Human NPCs: Human Army Guy, Human Army Guy (Friendly) and Human Scientist spawn from the NPC tab with the same behaviour as their Citizen versions
Button tool: Place buttons and link them to anything that accepts an input, or bind them to a key
Signal overlay: Pick inputs and outputs visually while wiring, and link components as well as objects
Motor, Muscle and Winch tools return: Each now has its own model
Revolver: A new weapon with its own view model
Spawnlists: Add titled sections and dividers, re-order and remove items, change the icon size, and republish a list without re-entering its name and description
Undo history: See your recent undos in the Utilities menu and undo any single entry
Ignite and Extinguish: Set objects on fire or put them out from the context menu
Follow me: Friendly combat NPCs can be told to follow you
Pickup hints: On-screen prompts for things you can pick up
View tilt, aim FOV and view model inertia: New options for how the camera and weapons feel
Host migration: The game carries on when the host leaves instead of ending for everyone
No more emojis: Every menu, tab, tool, tooltip, notice and editor icon now uses a Material icon instead, so icons look the same on every system
YAS Box styling carried over: The new spawn menu, spawnlist, save, effects, tool info and context menu layouts keep the amber theme
Spawn menu: Weapons have their own tab, entities are listed together, local and cloud content sit side by side with a verified badge, and the menu scrolls
Toolgun removed from the spawn menu: Picking any tool already equips a toolgun for you
Smaller NPC weapons: Combat NPCs hold smaller guns, shifted forward with the off hand following the grip, so they fit both Citizen and human bodies
Clearer interaction prompt: The prompt for things you can use or pick up is a compact card below the crosshair instead of text over it
Clearer Mounts tab: Installed games that are not enabled show an Enable button instead of an error, and the tab says when no games are installed
Spawning cloud items gives feedback: You can see when something is still loading
Easy Weld is now right click: Like in Garry's Mod, instead of a tick box
Buttons can be welded to the world
Physgun rotation: While rotating a held object, W and S move it forward and back and A and D spin it
Noclip is snappier: Leaving it from a jump clears your upward speed
Gentler landing and jump camera kick: Far less motion sickness
Grenades chain: A grenade that takes damage explodes too, so shooting one sets off the rest
Shotgun and sniper knockback tweaked
Hud elements can be hidden: By cameras, free cam and add-ons
Weapon switching can be blocked, and respawns can be cancelled by add-ons
Console variables renamed: Most now start with `sandbox.` instead of `sb.`
Weapons dropped at the wrong size
Ragdolls had no push from bullets
Objects could not be rotated in gravity gun pull mode
Snap grid stopped working at a distance from the world
Wiring to a deleted object could break the tool
Constraint and hydraulic attachments were tagged wrongly
Pressing jump never played the jump animation on view models
Muzzle flashes appeared in the wrong place
SWB guns fired extra shots while the fire button was held: Single-shot weapons now fire once per click
NPCs have relationships: Every NPC now knows who its allies and enemies are, and who it should run away from. Scientists fear monsters, rollermines hunt players, and hostile NPCs fight each other instead of only reacting to you
NPCs notice what happens around them: Gunshots, deaths and other commotion carry to nearby NPCs, who will investigate the disturbance or panic
New NPC behaviours: NPCs can follow you, investigate a noise, step aside when you walk into them, wander, and say goodbye when they leave
New NPC voice lines: A full set for idling, following, being told to stay, getting scared, and getting stuck
NPCs take turns speaking: They no longer talk over each other in a crowd
Weapons rebuilt on the engine's weapon system: More consistent ammo, reloading, pickup and drop behaviour across every gun
Dropped weapons keep their state: A gun you throw down keeps its ammo and settings when you pick it back up, instead of resetting
Picking up a duplicate gun gives you its ammo: Rather than being refused outright
Headshots on NPCs deal double damage: Matching how headshots already worked on players
NPCs move at the right speed: They no longer get stuck sprinting or crawling after finishing what they were doing
Rollermines are more dangerous: They now spot you from any direction, since a spinning ball has no real "front"
Right-clicking the M4A1 threw grenades: Secondary fire is aim-down-sights again, matching the other rifles
You got credit for kills you didn't make: NPCs killing each other counted towards your score
NPCs could still hurt you after dying
Crash when an NPC had no weapon
Spawned objects now land upright
Weapon view models now show up in recordings
Physgun and toolgun screens render correctly again
Simple Weapon Base (SWB)- Added fully featured weapons: SCAR-H, Veresk SMG, and Revolver with high-quality models and textures
Weapon Attachments- Support for sights, scopes (with 2D scope UI), silencers, rails, and lasers
Advanced Ballistics- Support for hitscan and physical bullets with drop and penetration
Weapon Customization- In-game customization menu for swapping attachments on the fly
Sprinkler Emitter- Added Sprinkler emitter type
Audio Improvements- Added detailed multi-step reload foley sounds for RPG, bolt pull/mag foley for Sniper, and pin pull for Grenade (From Facepunch Sandbox)
Sandbox Compatibility- Integrated SWB with the sandbox game loop, loadouts, and inventory
UI Enhancements- Dynamic crosshairs, hit markers, and weapon stats display
Platform Chat- Migrated to the new platform chat system
Toolgun Refactor- Upstream toolgun mode renames (`*Tool.cs` standard) applied across all modes
Asset Updates- Updated shader binaries and normalized prefab EOFs
Custom Chat UI- Removed old custom chat UI in favor of new platform chat system
Hotbar dragging
Rich tooltip framework with support for title, description, icon, and keyboard shortcut display
Auto-positioning tooltips (above/below based on screen position)
`panel.SetTooltip("text")` extension API for easy attachment to any panel
Admin audit log with structured action logging for all admin commands (goto, bring, slap, teleport, sethp, godmode, heal, ban, cleanup)
Real-time admin toast notifications broadcast when actions are performed
Admin Log utility tab in spawn menu utilities
Favorites system - right-click any prop to add/remove from favorites
Dedicated Favorites page in the Props sidebar under LOCAL
Usage tracking for tool switches and prop spawns with frequency and recency data
Context menu keyboard navigation (arrow keys, Enter, Escape)
Context menu disabled state and destructive action styling
Dresser popup footer with selection preview thumbnails (up to 4) and overflow indicator
Recent spawns persistence between sessions
Admin commands: `goto`, `bring`, `slap`, `teleport`, `sethp`
Scoreboard right-click integration for admin actions (Goto, Bring, Slap, God Mode, Heal, Set HP)
Self-targeting for God Mode, Heal, and Set HP
Blood spurt particle effect on bullet/melee hits to flesh surfaces
Prop protection "access denied" notification toast
Floating damage numbers when dealing damage (color-coded by severity)
Damage numbers toggle in Utilities panel
Save/Load tab (single-player only) with autosave loading support
Recently spawned row - last 8 props shown at top of every spawn menu page
Voice chat indicator with animated volume bars and slide-in/out animations
Hit marker - expanding X-shaped crosshair on dealing damage (white for hits, red for kills), works on players and all NPC types
Low health vignette - pulsing red screen-edge overlay below 35% HP
Kill feed with dark background panels, amber weapon icons, attacker avatars, and differentiated name colors
Nameplate distance culling (fades beyond 1800u, hidden past 2500u)
Redo system - full redo support with 32-step stack per player (`redo` command or `\` key)
Autosave system - periodic saves every 5 minutes with 3-slot rolling saves
Spawn rate limiting - per-player 0.15s cooldown between spawns
Quick cleanup keybind (minus key)
`redo` console command
`autosave` console command
Context menu modernized with full design token integration and smooth animations
Resource select popup redesigned with 4-column grid, item cards, thumbnails, and descriptions
Resource select popup now pre-selects current value and shows selection preview in footer
Nameplate redesign with health color coding (green→red), semi-transparent background, Y-axis-only rotation
Kill feed rework with your kills highlighted in gold, max 6 visible entries, smoother animations
Scoreboard polish - color-coded ping, your row highlighted, friend names in gold, hover animation
Chat messages now fade after 7s and remove at 10s (was 20s)
Vitals health number color shifts white→orange→red below 50%
Spawn menu grid items scale on hover (1.03x), press down on click (0.97x)
Spawn menu mode bar, tabs, and panel animations polished
Physgun color scheme changed from purple to orange across all effects
Physgun prop highlighting re-enabled with subtle orange outline (thinner width, lower intensity)
Blood spray prefab overhauled - tighter cone, faster gravity, shorter lifetime, motion blur streaks
Physics mood restricted to admin-only with server-side permission check
NPC perception uses physics sphere queries instead of iterating all scene objects (major performance gain)
Various crash fixes and stability improvements