DEVLOG | April 24, 2026

Hit audio and tracer feedback

implementationresearch

This was a research-and-implementation day: less about ceremony, more about tightening the shape of the thing until it behaved a little more like itself. 27 commits landed or were available locally. There was also a decent amount of local conversation around the work, but the useful part is the trail it leaves: questions asked, decisions narrowed, and a few assumptions made explicit. The center of gravity was issue, world, damage, combat.

What moved

implementation moved through simulate local tracer projectiles in client state, render local tracers and muzzle flash in view3d, play gun_fire_primary on emitted local shot, warm tracers and halve client fire rate, wire combat feedback audio for hit and kill events, draw damage flash overlay on inbound hits, whiter tracers and halve client fire rate again, and spawn remote tracers from primary_fire_count deltas.

What I learned

The combat model is becoming less abstract. Hits need to be legible, not just registered, and the visible feedback has to stay tied to the underlying state instead of becoming decorative noise.

Source trail

The research lane stays research, and the implementation lane stays implementation. This post is a narrative summary of local work, not a publication of raw originals.