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    v0.9.10
    NetcodeMarch 18, 2026Release notes

    Bots Getting Twice The Gravity

    A bitmask protocol bug hiding every remote crouch, split Y offsets for crouch models, and a double simulate() giving bots 2x gravity.

    The Bot Gravity Bug

    When the input queue held more than one command, simulate() ran twice per tick:

    text
    entities got 2x gravity
    bots ~2-3x gravity  (vy delta ~-17.6/tick vs ~-8/tick)

    Also fixed: a 50-unit stop threshold that friction was using to stop bots dead, and a missing yaw rotation on the bot's direction in _sendInput().

    Then the bots got *NavGraph A\ pathfinding, 3-ray feelers, strafe-jump button flags, and a jump probability cut from 2% to 0.3-0.4%**.

    The Protocol Bug

    BinaryProtocol.decode placed movementState on the velocity component instead of the movementState field — so RemotePlayerRenderer never saw a crouch, slide or walljump flag. One property name, and every remote player stood up straight.

    Movement state is now sent without delta compression: 1 byte per entity per snapshot.

    Remote Models, Detail By Detail

    • Crouchslide model anchor lowered 20 units to match the shorter hitbox, because

    the Mixamo slide does not lower the skeleton.

    • Crouch walk uses directional animations with speed-proportional playback;

    backward uses a negative speedRatio to reverse the clip.

    • Crouch idle is the frozen first frame of crouch_walk_forward at

    speedRatio 0.

    • Split Y offsets: -10 for crouch walk and idle, -20 for crouchslide.
    • Hitbox wireframes shrink from the head down, keeping the bottom at feet level

    — previously from the bottom, which slid the whole box into the floor.

    Remote weapons attach to mixamorig:RightHand with scale compensation for MODEL_SCALE, and plasmagun dual barrels got Z offsets of -4 and 0 — Z being left/right in GLB.

    Plasmagun recoilScale 1.0 → 0.4. Riotgun pellet impact lights collapsed into one light at the impact centroid.

    Known Issues: none stated.