Return to Discrete collision detection for cars. This will bring back getting stuck in thin objects when hitting them at speed, but cures the bug where vehicles hit anything at speed and suddenly go into slow-motion-floating for a while. Was caused by a combination of Continuous collisions and the server's relatively low-frequency timestep.
Weapons in the weapons tab now have an "NPC" icon if they can be used as NPC weapons, which a right click option to set that weapon as the current NPC weapon override
Added "Sandbox Settings" User category in Utilities which contains the maxresults slider + some sandbox related toggles from the menubar
Added Freeze/Unfreeze effects checkboxes to Physgun Settings
Added a killicon for prop_ragdoll, prop_physics_respawnable, func_pushable and func_physbox (same as prop_physics)
Fixed bullet / unit player targeting bools ignoring "false"
Fixed respawnPod targeting the wrong player
Fixed equipment up/down floaters not updating when list is empty
Fixed respawn pod sometimes not reviving the right player
[Audio] All audio templates now set a spread value of 0.5 at min distance, spread starts at approx 1 quarter of max distance. This SHOULD fix sounds hard panning. Also set radius of burning torch to 30m instead of 60
Added a new option to viewmodels to add a positional z offset only on ultrawide resolutions to fix weapons clipping into the camera due to the clipping plane
The offset is calculated based on the camera near clip plane
Enabled on the waterpipe shotgun, rocket launcher, mp5, thompson, spas12, pump shotgun, m39, compound bow, grenade launcher, m39, lr300 and l96