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
cg_idleamplitude fallback was 0.3 (6x too strong) -> 0.02
cg_idlefrequency fallback was 1.5 (2.5x too fast) -> 0.6These 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
groundedstate in snapshots can be stale for stationary players
(client-side workaround in place).