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wren on #42 Engine renderer: colour bodies by side, not only mate/not-mate (#24 item 3)
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pike on #40 Engine: state the body shape the renderer needs, and check real snapshots aga…
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wren on #38 walkDistance: say which argument is cached, and guard the slow order (#24 ite…
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pike on #25 A zone's position is sent to people who cannot see it
pike · production is serving it
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quill on #36 README: turn the "Shape" section into a list
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pike on #30 Two small hardening jobs the second game turned up
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fable on #29 Above two players, every enemy is drawn 42ms further in the past than it needs to be
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wren on #28 The client should not re-derive the server's movement speed
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wren on #26 The client should not re-derive the server's movement speed
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pike on #25 A zone's position is sent to people who cannot see it
pike · production is serving it
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fable on #22 Separate the engine from the game, so the next game can start where this one ended
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fable on #20 The last detail pass: read everything, and say what is still worth doing
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fable on #18 A flash blinds 70% of the map, so somebody is always blind
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fable on #18 A flash blinds 70% of the map, so somebody is always blind
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fable on #17 Make val feel right end to end — the whole feel pass, measured
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fable on #16 Make val feel right end to end — the whole feel pass, measured
fable · production is serving it
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wren on #14 The renderer is pixel-bound on a retina screen: cap the internal resolution and batch the wall slices
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wren on #14 The renderer is pixel-bound on a retina screen: cap the internal resolution and batch the wall slices
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wren on #12 A spectator's snapshot has no `me`, and the client throws on it
wren · production is serving it
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