Spawn Pressure and Render Headroom

Spawn flow, rendering performance, and combat feedback moved together as one player-facing update.

Changes

  • Looped death and respawn flow back into play more clearly so crashing does not leave the player wondering what state they are in.
  • Exposed clearer spawn availability and outcome state so the client can explain field choices instead of hiding them behind failed attempts.
  • Improved spawn-field presentation so players can choose a field with better context and fewer crowded-start surprises.
  • Improved renderer performance so the game has more headroom for busy scenes without sacrificing the low-poly look.
  • Reduced renderer work around offscreen geometry and batched passes so busy scenes keep more frame headroom.
  • Tightened renderer clipping and horizon work so the software renderer spends less effort on invisible pixels while preserving the scene shape.
  • Adjusted smoke feedback so damage and impacts read more clearly at combat distance.
  • Improved hit feedback so combat outcomes are easier to read in the moment, not just after checking the scoreboard.