{"ok":true,"version":"2026.06.09-api-cost-report-3","generatedAt":"2026-10-19T10:45:36.852Z","entries":[{"version":"2026-10-09-q3-bsp-import","title":"Deploy 2026-10-09-q3-bsp-import","deployedAt":"2026-10-09T19:39:29.494Z","date":"2026-10-09T19:39:29.494Z","source":"main","changes":["Deployment completed. Detailed notes were not added for this version."]},{"version":"2026.06.09-api-cost-report-3","title":"API cost report actual single-thread estimate","deployedAt":"2026-06-09T01:00:07.110Z","date":"2026-06-09T01:35:00.000Z","source":"main","changes":["Added the real-path estimate for building Batyr as one GPT-5.5 xhigh fast thread.","Separated optimized hybrid-model costs from the actual single-thread valuation.","Clarified that observed subagent use was from other Codex work, not Batyr production."]},{"version":"2026.06.09-api-cost-report-2","title":"API cost report fast and xhigh variants","deployedAt":"2026-06-09T00:51:41.581Z","date":"2026-06-09T01:20:00.000Z","source":"main","changes":["Expanded /raport with fast and xhigh development modes.","Explained how reasoning effort changes output-token usage, latency and cost risk.","Adjusted the estimate to show a selective xhigh range for hard gameplay and netcode work."]},{"version":"2026.06.09-api-cost-report-1","title":"API cost report page","deployedAt":"2026-06-09T00:49:14.796Z","date":"2026-06-09T01:10:00.000Z","source":"main","changes":["Added /raport with an estimate of API token costs for recreating Batyr from scratch.","Included measured local project size, model pricing assumptions, token-use scenarios, risk factors and cost controls.","Linked the report to the official OpenAI API pricing source used for the estimate."]},{"version":"2026.06.09-poprawki-roadmap-2","title":"Roadmap page and persistent tickrate reset","deployedAt":"2026-06-09T00:42:35.795Z","date":"2026-06-09T00:48:00.000Z","source":"main","changes":["Kept /poprawki as the public checklist for future Batyr improvements.","Fixed runtime state loading so null tickrate and bot-cap overrides are treated as config defaults instead of clamping to numeric values.","Prevents /netreset all from returning to a stale 10hz tickrate after a server restart."]},{"version":"2026.06.09-poprawki-roadmap-1","title":"Public roadmap page","deployedAt":"2026-06-09T00:39:29.331Z","date":"2026-06-09T00:40:00.000Z","source":"main","changes":["Added /poprawki as a public plan for upcoming Batyr improvements.","Grouped the next work into movement, sync diagnostics, combat feedback, UX, AI, performance and larger roadmap items.","Prepared the page to be updated as tasks are implemented and checked off in later deploys."]},{"version":"2026.06.08-run-sync-fix-1","title":"Single backend run and sync fix","deployedAt":"2026-06-08T20:31:46.618Z","date":"2026-06-08T20:40:00.000Z","source":"main","changes":["Kept clients on the main websocket backend instead of switching the current page to /new/ws.","Removed the normal jump forward-speed boost by matching air movement caps to the active run speed.","Made prediction correction wait for real desync thresholds and scale tolerance with /speed."]},{"version":"2026.06.08-speed-sync-1","title":"Runtime speed and smoother sync correction","deployedAt":"2026-06-08T20:11:57.582Z","date":"2026-06-08T20:15:00.000Z","source":"new","changes":["Added /speed so the console can show or set global movement speed at runtime.","Applied the runtime speed scale to player movement config and bot movement steps.","Reduced aggressive client/server position correction with wider defaults and smoother reconciliation debt."]},{"version":"2026.06.03-mobile-controls-1","title":"Mobile controls ergonomics pass","deployedAt":"2026-06-03T05:59:40.437Z","date":"2026-06-03T05:58:11.000Z","source":"new","changes":["Reworked mobile movement around a larger floating joystick with deadzone, radius clamp, smooth release and sprint threshold.","Made mobile look input config-driven with separate X/Y sensitivity, smoothing, invert-Y support and optional gyro micro-aim.","Expanded mobile action controls with larger ergonomic buttons, weapon prev/next controls and aim assist that now considers bots and remote players."]},{"version":"2026.06.03-stats-perf-merge-1","title":"Merged stats and performance logs","deployedAt":"2026-06-03T05:48:01.920Z","date":"2026-06-03T05:45:53.000Z","source":"new","changes":["Merged /stats and /logs into one live diagnostics dashboard served from both addresses.","Added FPS-vs-draw-calls, FPS-vs-geometries and FPS-vs-lines charts based on perfavg samples.","Added server-side FPS relationship analysis and lighter client rendering for recent perf samples."]},{"version":"2026.06.03-gameplay-feel-1","title":"Arena movement and railgun feel","deployedAt":"2026-06-03T05:40:52.516Z","date":"2026-06-03T05:39:17.000Z","source":"new","changes":["Tuned player movement toward a more arena-FPS feel with smoother ground acceleration, stronger air control and client/server-mirrored movement config.","Improved explosion knockback and rocket-jump handling with config-driven blast impulse and wider reconciliation tolerance after self-blasts.","Made the sniper slot feel more like a railgun with a stronger beam/trail presentation and clearer headshot feedback."]},{"version":"2026.06.03-changelog-1","title":"Public changelog page","deployedAt":"2026-06-03T05:24:49.262Z","date":"2026-06-03T05:30:00.000Z","source":"new","changes":["Added the public /changelog page with a marker-style Batyr layout.","Added /changelog.json for the same deploy history in machine-readable form.","Added server-side deploy recording so every new APP_VERSION can appear in the changelog after restart."]},{"version":"2026.06.03-rigged-soldier-v2","title":"Rigged arena soldier visual upgrade","deployedAt":"2026-06-03T05:18:22.000Z","date":"2026-06-03T05:18:22.000Z","source":"","changes":["Rebuilt arena-soldier.glb as a stronger low-poly arena soldier visual layer for bots and remote players.","Embedded pistol, rifle, shotgun, railgun/sniper, grenade and bazooka world models directly in the GLB.","Preserved invisible torso/head gameplay hitboxes and left gameplay, AI, netcode and weapon balance unchanged."]}]}