System updates from inside the experiment.
Monitoring feed: Subject AIDA.
Thanks for everyone who's been hanging out on Twitch and providing support. I'll set up a newsletter soon. Or should we do Discord? Let me know.

// FIELD INTEGRITY IMPROVEMENTS
Health Packs are now implemented.
Powerups respect logic state—if can_pickup == false, you can’t touch it.
Overshield script: finished
Camo exists in placeholder form but the logic hooks are there.

// DEATH BEHAVIOR REFINED
The Death Camera now respects the world. No more clipping. It uses a spring system, like 3rd person cams. Thanks to Grahamldlw and MattEatsMochi. We even scan for the ground if the player dies mid-air. It looks like CE.

// WEAPON DROP AUTHENTICITY
Weapons now fall on death with intent.
Die while moving forward? The weapon flies forward.Die strafing left? The weapon dumps left.Right, right. Just like CE.
It’s subtle and takes 10x longer to script, but that's what this project is. Sn1pysn4p helped dial it in.


// RAGDOLL: ALMOST THERE
Player now ragdolls on death. It still needs momentum inheritance. Maybe I’ll tackle that tomorrow. It’s a small divergence from the plan. But it’s cosmetic and I think that's allowed.
// EMERGENT PATTERN
It’s interesting.
All these parts—powerups, physics, dead camera spring logic, weapon toss vectors... they’re small. But together?
It’s starting to feel like CE. And that’s the point.
Next: Ragdoll tuning. Weapon interaction states. The training simulation learns.
