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.