Online player count in the lobby.
Objective markers
The bomb on the ground now uses the same amber icon and "BOMB" label as a carried bomb, instead of a plain white diamond.
Plant sites tell you your job — "PLANT SITE" when you're attacking, "DEFEND" when you're holding it. Red for attack, green for defend.
The enemy team can no longer see who's carrying the bomb. Your own squad still sees the carrier so you can escort them.
Balance
Frag grenades hit harder and reach further — larger blast radius and a wider full-damage core.
Friendly name tags stay readable more than twice as far (25 m → 60 m).
Fixes
XP exploit closed. Short-timer rooms could be farmed for full end-of-match XP. Completion XP now scales with real match length — kills, assists and objective score are unaffected.
Stuck HUD after a round ends. Ending a round on a ladder, mid-plant, or holding the weapon wheel could leave that prompt stuck on screen into the next round. Also fixed: a missing crosshair during the round-start countdown, and a leftover grenade trajectory line.
Lobby flickering — panels were rebuilding every 2 seconds; they now only redraw when something changes.
Shotgun icon in the loadout showed the wrong weapon.
Lean at cover — cover on one side blocked leaning both ways; each direction is now checked independently.
Round timer at the top of the screen was a second behind the scoreboard.
Menu navigation — Esc from the lobby loadout screen returns to the room; the in-game loadout BACK button works.
Texture streaming on AridRidge near the tank car — some prop textures were permanently resident and starving the pool.
