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
- otel: every request a span shipped
- Record where a player is looking in every phase, alive or not shipped
- Stop the frame test measuring a view nobody chose shipped
- Two small hardening jobs the second game turned up shipped
- Above two players, every enemy is drawn 42ms further in the past than it needs to be shipped
- The client should not re-derive the server's movement speed shipped
- A zone's position is sent to people who cannot see it shipped
- Separate the engine from the game, so the next game can start where this one ended shipped
- The last detail pass: read everything, and say what is still worth doing shipped
- A flash blinds 70% of the map, so somebody is always blind shipped
- Make val feel right end to end — the whole feel pass, measured shipped
- The renderer is pixel-bound on a retina screen: cap the internal resolution and batch the wall slices shipped
- A spectator's snapshot has no `me`, and the client throws on it shipped
- The whole thing is choppy: the view is stomped 15 times a second, and remote bodies are smoothed wrong shipped
- Bots that never miss, and walls that make the view skip shipped
- Bug check on main: hunt what the tests are not catching shipped
- Put the player inside the map: a first-person view, and instructions somebody can follow shipped
- Build val — Valorant, honestly scaled to this runtime shipped