- 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