
The menu scene used to ship with a camera, the interface, and nothing else, so every screen was drawn on a flat grey slab. There is a set behind the interface now: a floor with a pool of light where the operator stands, a backdrop far enough away that the frame ends in a surface, light shafts angled through the dark, and haze along the ground.
He is not a photograph either. He checks his weapon between screens, and the whole set drifts a couple of centimetres against the camera — so the crates in front of him travel further across the frame than he does.
Home is a dashboard: your profile and loadout down one rail, the featured map and DEPLOY down the other, and the operator standing in the middle. The armory, the store, barracks, quests and settings were rebuilt to share the same type, the same spacing and the same colours. Buttons are cut at the corners instead of being rectangles with a one-pixel border, and the primary action carries chevrons.
It used to hand you two pieces of interface that had nothing to do with each other, or with the rest of the game. It is one card now — and the standings are on it, which they never were before: they only existed while you held Tab. Who finished where, with kills, deaths and score, and the score broken down into where it came from, so the total and the coins you earned are not numbers out of nowhere.
The weapon pictures were square renders stretched across a frame three times their width, so every gun arrived soft, oversized and cropped — a pistol could show up as a grip and a trigger with the weapon itself out of shot. Every weapon is photographed at the shape it actually is now, and the whole thing is in frame.
That made something worse visible: the descriptions had been written from the weapon names, not the models.
Every description, class and calibre now matches the weapon in the picture, and the store and the loadout agree on what a weapon is. The magazine figure — one guess per category, telling both shotguns they held 30 rounds — is replaced by the real reload time.
Parts of this arrived across the last few updates and parts of it land here; 3.0 is the point where the whole front end is finished. Presentation only — nothing about gameplay, matchmaking or progression changed.