16 Commits

Author SHA1 Message Date
vtroc7 65052d3f51 Add native T5 audio, Black Ops II maps, independent movement, late join, skill ratings and varied bot loadouts
Decode Black Ops audio natively and load Black Ops II worlds, faction
models, equipment, materials, lighting and weapon camouflage.

Rework capsule collision, solid recovery, penetration, recoil, effects
and sentry placement; synchronize late joins and player event delivery.
Keep local skill ratings and signed player accounts.

Show the selected community and master ping on the main menu. Add twenty
asset-filtered class presets across IW4, IW5, T5 and T6, plus fifty-two
unique player-style names shared by AI bots and dummies. Honor the chosen
dev descriptor in the two-client approved scenario and credit contributors
and weapon, map and attachment QA testers.

Validated with the approved gameplay lifecycle and two-client dev-master
scenarios, installed class-asset audit, bot-name uniqueness checks and
Linux IW4/IW5/T5/T6 gameplay smoke runs. Foreign-weapon match-stat schema
coverage remains incomplete.
2026-10-05 13:13:28 +03:00
vtroc7 d48a9f6502 Steam MW2 discovery, embedded licences, weapon variants, lock-on launchers, double-barrel fire and a two-client dev-master scenario
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:36:24 +03:00
vtroc7 2bcedf97fe Set the player archive password to t.me/contextrot
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 16:25:31 +03:00
vtroc7 3adb14b5ba Document the prebuilt Windows release and ship it without a descriptor
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 16:23:31 +03:00
vtroc7 bfe3c2aa70 Breath, shields, crossbow, car destruction, remote animation and GSC services
Scoped weapons hold breath with recovery feedback and sound. Riot shields
block and deflect bullets in hand and on the back; explosive crossbow bolts,
destructible map cars with round resets, and T5 map model collision work.
Remote players show last stand, weapon change, jump, mantle, landing,
ladder and stun animations, and server hitboxes follow the shared torso tree.

GSC gains spectator follow cameras, chat, kick, vehicle paths and flight
controls, physics spheres, slow motion, slide and mantle movers, damage
triggers, music, ambience, rumble and live audio fades over a shared mixer.

IW5 and T5 maps get sun shadows with per-stage sun selection; post-fx
pipelines compile before a vision blend needs them. The lobby browser keeps
focus and selection, and rooms can be password protected. Console supply
and give commands search every item category. Frames and replays decode
only the current wire protocol.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 19:18:44 +03:00
Bulat Fatykh fb3d79d608 docs: explain IW4L capabilities and first-run setup 2026-10-01 16:53:35 +03:00
vtroc7 60f550a2b7 Support personal loadouts and fix lobby and menu interactions 2026-09-30 04:38:21 +03:00
Luax b271b4d0a5 Run on macOS: the Metal surface is created on the main thread
- Pipelined rendering is off by default on macOS. The single-threaded Render
  schedule runs `create_surfaces` on the render thread, and AppKit only lets
  the main thread touch the NSView behind the Metal surface, so the first
  frame panicked in raw-window-metal. IW4L_PIPELINED_RENDERING still
  overrides it.
- docs/BUILD.md: macOS needs only the Xcode command line tools; game data is
  the Windows depot of a Steam copy fetched with steamcmd.
- README and docs index list macOS (Metal) among the platforms.
2026-09-25 21:59:09 +10:00
vtroc7 94e3983bfc Shared common content, prepared weapon families, and one way out of a session
- One common set per content profile, shared by every match and the loadout
  menu; a restart over the same map keeps its images and static geometry.
- Weapons resolve as families: attachments are chosen from each game's own
  tables, checked, and composed into prepared configurations with their
  first-person skeleton assembled once.
- Sessions end through one teardown and one process exit; retired resources
  are dropped on a worker, not the frame.
- Sound is captured by the walks that already read each zone.
- A loading screen that reports what the load is doing.
- Tests live only in crates/approved_tests (heavy_gameplay_lifecycle);
  publish-check refuses them anywhere else.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 17:10:02 +03:00
vtroc7 bca31343e5 Bots that fight and take objectives, and glass that cracks into real shards
Host bots bake a navigation graph off the clip map and walk it — drop and
break-glass edges, routes that resume across ticks under a shared per-tick
query budget, firing positions chosen from baked supports rather than a ring
around the bot. They pick a weapon, reload or switch when the magazine runs
out, and plant, defuse and claim flags on their own.

A broken pane now builds a planar crack graph and emits shards carrying their
holes and open cracks, so tessellation and repeated hits read the stored
geometry instead of assuming a convex fan from vertex zero.

Sun cascades are clipped to the view. Class select and the options menu match
the layout players expect. Weapon definitions load from IW5 and T5 fastfiles.

The test suite is removed: it had grown into scaffolding for the dig rather
than a description of the runtime, and new tests will be written against the
behaviour that stayed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 02:49:55 +03:00
vtroc 91133418ea Say the project has no releases instead of describing ones that never shipped.
The release section documented a tagging and notes procedure that has produced
nothing: no GitHub releases exist and the only tag is pre-ship-1818. What it
said that was true and lived nowhere else — unstable wire protocol, playtests
among people who arranged them, nothing phones home — becomes a short Status
block up top. The rest already lives in docs/DEPLOY.md, docs/MASTER.md and
docs/WINDOWS.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KkgiSVEPTbsVZ1RpARujF6
2026-09-15 02:09:29 +03:00
vtroc 846ab99a73 Rewrite the README around the runtime and clear the dig marks out of docs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KkgiSVEPTbsVZ1RpARujF6
2026-09-15 01:44:07 +03:00
vtroc 3acf206a79 Show six screenshots in pairs, small enough to load before the reader scrolls past.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01L1NxtMBcNQjYz2g7nZZ3Es
2026-09-14 00:29:38 +03:00
vtroc 09ad456d83 image in README 2026-09-13 15:27:28 +03:00
vtroc 9cd4bba5f3 LLM notice 2026-09-13 15:09:39 +03:00
vtroc 0f387098e7 IW4L 2026-09-13 13:52:33 +03:00