19 Commits

Author SHA1 Message Date
vtroc7 acc57a5c9d Make underbarrel attachments work across families, bound transport and qualify match publication
- Underbarrel attachments work across IW4, IW5, T5 and T6, including
  per-family impact FX, T5 flamethrower streams and T6 launcher fuses.
- Viewmodel notetrack sounds play in third person.
- Transport operations and queues are bounded; Quinn congestion control
  returns to its default.
- Match publication, presentation context and prepared content semantics
  are qualified and validated; cosmetic and entity occurrence lifecycles
  are preserved.
- GPU skinning batches within supported device budgets.
- Immutable UI projections and correlated class replies are reconciled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 16:28:56 +03:00
vtroc7 a2f189df10 Scope match lifetimes and restore gameplay and menu presentation
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>
2026-10-10 23:01:34 +03:00
vtroc7 91217cd0ac Restore native effects and objectives, scope zoom, camouflage and lighting 2026-10-08 22:04:32 +03:00
vtroc7 ea45cf7dcc Preserve native families, soldier hands and T6 world materials 2026-10-07 00:13:36 +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
neptune 48c5518282 Stop BO2 guns blowing out reflections on non-BO2 maps
BO2 lit shaders decode the reflection probe as rgb / alpha, the HDR
encoding of BO2's own probes. The probes bound to them come from MW2,
MW3 and BO1 maps, whose alpha is not a scale, so dividing by it made BO2
weapons glossy and speckled with white. Treat the probe's alpha as one
for BO2 shaders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 22:25:26 -04:00
vtroc7 f026f5fca0 Improve runtime readiness, rendering, audio and Linux game discovery 2026-10-05 23:41:16 +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
neptune bb575b897c Tidy the Black Ops II work for review
- Format with rustfmt and clear the clippy warnings on lines this branch
  adds (fixed-size chunks via as_chunks, explicit fallbacks instead of
  unwrap_or_default, range patterns, elided lifetimes).
- The engine-supplied equipment script is t6_equipment.gsc.txt, since
  publish-check treats any .gsc as game data; FNV constants are named.
- NOTICE credits the Plutonium t6-scripts dump that the equipment
  behaviour was worked out from.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:21:51 -04:00
neptune af8ee254c1 Add Black Ops II weapons, native T6 shaders and Game Folders
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>
2026-10-01 15:56:23 -04:00
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 bbdfb7c1b6 One owner for the alpha-test table and three shared constants; drop the unread GameEnded (#15)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 19:54:22 +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
chazmm 7af11e5500 Roughly double no-bot frame rate by cutting per-frame CPU work
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 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 0f387098e7 IW4L 2026-09-13 13:52:33 +03:00