A map, and aim you can trust
A premade map to test in, plus fixes so shots go where you aim.
Testing moved to a premade map, which quickly showed that aiming needed work.
Aim from where you’re looking
In first person, shots were still being aimed from the third-person camera. Aim and the first-person view now share the same eye position, so they can’t disagree.
Crouching lowers the shot
Shots start from a fixed point on the character, which didn’t move when crouching. The visible projectile came from the lowered weapon and jumped up to meet the aim line, worst in first person. The firing point now drops with the crouch.
Floors and ceilings
To avoid shots catching the corner of a wall right next to the target, the game ignored some near misses along the shot’s path. That window was far too wide: aiming down over a ledge could shoot straight through the floor in front of you. The window now only covers the end of the shot, near the target.
There’s also an optional “blocked shot” marker on the crosshair, off by default.