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    v0.8.22
    AnimationJanuary 24, 2026Release notes

    Three Animations On Top Of Each Other

    A layered animation blender with procedural recoil, landing and movement weights, plus the wall jump stop shaking.

    AnimationBlender

    A layered system with weighted blending, so recoil, landing impact and movement can all be true at once instead of fighting each other:

    • Procedural recoil layer.
    • Procedural landing layer.
    • Procedural movement layer.
    • A standardized Humanoid Rig bone mapping for player models.
    • FBX and glTF animation import tools and scripts.

    Wall Jumping Stopped Shaking

    The instability was fixed "by isolating physics state" — the wall grab was holding physics and animation in the same place, and one of them was winning.

    Momentum preservation also landed properly: charging now correctly captures incoming velocity for a realistic reflection, and the cvar compliance work made sv_walljump_minheight and sv_walljump_chargetime actually mean what they say, with strict ground checks so you cannot wall jump off a kerb.

    Three New Guides

    • `physics-system.md` — CollisionManager, the backend abstraction

    (q3 / brush / clipbrush / babylon), the Trace API, TraceResult, PatchTessellator, ContentFlags and collision masks.

    • `movement-system.md` — a full cvar reference of ~50 movement variables,

    crouchslide, wall jump, ledge grab, ground detection and slope handling.

    • `viewport-effects.md` — ViewportEffectsManager and the four built-in effects:

    WalkBob, LandingImpact, SpeedFOV, StrafeLean.

    • `weapon-system.md` — WeaponViewManager, ProjectileManager, bob and ADS

    cvars, handedness.

    The ~50-variable reference is the tell. By this point there are enough tuning knobs that a player-facing document is a feature, not a nicety.

    Known Issues: none stated.