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