- 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