Finalize mapping I/O and map selection, native compatibility, more rule configurations, new traitor weapons and more
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
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
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
Weapon Data selection from Specific Weapon Spawners
Model previews from placed Specific Weapon Spawners
TBD, this was a big one & I'm sure we'll hear about something!