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    v0.9.4
    GameplayFebruary 20, 2026Release notes

    The Corpse Goes Where You Were Shot

    Overkill gibs with object pooling, a death camera bound to the ragdoll, dropped weapons with ammo, and a cvar fallback that was six times too strong.

    Gibs

    Overkill damage spawns bone-mapped gibs carrying velocity from the death force vector, with object pooling and BSP wall collision. Three cvars: gib_threshold, gib_count, gib_lifetime.

    Death And What You Leave Behind

    Camera freezes at the death position, the body collapses, and the weapon drops using Havok physics — pickable, and with ammo. Dead entity lifecycle cleanup and a ghost model fix.

    Crosshairs

    cg_crosshairSize, cg_crosshairColor, cg_crosshairAlpha, per-weapon crosshairs, and a hit marker flash.

    The Cvar Fallbacks

    text
    cg_idleamplitude   fallback was 0.3   (6x too strong)  -> 0.02
    cg_idlefrequency   fallback was 1.5   (2.5x too fast)  -> 0.6

    These are the values used when cvar registration has not run — the same class of bug as freefly_speed in v0.8.17. A fallback that is six times too strong is invisible on a machine where registration works and unbearable on one where it does not, which is the worst possible failure mode: it only reproduces for somebody else.

    Network jitter was also smoothed — the client keeps its own grounded state when unacked = 0 and position error is under 1.0 unit.

    Known Issues

    • Server-side grounded state in snapshots can be stale for stationary players

    (client-side workaround in place).