- Chat goes to your room (the sandbox, or your game) by default, and to the whole lobby with /all or a leading !.
Lines from elsewhere say where they came from ([Sandbox], [Game 2]), lobby-wide ones from your room say [All].
Typing shows only to your room. Protocol 8.
- Hosting: everyone is told who hosts now, and the host can hand it over with /host "player".
- /fashion <item> wears a fashion locally, like /color.
- Lines that mention a player show in that player's color, looked up as they draw.
- Tips are tagged with the item and situations they fit, and those that fit are 1.5x as likely. They turn over every
10 seconds on one continuous run, show under the menu too, and can be turned off with Tips in HUD / Gameplay. The
HUD hotbars hide while the menu is up (except on its item tabs).
- American spelling throughout: color, center, gray, mustache, and so on.
- Profile Stats: damage dealt, kills and wins (single player and multiplayer) and the most and least played weapons
and trinkets, counted from running totals in the simulation so online rewinds correct them. Protocol 6.
- First-run control hints in the sandbox (and Chat in lobbies), each gone for good once used.
- The ready countdown and a timed round's last five seconds beep (new countdown sound), and those seconds show big.
When time runs out, everyone short of the most health dies.
- Weapon balance tuned into tiers: Whip and Grenade Launcher on top, then melee, ranged, and utility (Vacuum,
Grapple, Uzi) at the bottom.
- The whip's lash is a chain of links a wave rolls down: windup, loop, crack, then a floppy recoil.
- Muzzles come from Muzzle nulls in weapons.anm2 (read in at build time), for shots and the flash, which now follows
the weapon.
- Settings: Quit, Scale (1x-4x or Free), FPS meter and limit beside Vsync, Mute on Unfocus, Damage Numbers, Rumble,
Stick Deadzone, and an Online section (Host, Chat, Ping) shared with the Multiplayer page.
- The menu header lays out tabs and buttons by their names. About is sandbox-only. The score no longer shifts with
the menu's tab.
- Smaller meters, 90 tips (all ending in !), and a shorter lobby welcome.
- Every attack is now assembled from traits on its definition instead
of per-weapon code: an anchor and path (thrusts, out-and-back, arcs),
shared flight physics (gravity, drag, acceleration, homing, and one
wall response: end, burst, stick, crawl, bounce, stop, pass, return,
latch), and flags like bouncy, drifting, tethered, orbiting, instant
and arming. Melee are projectiles too.
- Shots have a lifetime and a fade (when damage bottoms out). Range is
speed times lifetime. Ricochets and the Vacuum wind lifetime back.
- The Vacuum pulls anyone's shots, and its airblast flips them out
along the aim, claiming enemies' (fading into your colour).
- New trinket: Hourglass, longer projectile lifetime and range. Ropes
and chains lengthen with it and the Accelerator.
- Fashion: 23 items worn on the head, face or torso, chosen in Profile.
- Flamethrower flames hit continuously, the whip coils and sweeps,
bouncing shots roll over ramps, and Ricochet relights grenade fuses.
- Profile tab, colour tooltips, option hints on every setting, an
About tab with credits and links, and the Ithaca font.
- Loadouts lock once readied, tomatoes clear with the match, and the
round-over pause is 4 seconds.
- CC0 license. Tools and CLAUDE.md are no longer tracked, and the web
shell moves to web/.
Lobbies hold 16 players and the sandbox 16 fighters, games up to 8. The arena
gets spawns 5-8 (outer ledges and middle platforms) and the race start eight
places. The sandbox adds eight more spawns, each the open spot farthest from
the rest. Rival cards wrap into rows of four, the lobby's player list goes to
two tiny columns when crowded, and the server keeps frame packets to one
datagram. Formatted with clang-format.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Neither does anything with the server running the games. Counting down to play
again moves into the match, so the server and every player agree on it and the
results show it starting again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sim holds one whole game (tick, snapshots, checksum) and talks to the screen only
through Cues, which the client's Scene plays and the server ignores. All drawing
moved to scene.cpp. Match takes this screen's wishes as request flags instead of
reading the menu, input and settings. The sim library builds without SDL and the
server links it, ready to run games itself.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>