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
Players now correctly collide with BSP geometry on the server,
preventing noclip movementThat 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
.mapsystem 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.