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