Fullscreen covers the display, so Resolution did nothing there, and any
display setting change re-applied the windowed size and shrank the
fullscreen window into a corner. Fullscreen now leaves the window size
alone; a resolution shorter than the display renders the world camera
into an image of that many rows at the window's aspect, which a present
camera stretches over the window. The image's scale factor keeps the
camera's logical size equal to the window's, so HUD projections of world
points line up.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Prepare progression and loading through Bevy scheduling, preserve round HUD and bombsite props, restore grenade and T5 shadow presentation, and keep menus usable while classes load. Report update progress and continue startup after update failures.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflicts kept both sides: Steam discovery next to Game Folders and
sibling titles, upstream's profile/account persistence next to the
folder picks and saved position, SAB/FLAC beside blake3, the T6
localize loader on the raw-bytes catalog (cache format 3), and our
tactical insertion equipment mapping with upstream's specialty_null.
The fire-delay fix takes upstream's form. Exit silencing now mutes the
new audio runtime instead of Bevy audio sinks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
T6 (Black Ops II) weapons load from the BO2 install beside MW2 and play
with their own models, materials, animations, sounds and icons, standing
in for an MW2 weapon row for gameplay.
- fastfile_t6: T6 zone walking and weapon views; IPak/SAB image and sound
sources in asset_transport.
- dxbc_sm5: DX11 shader bytecode lowered to WGSL, so T6 materials draw
with their own technique sets (t6_techset, dxbc_abi).
- Materials: borrowed draw states come from the stand-in's opaque body,
never a lens; colour-map alpha (the camo mask) reads as one on opaque
surfaces; specular and probe reflection scaled for IW4 lighting; maps
named by another kind's samplers fall back to the same-role map.
- Dual wield (`X_dw` + `X_lh`) through the shared secondary-gun viewmodel,
and the `dw` attachment from T6's attachment table.
- Melee: guns without their own melee clip (and pistols, whose clip is the
tactical knife's) borrow knife_mp's knife and swings; the hip ADS layer
returns after a melee.
- T6 clip names match case-insensitively.
- Game Folders option for BO1/MW3/BO2 installs, multi-game lookup fixes,
clean exit, crosshairs, save/load/loadspawn console commands.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- 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>
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>
The split of an image variant into `payload` and `usage` is now what sharing
keys on. A registry holds the texels an archive entry decodes to — the mip
chain in one allocation, laid out as an upload wants it — and the `Image` is
built over them where the row is placed. Two materials that want the same file
under a different colour space or sampler cost one read, one inflate and one
decode, and the second of them a copy of the chain; the last asker copies
nothing, because the decode's own buffer becomes the image's. Asking whether a
name is a cubemap reads the thirty-two byte IWI header out of the entry instead
of inflating the megabyte behind it.
The resident-bytes ceiling is charged per payload rather than per batch, so two
batches pointing at one buffer hold one allocation between them. Load rows
split `produced_bytes` into `prepared_bytes` and `reused_bytes`: only the first
is work, and their sum is what the plan served. The merge census names who won
a disputed claim by plan id, not only that somebody did.
The frame clock closes the row and opens the next at the top of `First`, before
anything else runs, so every main-phase interval falls wholly inside one frame;
the frame the process exits from is closed at exit and its row carries
`partial`. Which spans are a frame's coverage roots is declared by
`Span::coverage_root` rather than read off a thread's stack — an executor is
free to run a schedule's `begin` and its `end` on two workers — and spans a
migration left behind are pruned. A counter measured on another thread is
charged to the frame it ran in through `emit_at`, and a sample that finds no
row is counted rather than moved to whichever frame is open.
`IW4L_PIPELINED_RENDERING=1` runs the render world a frame behind on its own
thread, and it is the only thing the switch moves; the manifest records which
branch a run took. The report gains `main/render overlap`, read off the
intervals rather than off the frame a render stage names as its origin. A
`bevy-trace` build writes bevy's own spans as a Chrome trace, which is the only
place the render graph's submit can be timed from, and
`scheduling.bevy_tracing` says whether a run was one.
Glass keeps its shattered material while damaged, scales the authored UV to it,
picks its shatter effect by whether the piece is landing, and carries the
surface normal on the presentation event.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A 47.78 ms frame reported a 36.35 ms `Load` inside an `Update` its own row
implied was 11.87 ms, and 364 frames summed their root spans to more than their
own wall. Three mistakes stacked: a span was credited to whichever frame was
open when it *closed*, its parent was whichever span had opened most recently
anywhere in the process, and the remainder was a sum of overlapping intervals
clamped at zero.
Now a span is charged by intersection with the frame's wall, and what it ran
before the frame opened is `carried_in_ns` rather than nothing. Nesting comes
from a thread-local stack, so the render thread no longer adopts the main
thread's spans, and a close out of order is counted. `unclassified` is wall
minus the union of the root intervals, which cannot go negative and counts two
threads inside one nanosecond once. The report prints how many frames still
hold a span longer than its parent.
`present_hud_surfaces` and `present_hud_stage_max` measured wall *between*
systems, which `.chain()` leaves the executor free to fill. They are renamed
`*_schedule_interval`, tabled apart, and given a number that is the HUD's:
`hud_tess_body`, taken inside the tess flush bodies, with `hud_tess_jobs`
beside it. The screenshot flag now stays up through the readback, the encode
and the write instead of only while the request queues.
An image decode gains an identity — the resolved IWD candidate list plus the
recipe bits that change the payload — so two plans that would prepare the same
bytes share one decode through a registry of weak handles, and a claim the
merge drops is reported as the same variant twice or as another game's
different image under the same name. Merge precedence and the final content are
untouched. The load job row splits budget wait from decode, renames
`join_wait_ms` to what it measures, and carries `produced_bytes`; the budget
wait is bounded so it cannot outlive a join order that stops guaranteeing
progress. The manifest walks the nested artifact cache instead of reading zero
files from its top directory, and prints the viewport the passes were sized by
beside the surface.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Mapent TVs, lights, fuse boxes, lockers, fans, ACs, bins, hydrants,
transformers, copiers, generators, mirrors and cop cars become toys and
vehicles, so a shot husks them, throws the authored FX and explodes.
Weapon, xanim, FPV/body/world-gun/projectile mesh and FX catalogs publish
without the capture cursors and zone slots that stamped them, so the runtime
registry cannot restamp an edge after install. World and smodel tess tables
become published Arcs that extract steals a share of instead of cloning.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KkgiSVEPTbsVZ1RpARujF6
The zone walk and the runtime were the same types. A catalog carried the
walk's `Ptr → row` link maps, its half-captured names and its scratch into
the published result, so nothing said the linking was over except a
convention — and the runtime, which has no zone open any more, could not
have used them anyway.
Build and published types are now separate for materials, effects, tracers
and reticles: `MaterialDefinitions`, `FxDefinitions`, `TracerDefinitions`
are what a finished build hands on, `publish` is the only way to get one,
and the pointer lookups and absorbs stay behind on the builder. The
presence those pointers stood in for is one shared type, `AuthoredRef {
slot, alias }`. Every published asset type is free of zone pointers except
`WeaponCombatFx`, which waits on splitting `WeaponRegistry` the same way.
That split also turned up dead code the old types had hidden:
`resolve_after_absorb` looked weapon icons up by pointer after `finalize`
had emptied the map, so every lookup there returned `None`.
Map load is a transaction with one terminal outcome. Preflight assembles a
`MatchInstallPlan` — nothing to publish exists until every check that can
refuse has passed — and any refusal writes `MapLoadFailed` for the request,
including "no drawable world", which used to be a `MatchInstalled` the
lifecycle read as success and the UI read as failure. A canceled walk
returns `MatchLoadOutcome` instead of orchestrating on with empty products.
The match carries one material population (`PreparedMatch.materials`)
rather than reaching for it through geometry that may not exist, and the
transport schema around the boundary — the six `LoadCapture` wrappers,
`PreparedSpawn`, the doubly-owned map facts, `ZoneMemory` held to the end
of install — is gone.
Copies that had no reason to exist: the absorbs that already consume their
donor now move its rows instead of cloning every `ModelSkel` and
`RawXAnimParts`; sim and the dyn-ent physics share one `ClipMeshTables`
behind an Arc instead of each holding a deep copy of the collision.
Ownership on the live side follows the same cut. `SessionCore` takes a full
room identity and revision before any transport effect, so a stale
teardown cannot override a different match key. `HostMatchEvent::Applied`
carries no match key, so the peer's phase is its whole guard — it now
passes before anything is written, instead of landing a retired match's
connection id on the live peer on the way to being refused. `ClipStore` owns every PCM
conversion and every terminal decode failure, with Play/Stop on one ordered
channel scoped by namespace, entity and epoch. `SimContent` holds the
immutable definitions behind a consumed builder, so authority and
prediction share one backing instead of deep-copying per tick. Direct UDP
launch is removed; relay, listen and replay stay.
In the renderer each producer publishes whether its rows actually moved,
and the xmodel merge stops re-hashing seven producers' draws, materials and
vertex counts every frame to find out. Payload fields are `pub(crate)`
behind read-only accessors, so a consumer that wanted to finish a
producer's work no longer compiles. Colour extract is split from the
installed world, scene and shadow get their own bind caches, and record
census stays off the hot refusal path.
Docs: `CONTEXT.md` gains "Before shipping: the scaffolding goes back out",
and `make mr` and `cargo xtask mr` point at it. MAP-LOAD describes the
transaction as it now ends.
Scaffolding: the share and census probes that only proved the split are
out. What stays is five tests, each holding several independent systems to
one claim and each verified to fail when that claim is broken:
- one alias carried from two-zone capture through absorb, edge binding,
the alias-chain walk, the prep workers' decode and finally cancel —
every stage has to mean the same clip by it;
- a replacement match driven through all three cores that decide whether
a player is in one (host admission, session view, local load), then
every event the retired match still had in flight, replayed against a
live peer, moving nothing;
- a rejected room view leaving no bridge identity, membership, bootstrap
or admission effect behind;
- the seven draw producers published through their own API and asked of
the consumer that replaced the merge's per-frame hashing: the stamp
moves for exactly the producers whose rows moved;
- authority and prediction proved to share one immutable world by
tracing it, and to keep tracing their own after the other replaces it.