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    v0.8.24
    NetcodeJanuary 28, 2026Release notes

    The Server Started Colliding

    Sweep-based server-authoritative collision, plus a research pass on dedicated server architecture and a gametype API.

    One Sentence That Matters

    text
    Players now correctly collide with BSP geometry on the server,
    preventing noclip movement

    That is the whole release, and it is a security property. Before this, a client deciding where it was on a map meant the server believed it.

    SweepCollisionBackend does sweep-based ray casting and integrates with the existing LocalGameHost tick-based simulation — which is the sentence to note, because v0.9.0 keeps the host and replaces the tick rate.

    The Rest Was Paperwork, On Purpose

    • A dedicated server architecture document.
    • Gametype API design and a scripted gametype exploration.
    • A server features checklist: maxPlayers, timelimit, scorelimit,

    item respawn configuration.

    • Raw .map system added to Key Features and the docs homepage, with

    docs/manual/guides/raw-map-system.md linked in navigation.

    This is a release that is mostly planning, and the planning is accurate. Nine weeks later the shipped v0.9.0 has a three-layer architecture, a multi-rate tick, branded types, a CLI and a lag compensation history buffer — all of which is on the list this release wrote down.

    Known Issues: none stated.