[ 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