- 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