This update is back on the main branch! If you are on the beta branch, you will also be updated to this version automatically.
Here are some things that are new this week:
Gave the partygoer a new set of animations
Partygoers now have many new animations, including ones for walking, running, idling, attacking, and more. There are even "sad" animations for when the balloon is popped. The tooth-filled arm is now on both hands as well and more properly blends into the rest of the body.
Improved Scope eye relief
Scopes now have proper eye relief and depth simulation instead of being completely flat. The scope also has an improved reticle and the display is a bit darker.
Changed Goofy Ahh Footstep sounds
Enabling goofy ahh mode (introduced on April Fools) will now cause all footsteps to turn into "dink dink dink" noises. Voiced by none other than me.
Made squirt guns craftable
For 15 pieces of plastic, you can now craft a squirt gun at any crafting table. You cannot craft the UMK or Big Squirt yet, but you can craft the Lil Squirt.
Changed Checkpoints
Checkpoints are now represented by chairs instead of awkward concrete pillars. A noise now plays when you save via the checkpoint as well.
Added tooltips
Around 39 items now have proper tooltips telling you either what the object is or how to operate it. Tooltips stay on the screen for 5 seconds after use, and then they do not appear again on that item. More tooltips for guns coming soon.
Now for some rapid-fire changes:
MEG tag now properly sticks to hand
Text under bars now tells you what the bar is for
Branding now sticks correctly to the M4A1
Disabled delete gun in other levels
Made it so that the double barrel shotgun opens at a 15 degree angle instead of a 45 degree angle
Changed AK round position
Improved level 18 foliage
Fixed High-capacity 870 collision
Now, if you were on the main branch you'll get a ton of other stuff from past beta updates:
Added many new entity noises
Wretches now make footsteps, have a custom alarm noise, and a custom roaming noise. Hounds now have a better, creepier barking noise as well.
Added an entity frequency setting
Once enabled, this setting will delete half of the entities on a level. It requires a restart of the level to take effect though. Some entities, such as clumps, dullers, and deathmoths will not be deleted.
Added keep inventory setting
This setting allows the player to keep their items upon most instances of death. Some instances of death, such as dying in level RUN, does not allow you to keep your items. This setting is experimental because it can sometimes cause physics issues.
Revamped level 998
Twas in a poll, and now is here. The level 998 revamp has a much better staircase area, with a nice shadow pouring in from the top window (only available on high shadow settings). The outdoor area now has more fog, although the area is not done and will be finished up before the main branch drop next week.

Added more spawn locations to level 9
Most houses in level 9 now have spawn points. Some adjustments have been made to level 9 as well, like crushing in some doors.
Added level 217

Level 217 is finally here, a liminal and safe level set on a space station. You can use clump guns to move around the pieces of space junk that are floating around the station, and eventually that will be tied to a clean-up mission.
Added level 3.1
In another space-related change, level 3.1 is now here. A fresh new procedural level, level 3.1 is full of rocket silos, offices, and other rooms with various pieces of equipment in them. Think of level 3.1 as "ground control" for level 217.
Adjusted level 3
Level 3 is now properly colored and lit. In addition, there are now many new pieces of rubble and there is more rubble scatter. Lastly, there are some new entity spawners to give variance to the entities encountered.
Changed entity AI and added many new sounds and animations to them
Generally entities are a bit smarter now, and have some new truly terrifying sounds to boot! There are many changes with the sounds, like new alarm and chasing sounds for facelings, new footstep sounds for partygoers, faclings, and hounds, and the smiler sounds engaging only upon player detection.
Added a couple of new paths to level 666
Level 666 now has a couple of new paths. There is a fake level 0, a Japanese shrine area, and a few new creepy hallways! Previously, it was just a straight shot from the start to the finish. Not anymore.
And now, for a couple of rapid-fire changes:
Fixed gameplay settings menu
Added a playhouse to the first level 18 hall
Added some new props to level 571
Fixed gameplay setting menu
Added a new area to the level 24 bunker
Batteries can be removed from flashlights
Adjusted the volume and timing of the level -1 music
Fixed an issue with entity friending
Fixed an issue with the m4a1 muzzle flash
.50 BMG now engages ragdoll fling
Fixed a bug with the MP7 shot location
Partygoers are much larger
Added several effects to partygoers
Added custom audio to level 31's roller rink
Added several new decorations to level 31
All crafting materials are now sellable
Raised the pictures up in the elevator area of the frontrooms apartment
