8 changes in this update

Added

2 changes
  • Local Hosted Sessions - RIVALS has moved away from dedicated server hosting in favor of locally hosted games. Players can now join up on instances of RIVALS on their own accord without worrying about latency, or connectivity issues overall.

  • Revamped and overwritten HUD elements / display to be slightly less vibecoded looking

Improved

1 change
  • Integrated newest versions of Simple Weapon Base (caught up to 6d80de1ec94571a82190a14a12cf0cbfbaf49be9)

Fixed

2 changes
  • HUD issues, timers, and overall interfacing issues

  • Fixed weapon sway on running so you can actually see what you're aiming at while running around

Removed

2 changes
  • Leaderboards

  • UI Screens in Hub area

Known Issues

1 change
  • Vesper SMG has ADS issues at the moment, needs to be fixed.

Added

2 changes
  • 🌐 Distance-based network culling — RPCs only reach players within 500u (800u for hub pads). Host always receives everything.

  • ⚡ O(1) player lookup via dictionary — no more scanning the full player list on every hit.

Improved

7 changes
  • 🛡️ Damage and hit requests are now server-only calls instead of broadcasting to all clients.

  • 🔊 Gunshot and world sounds converted to unreliable packets, reducing bandwidth at scale.

  • 🎒 Player inventory data now pushed only to the owning player instead of syncing server-wide.

  • 🎨 Equipped skin changes batched into a single network call instead of one per weapon slot.

  • 🔫 Weapons clear their sync state on holster, cutting ~66% of idle weapon replication.

  • 🏷️ Nameplate panels cache their player list and refresh every 300ms instead of every frame.

  • 🚀 Spawn queue scaled for 32-player servers: 10 concurrent, 256 depth, adjusted grace periods.

Fixed

1 change
  • 🐛 Fixed a crash on the nameplate display when leaving a match with stale cached player references.

Removed

1 change
  • 🗑️ Hold-to-confirm mechanic on the Leave Match button — now a simple one-click button.