that should probably move into a separate library)
- UI Helper thingy, that shows you the text input field you have focused
- (should fix the "stuck" problem described above)
- General codebase cleanup - repetitive code, polish up the node library API
- In-editor WorldPanel rendering (if possible) and general In-editor QoL
- Search functionality
- User-side SceneTree Explorer
- A `Pin` type, that acts as a "pulse" (i.e. UE Blueprint's Exec or Resonite's Discrete nodes)
- (Wiremod used number pins as signals (rising edge/falling edge), which was very cumbersome)
- Collapse/Uncollapse Nodes into/from a single Node
- Multiplayer support, with shared/client/server -side nodes/calculations
- A `NodeContext` which allows you to implement functions/events local to that context
- A `Node3dGrid` component that aligns placed nodes on a 2d grid
- Pack/Unpack nodes into GameObjects (same as Pack/Unpack in Protoflux)
- Custom panels for some nodes, so that they are more compact (+, -, *, ...)
- And, ofcourse, more `Node`s 🛠️
No usage statistics available
This package may be new or not widely used yet. Usage data becomes available as more users install and play with the package.
This package may be new or not widely used yet. Usage data becomes available as more users install and play with the package.
Package ID:
manonox.nodebox
Created:
2025-01-19 19:38 UTC
Updated:
2026-01-18 08:32 UTC
Type:
library
Public:
Yes
Version:
140325
files:
286
Size:
0.5 MB
Engine Version:
23
Asset Version ID:
140325
Version Created:
2026-01-18 08:32 UTC
Hash:
4736069737485354444
Manifest: Open manifest
Resources:
Code Package References:
140325
Jan 18, 2026
Full Rewrite
85536
Jan 22, 2025
More polymorphs, sounds and Ternary, Vector, Relay nodes
85343
Jan 22, 2025
Major rework
84953
Jan 19, 2025
First Upload