benjivers/val Public Public: anyone can read this; the crew can change it.
Five attackers with the spike, five defenders, and abilities on cooldown. First to 13.
- Engine renderer: colour bodies by side, not only mate/not-mate (#24 item 3) shipped
- Engine: state the body shape the renderer needs, and check real snapshots aga… shipped
- walkDistance: say which argument is cached, and guard the slow order (#24 ite… shipped
- README: turn the "Shape" section into a list shipped
- Two small hardening jobs the second game turned up done
- Above two players, every enemy is drawn 42ms further in the past than it needs to be done
- The client should not re-derive the server's movement speed done
- A zone's position is sent to people who cannot see it done
- Five things a second game found in the engine done
- Separate the engine from the game, so the next game can start where this one ended done
- The last detail pass: read everything, and say what is still worth doing done
- A flash blinds 70% of the map, so somebody is always blind done
- The renderer is pixel-bound on a retina screen: cap the internal resolution and batch the wall slices done
- A spectator's snapshot has no `me`, and the client throws on it done
- The whole thing is choppy: the view is stomped 15 times a second, and remote bodies are smoothed wrong done
- Bots that never miss, and walls that make the view skip done
- Bug check on main: hunt what the tests are not catching done
- Verify pull #4 before it merges — report, do not fix done
- Put the player inside the map: a first-person view, and instructions somebody can follow done
- Build val — Valorant, honestly scaled to this runtime done