Weapons and Players

0.7.8
12 June 2026
41 changes in this update

Added

8 changes
  • 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

15 changes
  • 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

15 changes
  • 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

1 change
  • First person spectators no longer see ammo for the spectated player

Known Issues

2 changes
  • 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