The full notes for this version are its short notes: that was all that was written then.
- Map lights. Maps can place
light x y z radius [intensity]objects that are baked into the lightmap, so indoor rooms aren't pitch dark. Harbor's warehouse, Temple's under-bridge and Colosseum's arches have them. - No seams between matching blocks. Faces of different blocks that share a plane and material no longer draw an outline where they meet.
- Wallbang always wins the z-fight. When surfaces overlap in the same plane, the dark wallbang material is drawn on top. Decorations can now cover gameplay geometry without flicker.
- Longer weapon trails. Hitscan tracers last 0.25 s (sniper 0.9 s) and fade out. Rocket and crossbow trails are about three times longer.
- Knife hitbox is drawn as a beam from your arm to the tip of its reach.
- Speed meter sits under the cooldown bars and shows the exact speed. Its bar fills on an exponential curve, so it never maxes out; tick marks are at 5, 10, 20, 40 and 80 m/s.
- HUD layout editor (Settings → HUD LAYOUT). You can move, resize and recolor the health, weapon name, cooldown bars, speed meter and weapon list.
- Air step-up. Touching a step's lip while airborne (after a jump, hook or blast) now puts you on top, as long as you aren't still rising fast.
- Slopes are not in the game. They are viable but would be a big change to collision and movement, so they are left out for now.