Fresh Movement and Combat Accounting

Worked on the live-round plumbing that players feel as smoother aircraft motion and more trustworthy post-fight results.

Changes

  • Batched combat result recording so rapid hit, crash, and scoring events are less likely to compete with the live update loop during busy rounds.
  • Split combat result work into clearer lanes so immediate in-round feedback can stay responsive while longer-lived outcome records catch up safely.
  • Added final combat summaries so the end of a session has a sturdier record of each pilot's outcome instead of relying only on moment-by-moment events.
  • Accounted for heavy combat-event storms so scoring and summary data should remain trustworthy when several aircraft are fighting at once.
  • Prioritized fresher replicated movement so remote aircraft should track more smoothly instead of falling behind older carried-forward updates.
  • Improved remote pilot departure handling so computer-controlled peers leaving a session create less stale movement or combat state for everyone else.
  • Added an explicit movement replication cadence so the server can send aircraft motion at a steadier rhythm instead of tying every refresh to heavier state updates.
  • Added projection context for remote aircraft so clients have better timing information when smoothing another pilot's position between server updates.

Fly it yourself

The Windows installer is unsigned (for now) and will warn on first launch