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
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
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
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
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
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
Weapon Data selection from Specific Weapon Spawners
Model previews from placed Specific Weapon Spawners
TBD, this was a big one & I'm sure we'll hear about something!
Particle effects while healing from the health station
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
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
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
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
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
First person spectators no longer see ammo for the spectated player
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
Players can now throw the knife with right click to 'charge', release to throw
New animations for throwing, holding and swinging the knife
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
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!
Prop possession
Map I/O: Path looping
Map I/O: Explosive trap
More maps
Map tags
Map size descriptions
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)
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
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
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)
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
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 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
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
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
Temporarily removed Detective UMP
Hosts can noclip by default