the whole OSRS world

Every map square modern Old School has now been imported, so the world past Edgeville is real ground instead of a blank edge. The world map window was re-baked over it, and the download that gets you into the game in the first place is a great deal quicker than it was yesterday.
Highlights
- The full OSRS map - 1,277 new map squares are in, taking the client from 1,668 regions to 2,945 and the server's collision data from 2,155 to 2,974. Varlamore, Kourend, Zeah, the far east and everything in between now renders and walks.
- Nothing you already had moved - the import only filled gaps, so every custom arena and every hand-baked area kept its exact bytes. Yama's arena, the blood skilling sites and the tournament arena are untouched.
- Downloads are a lot faster - the client was throttling its own cache download, and the big files now come off a CDN instead of one server in London. From the far side of the world that was measured at up to 20 to 50 times slower than it should have been.
- Downloads resume - a cache or launcher download that dies at 95 percent now picks up where it stopped rather than starting the whole thing again.
- God Wars generals are reachable again - K'ril's teleport row was dropping you in the corridor outside a door that cannot be opened here, with the boss on the other side of the wall.
New content
- The new world is geometry only - it renders and it clips correctly, but it arrives empty: no NPCs, no shops, no doors, stairs or dungeon entrances, and no music. Making any particular area play is its own job and we will take them one at a time.
- Combat dummies - the nine player-owned-house dummies now work as a max hit tester. Every hit lands, every landed hit is exactly your max with the gear you are holding, you get no experience, ammunition fired at them is lost, and they never die or hit back. They are not placed in the world yet, so there is nothing to punch until we pick a spot for them at home.
- Brutus - work carried on this week on the two Lumbridge cow field fights, mostly the timing and the shape of the telegraphed attacks. It is not released, the teleport row is still held back, and we will say so here when it is ready to play.
Interface and quality of life
- World map redrawn - the map window was baked again over the imported ground at all four zoom levels and all four planes, and place names were re-imported to match, so panning east or south now shows terrain rather than black.
Client and performance
- The client stopped throttling itself - it repainted the loading screen once per 8 KiB of the 172 MB cache, roughly 21,000 times, each one a full synchronous paint on the download thread. That capped the download at about 4 MB/s on a machine where a paint costs 2 ms, whatever your connection could do. It now repaints only when the percentage changes.
- Cache and installers are served through a CDN - the origin was never the problem, distance was: measured against a global CDN from the same probe nodes, we were 4 times slower from Germany, 20 times from the USA and 51 times from Indonesia. Published files are purged from the edge and the URLs carry the version, so you can never be handed a stale cache.
- A finished download can no longer be thrown away - the client re-checked the cache version on a 4 second timeout after a multi-minute download, and one slow reply meant the full 172 MB came down again on the next launch. Unzipping is quicker too, and a broken archive can no longer write outside the cache folder.
- Launcher updates resume as well - the launcher downloads to a part file, hashes as it goes, and follows redirects, which it previously did not.
Fixes
- Side tabs no longer click through to the world - in resizable mode, clicking Inventory, Equipment or any other tab stone also red-clicked whatever the sidebar was covering, so your character ran off to it. Any window wider than 1000px leaked most of the top row of stones.
- All four God Wars teleports land inside their chamber - the killcount doors have no handler here, so one tile short of the room is one tile that can never be walked. A test now walks from each landing tile to the general to prove it.
- Jewellery teleports work down to level 30 Wilderness - a glory, a ring of dueling and the rest were refused above level 20, which is the band they exist to escape from. Spells and tablets still stop at 20, as they should.
- Imported ground draws in the right colour - the world map bake only understood the old floor table, so imported terrain came out in unrelated colours, and custom textured tiles shaded from the wrong value.
Behind the scenes
- Floor definitions are data now - the colours and textures of imported terrain come from a generated file rather than hand-written rows in the client, and an unregistered floor id used to crash scene building outright.
- A permanent guardrail on the map - a test asserts the region counts, the landmark squares and that all 50 custom regions still match byte for byte, so a future import cannot quietly overwrite an arena.