Online co-op - added support for up to two players.
Lobbies - added public, private, and friends-only sessions.
Lobby codes - added the option to copy and share a lobby code.
Teammate revival - added a limited window to revive downed teammates.
Checkpoint respawns - dead players return when the surviving teammate reaches the next checkpoint.
Co-op game over - the session ends in defeat when no players remain standing.
Scene compilation - compiled the map using the new s&box scene compilation tool.
Rendering - reduced draw calls from 1,872 to 416 in the measured scene comparison.
Global illumination - adapted our custom lighting system to work with scene compilation.
Boss readability - updated bosses and mini-bosses with a black-and-red color scheme to distinguish them from regular enemies.
Added a custom global illumination system.
Added a 3D environment for the main menu.
Added a reactive animation to the heart icons when the player takes damage.
Added new 3D models to populate the environments.
Added camera animations for jumping and landing.
Added custom lighting settings for greater flexibility and performance optimization.
Added an outdoor environment.
Added 3D debris for breakable objects.
Fixed a bug that allowed players to return to the previous map while the door was still closing.
Fixed an issue where projectile collisions were only detected during physics updates.
The tip moved to the center, between "DISMISSED" and the restart prompt. It reads in three levels: category ("TIP — RELOAD"), main message, and an instruction with key caps.
The reveal is staggered: title, then the tip with a short fade and slide, then the restart prompt.
Long text wraps with a maximum width, and the layout holds at different aspect ratios.
When there is no tip, the whole block is hidden.
Each ability's tip is now split into title / message / description.
Telekinesis targeting is no longer pixel-perfect. A precise ray is tried first. If it hits nothing grabbable, a 32-unit aim assist picks the visible object whose center is closest to the crosshair. It never picks objects behind walls or doors, and the hover outline shows the target before you click.
Telekinesis intro line changed from "NO NEED TO TOUCH" to "USE | OBJECTS | AROUND YOU".
Out-of-bounds catch. A large trigger under the level catches players who fall out of the map.
Speed left over after the dash no longer carries the player through walls. The same protection stays on after the dash ends, until the player slows back down to running speed.
Holding a strafe key no longer bends the dash sideways. The dash keeps the direction it started with.
Enemy weapons now use the enemy material, matching the enemy's black body with the white rim.
Added a tip to the death screen to help players understand how to use their abilities on the next attempt.