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