19 changes in this update

Added

5 changes
  • New water rippling and underwater visuals

  • A number of audio and visual effects for water interactions (particles, camera FX, underwater muffling)

  • Corpses will bleed if in the new water for a period of time, the blood will fade away with movement

  • Wind whooshing SFX for fast air movement/falling

  • Flashlight click SFX and a number of other small adds/improvements to existing or unused audio

Improved

9 changes
  • Water is now buoyant, will douse objects on fire and prevent incendiary/smoke grenades from exploding while submerged

  • Increased the upward bias to Newton Launcher impulses; players fly further, props hit harder more easily

  • Spectator UI for names & prop possession tweaked for better legibility

  • Equipment shop allows purchasing an item to replace an occupied slot

  • Buying shop weapons for an occupied slot transfers reserve ammo from that slot's current weapon if applicable

  • Audio for weapon and ammo pickups, equipping weapons & shop purchases

  • More performance adjustments to bullet tracers and impact decals

  • Bullet casings are emitted from persistent particle emitters instead of cloned as instances of the particle GO

  • Fire particles are more performant

Fixed

5 changes
  • Trigger volumes not detecting props when loaded from a Hammer map

  • Several editor text gizmos with map tools rendering incorrectly

  • Some weapons spawning midair or clipping in the ground when set to start asleep

  • Randomly spawned weapons serializing in a .vmap while hammer is open and running the game in-editor

  • nofalldamage tag not working on trigger colliders

Added

21 changes
  • Newton Launcher, a Traitor weapon that launches players and props with a physics impulse

  • Disguiser, Traitor equipment that masks your identity visually & on radio messages + hides from detective's radar

  • Maps without TTT weapon spawns now generate weapons automatically, supporting most platform maps

  • Custom rule configurations can now be saved as presets from the main menu

  • Custom map vote lists can be chosen when starting a lobby and saved as part of a preset

  • "Goomba stomping" redirects fall damage to the player you land on

  • "Last seen" data on corpses, displays who they last saw before they died

  • "Activate equipment" input (H key by default) for using or toggling certain shop items (disguiser & radar, currently)

  • New and expanded external TTT documentation wiki

  • Interaction support for native doors and damage volumes (TriggerHurt)

  • Mapping: Full support for scene-based maps and their map objects

  • Map I/O: Movement paths now support splines for curved, rotating and dynamic motion

  • Map I/O: Ziplines and slides for I/O-controlled player movement

  • Map I/O: Logic Counter fires an output after receiving a set number of inputs

  • Map I/O: Object Sink detects tagged props inside, fires an output and optionally destroys them

  • Map I/O: Object Spawner creates weapons or props when triggered

  • Map I/O: Prop Damage Surface defines custom or I/O-activated prop damage

  • Map I/O: Prop Break Output fires when its prop is broken

  • Map I/O: Explosive Prop supports standard, I/O-triggered and role-triggered explosives

  • Map I/O: Breakable Glass adds basic and I/O-controlled breaking for meshes, models and props

  • Map I/O: "nofalldamage" tag on a collider prevents fall damage within its area

Improved

16 changes
  • Role Buttons now have clearer visuals and better alignment with parent objects

  • Shop menu for Traitors and Detectives have input hints for item use and behavior

  • Radar ping cooldown 30s -> 20s, can be manually pinged with "Activate Equipment" input

  • Hover interaction hints were polished for visibility & clarity

  • Lobby creation UI was changed for new features & clarity

  • Corpse inspection UI was polished for new features

  • Spectator UI was adjusted for better visibility

  • Improved broken-glass VFX

  • Map titles replace idents in more UI locations

  • Improved prop damage and collision behavior

  • Prop pickup eligibility now uses mass alone rather than mass and arbitrary size calculations

  • Specific Weapon Spawners now use a dropdown instead of Weapon Data

  • Specific Weapon Spawners no longer bundle weapon files with maps, reducing package size

  • Map I/O: TriggerHurt and new Prop Damage Surface can now target specific roles

  • Map I/O: TriggerHurt and new Prop Damage Surface support custom active or on-hit damage VFX

  • Map I/O: Explosive Prop component optionally reads model-defined explosion values if available & enabled

Fixed

14 changes
  • Props no longer occasionally stop mid-air after being thrown or dropped by clients

  • Breakable props no longer, occasionally, reset incorrectly when broken while held by a player

  • Rare local prop duplicates appearing after a physics prop breaks

  • Light prop tosses and other minor impacts now apply chip damage correctly

  • Dropped props now damage players even without initial velocity

  • Occasional player body stuttering/twitching/rotating slightly when their health changes

  • Rarely, from the main menu, lobby settings reverting a different setting in the same row when being configured

  • Body armor icon visuals not activating when receiving damage

  • Some misaligned weapon icons in corpse inspection and the buy menu

  • Lack of warning prompt when selecting Quit from the main menu

  • Map I/O: Path Point labels now render clearly and correctly

  • Certain weapon spawn placements changed to reduce geometry clipping

  • Opening a scene or map directly in the editor now bootstraps it as an in-game load

  • Many of these fixes also improve performance

Removed

2 changes
  • Weapon Data selection from Specific Weapon Spawners

  • Model previews from placed Specific Weapon Spawners

Known Issues

1 change
  • TBD, this was a big one & I'm sure we'll hear about something!

Added

1 change
  • Particle effects while healing from the health station

Improved

5 changes
  • Hold poses and attack animations for the crowbar, magneto stick and DNA scanner

  • Hold poses and attack animations for the jihad, c4, health station and knife

  • Hold poses and attack animations for the spas-12 and HUGE

  • Hold poses and attack animations for all pistols

  • Hold poses and attack animations for all grenades

Fixed

8 changes
  • Corpses not ragdoll-ing after yesterday's s&box update

  • Disconnected player corpses occasionally displaying in T-pose across rounds

  • Full body clothing not displaying properly

  • Overly aggressive jump prevention while bunny hopping is disabled

  • Health station floating when dropped

  • Audio reverb on rat maps which are one large room should be fixed or improved

  • Absurd war cry volume on the jihad

  • Jihad blowing up when picked back up off of the ground after being armed

41 changes in this update

Added

8 changes
  • Full-body player cosmetics lobby/server setting + opt-out local user setting

  • New "Loot" lobby/server settings control amount and type of random weapon spawns on maps by player count

  • New death camera transitions and effects depending on the cause of death

  • Additional knife throwing animation, sounds & small tweaks

  • Alternate scene when returning to the main menu from a lobby/server that skips opening cutscene

  • https://sbox.game/ice/terminal/ added to the Official map pool

  • https://sbox.game/thieves/gothic/ added to the Official map pool

  • https://sbox.game/thieves/ttt_cluedo added to the Official map pool

Improved

15 changes
  • Weapons, ammo and equipment had a large-scale refactor internally to optimize performance and prepare for the eventual addon framework

  • Weapon, grenade and ammo spawns are pooled and reused on maps to optimize round reset behavior

  • Weapons, grenade and ammo spawns will now spawn based on the current player count

  • Pickups and props that were mistakenly placed out of bounds by mappers and fall infinitely are destroyed

  • Several weapon world models had their physics hulls reworked to improve performance and physics reactivity

  • Corpses had a major refactor internally to optimize for performance; much smoother ragdoll behavior on death

  • Quite a bit of networked VFX (Muzzle flashes, tracers, explosions and so on) were optimized for performance

  • XMovement networking expenses like synced fields for proxy animation have been reduced and optimized

  • Animation state of proxy players was introduced to optimize network performance

  • The player's physics colliders have been optimized for performance

  • The world visibility of the player's body and held weaponry were optimized for network performance

  • Dying and entering spectator mode visual transitions are more fluid

  • C4 and barrel explosions were optimized for network performance, as well as their interaction with nearby props and gibs

  • Trigger volumes and other map tools were optimized for network performance

  • Network visibility culling for props, weapons and corpses to reduce network traffic

Fixed

15 changes
  • Hotfix #3: Fix weapons sometimes not being visible in other player's hands

  • Hotfix #2: Fix prop-killing and cosmetics being overridden

  • Hotfix #1:

  • Fix spectators being sent back to their corpse repeatedly when pressing space

  • Fix old weapon references on maps spawning broken guns via replacement at runtime

  • Likely fix on round starting and ending sounds not playing consistently

  • Original changelogs:

  • Being sent a stale or inaccurate reason for server disconnect as a client

  • Teleporting resulting in players not taking damage from certain sources, or taking damage from sources they are not near

  • Preparation timer for the first round after switching maps not being 60 seconds

  • Icons on the map vote not choosing the 1:1 thumbnail if available

  • First person viewmodels having incorrect FOV for spectators before spawning for the first time after joining mid-round

  • Thrown grenades and explosions right before reset persisting into the next round

  • C4 being able to be moved while armed in certain situations

  • C4 UI panel overlapping with hover hint on clients

Removed

1 change
  • First person spectators no longer see ammo for the spectated player

Known Issues

2 changes
  • Directly-placed weapon prefabs on maps will send warnings to the console about missing components on initial join

  • A few more unknown object warnings in console that don't impact gameplay

Added

2 changes
  • Players can now throw the knife with right click to 'charge', release to throw

  • New animations for throwing, holding and swinging the knife

Improved

8 changes
  • Out of bounds detection and clipping

  • Prop damage safety, balance and network expense

  • Cleaner input key titles in keybinds

  • User settings page visual and behavioral tweaks

  • Numerous cosmetic weapon-related effects are safer, more efficient and less prone to causing network churn

  • Disconnect message is more clear when a player is votekicked or auto-kicked for low karma

  • corpse ragdoll performance, behavior & responsiveness

  • Volume mixers and internal sound pathing, in anticipation of a larger audio overhaul

Fixed

9 changes
  • Dedicated server host can trigger player logic

  • Rare crash from invalid player directional/animation data

  • guard related magneto stick, movement and animation inputs

  • Guard an assortment of rare NREs from cosmetic effects

  • Haste mode no longer increments twice from one death

  • Certain exploits, including a number of spam-dropping & damage vulnerabilities

  • Body armor no longer protects against jihad explosion

  • After last week's explosion refactor, explosions stopped hitting players twice. We doubled the jihad's range to match its prior effectiveness

  • ...and many more!

19 changes in this update

Added

6 changes
  • Prop possession

  • Map I/O: Path looping

  • Map I/O: Explosive trap

  • More maps

  • Map tags

  • Map size descriptions

Improved

6 changes
  • Performance (again!)

  • Loading times (again!)

  • Map voting configuration

  • More map pool options for server and lobby hosts

  • Prop pushing no longer hard-blocked by high weight, now scaled by effectiveness

  • Health station can be broken (200 HP, or 10 crowbar hits)

Fixed

7 changes
  • Map transitions: simpler and more performant

  • Joining or map-switching clients can't join the wrong map

  • The two issues above leading to physics-related crashes

  • Map teleporters applying at unexpected times

  • Explosive barrel VFX displaying on round reset

  • Health station working on client & host

  • Health station double-applying healing

39 changes in this update

Added

10 changes
  • Proximity chat (WIP)

  • New 'volumetric' smokes

  • Post-processing (Tonemapping, bloom)

  • More roles (Moderator, Admin etc.)

  • More role icons for the scoreboard

  • Hover tooltips for role icons on scoreboard

  • Moderation actions from scoreboard right-click

  • Karma banners (e.g. Reputable, Trigger-Happy)

  • Toggle Karma auto-kick on/off

  • Toggle RTV on/off

Improved

13 changes
  • Performance

  • Physics

  • Joining load times

  • Map transition load times

  • Round reset and cleanup behavior

  • Servers not displaying map correctly or incorrect map

  • UI hints for Traitor/Detective controls (e.g. team chat, shop) and general tooltip visibility

  • Moderation tools

  • Server settings config

  • Incendiary grenades: OG damage values, small performance gains

  • More work on out-of-bounds logic

  • Water and air movement

  • Grenade physics (WIP, just a small touch here)

Fixed

10 changes
  • Loading screen display issues

  • Exacerbating known s&box-wide disconnection/crash issues with client acks

  • Explosive barrel VFX displays on clients

  • Votekick no longer works on lobby/server admins

  • Haste Mode time applying properly

  • Lobby max round count no longer (visually) capped at 64

  • Health bar resizing

  • Crowbar damage no longer impacted by karma

  • Spectator audio inconsistencies

  • Can now apply mod actions to yourself

Known Issues

6 changes
  • Ping display (s&box)

  • While dead, hovering over role icons doesn't work

  • Rare poorly-timed joins can join the wrong map or experience desync if the host changes maps a few seconds afterwards

  • Explosion behavior needs improvement and rework

  • Create Lobby settings page needs further polish (Scroll to view all of the settings)

  • Features on certain maps being broken or missing (e.g. the Nether portal). Working on it ASAP!

Added

9 changes
  • Added server/lobby info tab to the pause menu

  • Added confirm button for disconnect and quit to s&box actions in the pause menu

  • Full servers/lobbies will display in the in-game lobby list (This does not impact the s&box native menus)

  • Dedicated servers are distinct in the lobby list

  • Lobbies and servers now display ping

  • Scoreboard now displays the lobby/server name and current map

  • Spectators can inspect corpses

  • Added server/lobby info tab to the pause menu

  • Added confirm button for disconnect and quit to s&box actions in the pause menu

Improved

7 changes
  • Ladder climb/drop speed increased

  • More blatant VSync performance/feel warnings

  • DNA scanner ping visibility and clarity

  • Pause menu size increased for legibility

  • Jihad: explosion triggers faster

  • Shotgun base damage increased; headshot damage multiplier decreased

  • Karma is slightly more punitive

Fixed

9 changes
  • Many fixes, performance improvements, and polish improvements across numerous maps

  • Stuck logic is no longer able to force you into a non-grounded area, which could result in falling out of the map

  • C4 radius is appropriately adjusted based on the timer

  • Fixed shotgun infinite reload issue

  • Fixed team voice chat displaying globally for a split second

  • Karma no longer triggers on self-inflicted deaths of any kind

  • Buy menu sorting cookies now save correctly

  • Resolve /votekick correctly

  • AFK not unset correctly on map switch

Removed

2 changes
  • Temporarily removed Detective UMP

  • Hosts can noclip by default