12 Commits

Author SHA1 Message Date
vtroc7 08b4224efd Add Theater editing and chat, improve controller UI, audio, combat and network recovery
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:43:30 +03:00
vtroc7 25c008b391 Prepare coherent match assets, native camouflages and server releases
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:30:21 +03:00
vtroc7 f1f4c07feb Bind prepared runtime assets to their owners and correct T6 rendering 2026-10-06 21:37:31 +03:00
vtroc7 d655b952cb Prepare asset products, restore T6 rendering and select community servers 2026-10-06 15:57:22 +03:00
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 38aa9cf741 Run IW4 match flow, menus and killstreaks from the game scripts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 18:35:44 +03:00
vtroc7 69cf9ff9fa Prepare weapon presentation and add alternate modes, device feedback and collision fixes 2026-09-24 05:30:17 +03:00
vtroc7 f357ef16be IW5 attachments and weapon overrides, a blood film on the HUD, and team-tinted obituaries
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 23:45:43 +03:00
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
vtroc 9856f91a98 Share one decode between askers, and time each frame from its own wall.
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>
2026-09-16 16:28:01 +03:00
vtroc a7c0958668 Shatter glass, finish ordinary fire, walk host bots on the clip, and run radiation's authored toys.
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-09-14 19:29:22 +03:00
vtroc 0f387098e7 IW4L 2026-09-13 13:52:33 +03:00