[ Changelog / 38 releases ]

Updates

Every shipped change on the road to v1.0. Latest release 1 Jul 2026.

38
Total Releases
15
Features
14
Improvements
9
Fixes
  • —Unified perception, decision, and control stacks into a single runtime
  • —Stabilized 40+ hour continuous play sessions with zero crashes
  • —Locked the v1.0 model checkpoint (127M parameters) for public benchmarking
  • —Reduced average time-to-headshot to 118ms in the Competitive profile
  • —Tightened micro-correction jitter under 0.15° for held angles
  • —Added per-weapon recoil compensation curves for the latest patch
  • —Role-aware positioning for Duelist, Controller, Sentinel, and Initiator
  • —Ability sequencing tuned per-agent from pro VOD review
  • —Automatic agent-fit selection based on map and team composition
  • —Correct CUDA memory release after every inference frame
  • —Cut average VRAM footprint by 34%
  • —Eliminated frame-time spikes during round transitions
  • —Context-aware callouts derived from live game state
  • —Reduced voice generation latency to 45ms
  • —Added tone adaptation for clutch vs. eco rounds
  • —Brightness-spike detection at 120 FPS
  • —Flash-trajectory prediction for pre-emptive look-away
  • —12ms look-away execution time
  • —Monte Carlo economy forecasting across future rounds
  • —Team-aware coordinated saves and force-buys
  • —Weapon selection weighted by map and position
  • —Target prioritization for consecutive kills
  • —Per-weapon spray-pattern memory
  • —Smoothed transfer arcs to stay in the recoil pocket
  • —Fixed long-rotation timing calculations
  • —Resolved pathfinding stalls near teleporters
  • —Refreshed map geometry for the current patch
  • —Mixed-precision (FP16) inference path
  • —Dynamic batch sizing based on available memory
  • —Reduced minimum VRAM from 8GB to 4GB
  • —Real-time spectrum analysis of the game audio bus
  • —Footstep direction detection at 87% accuracy
  • —Ability-sound recognition across the full roster
  • —Latency-compensated peek initiation
  • —Jiggle-peek pattern generation for information gathering
  • —Angle isolation to minimize simultaneous exposures
  • —Recomputed smoke lineup coordinates
  • —Corrected height offsets on elevated sites
  • —Validated lineups across all competitive maps
  • —Isolation-focused positioning in clutch scenarios
  • —Spike-time-aware defuse and fake-defuse logic
  • —Sound-baiting behavior to force enemy mistakes
  • —Added Instant, Competitive, Human, and Fatigued profiles
  • —Per-profile latency and error-injection tuning
  • —Session-based fatigue curve simulation
  • —OCR-free minimap icon detection
  • —Teammate-position-aware rotation planning
  • —Detected-enemy memory with decay over time
  • —Stabilized the held-angle controller
  • —Removed integrator wind-up in the aim loop
  • —Re-anchored placement to common head-level pixels
  • —Shared execute clock across agents
  • —Flash-for-teammate timing windows
  • —Post-plant utility conservation logic
  • —Minimum-jerk mouse trajectories with noise injection
  • —Counter-strafe timing tied to shot readiness
  • —Bezier-smoothed path following for navigation
  • —Constant-velocity and acceleration models blended per target
  • —Occlusion-aware re-acquisition
  • —Lead calculation for moving-target flicks
  • —Guarded the state machine against null game-state frames
  • —Added a watchdog to recover stalled inference threads
  • —Improved logging around phase transitions
  • —Crossfire setup generation with teammates
  • —Time-to-defuse-aware repositioning
  • —Off-angle selection weighted by enemy tendencies
  • —TensorRT graph fusion for the policy head
  • —SIMD-optimized preprocessing kernels
  • —Zero-copy frame transfer from capture to GPU
  • —Concise, standard, and hype callout modes
  • —Adjustable callout frequency
  • —Map-specific callout vocabulary
  • —Corrected ground-target ray casting
  • —Fixed cast cancellation on rapid state changes
  • —Validated across all ground-targeted kits
  • —Curriculum from bots to mirrored self-play
  • —Reward shaping refined for objective play
  • —Opponent pool sampling to avoid overfitting
  • —Measured spray patterns per weapon and range
  • —Automatic pull-down and horizontal compensation
  • —First-shot-accuracy-aware tap/burst switching
  • —Trade-distance maintenance in default setups
  • —Stacked-site detection and adaptation
  • —Lurk coordination timing
  • —Double-buffered capture with fence synchronization
  • —Aligned capture to the game's present call
  • —Removed a race condition in the copy queue
  • —Range-aware gain scheduling
  • —Scoped-weapon sensitivity profiles
  • —Smooth transitions to avoid overshoot
  • —Per-decision confidence logging
  • —Value-estimate overlays for debugging
  • —Exportable decision traces for review
  • —Bot-strafe tracking drills
  • —Flick-to-target calibration pass
  • —Cold-start latency reduction
  • —Debounced file-watcher events
  • —Atomic config swap between rounds
  • —Validation errors now surface in the client log
  • —Per-frame decision traces over the local API
  • —Value-estimate and confidence streaming
  • —Optional CSV export of session data
  • —Learned uncertainty decay for unseen players
  • —Spike-timer and utility-cooldown tracking
  • —Belief-state fusion into the policy input tensor
  • —Aspect-ratio-aware region mapping
  • —Fixed misreads at 21:9 and 32:9
  • —Fallback heuristics for HUD scaling
  • —Prioritized sampling of hard opponents
  • —Reduced policy collapse on narrow strategies
  • —Faster convergence in stage-two RL
  • —ResNet-50 backbone with feature-pyramid neck
  • —YOLOv8-style enemy detection head
  • —Structured game-state tensor output