Similar to the BBase update thread, it's been a while! A number of maps had their endings adjusted to be more in-line with the policy that a map should finish at the final Platform A number of split fixes were implemented for edge cases Vegetables is a particularly egregious one, apologies! The teleport system for stage changing can now support additional, per-map actions Added specific stage teleport support for surf_overgrowth2 Various save state / saveloc changes were made to prevent various methods of abuse (thanks Skerf) This includes the inability to saveloc too close to spawn now. If you go too fast through a starting line beyond what we consider the "soft" speed for clamping, we no longer bother starting your time. Changed the Platinum Flashlight to become the "fullbright flashlight" and released this to all players. Will illuminate the map in a "mat_fullbright 1" style. This will not illuminate models. Added a new trigger that prevents players from starting a run until they've gone through the starting line at least once to reset their state. Maps will now automatically attempt to spawn these in to prevent various abuse scenarios Disabled and then re-enabled the supplementary materials system in regards to the various GMod updates Should anyone still desire, you can do !css if you want to permanently have these supplementary materials Scoreboard supports new volume system Added mesh brush support. This is used on maps like Kitsune 1, Dragon, Progress_fix where their endings aren't typical cuboid shapes. surf_salvation max velocity set to 4,000 Updated surf_harmony to surf_harmony_fix Backported some player state resetting from Climb (in specific regards to hull sizes on T2-6) Various new maps added and various old maps removed Updated how a player client reacts if they fail to load CSS supplementary materials When players stop spectating, they'll automatically be sent to the stage they were last at. Other numerous optimisations & bugfixes