- 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>
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>
When the match scripts end a match, the session swap requests a
MatchEnded teardown. A disconnect that arrives before the teardown fact
is read turns the pending Menu target into a leave, and the swap then
waits for a Disconnect teardown that never comes. No ReturnedToMenu is
written, and every later map or Start Game fails with "session swap
already in progress" until a restart.
A swap back to the menu now finishes on whichever teardown fact arrives,
but still waits for one. The reason reported with the return still
follows the target, so a late disconnect lands on the main menu.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When the match scripts end a private match, the session swap already
tears the world down as MatchEnded, but ReturnedToMenu did not carry the
reason. The frontend treated every return from a world like a disconnect:
it reset the party, so the host landed on the bare main menu and Start
Game refused with "Only the lobby host can start a match" until a new
lobby was created.
ReturnedToMenu now carries the teardown reason (None for a failed load).
After a MatchEnded return the host of a private lobby keeps the party,
and once the main menu is open again the frontend reopens game_lobby over
it with map, mode and rules kept. If the main menu does not come up
within five seconds, the party is reset as before. Disconnects, failed
loads, public lobbies and clients still go to the main menu. Creating a
lobby or starting a match clears a pending reopen, so it cannot reset
the party later.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
mp_strike's map script breaks its "brokenglass01" panes in main() with
GetGlassArray and DestroyGlass. Neither native was bound, and an unbound
native refuses the whole program at install ("2 unbound natives:
destroyglass getglassarray"), so the map never loaded.
The glass reset now also reads the map's named glass table (a targetname
and its piece indices), and the session installs it next to the glass
panes as a GlassNames resource. getglassarray, getglass, destroyglass
(the existing script shatter), isglassdestroyed and getglassorigin are
bound on top of it. The map script only runs at the next scheduler pass,
after the glass is installed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
A weapon's gunXModel / worldModel slots 1-8 are its camouflage models
(woodland ... orange_fall, numbered as mp/camoTable.csv). They are now
captured, aliased arrays included, and bound per weapon.
Classes carry a camouflage per weapon (classes.txt: two optional trailing
fields, written only when one is set; PersonalClass on the wire, protocol
103). MW2's _class.gsc reads it from customClasses...camo and gives the
weapon with its number; giveWeapon stores it as the slot's weaponModel in
weapon_data, which replicates. First person swaps the gun's materials for
the camouflage model's (it shares the gun's surfaces); third person draws
the camouflage world model.
Create-a-Class goes weapon, attachment, then camouflage, as MW2 does,
offering only the camouflage the weapon has, and MW2's panel shows it
behind the weapon. Console: give ... camo=<name|slot>, bot give ...
camo=<name>.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Tactical insertion: under IW4 rules offhands are bridged by name only, so
the upstream slot stand-ins no longer hand the scripts a flash for it (it
plants and sets the spawn again); hidden entities stay usable, so its
owner picks it back up.
Equipment stats: read T6 detonate delay/time, damage cone, forward and
view-relative up speed, the detonator flag (C4 detonates) and the
retrievable flag (owner pickup only where T6 allows it).
Equipment behaviour: iw4l_t6/equipment ports T6's bouncing betty, shock
charge, trophy system, sensor and EMP grenades onto IW4's scripts, plus
T6's one-of-each counts, claymore grace and respawn cleanup. The engine
reports those items under their own names, tags thrown grenades with
nativename/weaponmodel, keeps sensors planted, drops the claymore laser
from betty and trophy, and lets objective_team address one player (sensor
pings, drawn in FFA too; protocol 103).
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>
A weapon raised for the first time since it was given (on spawn, on
pickup, or switched to after a give) takes its first raise animation
and iFirstRaiseTime, as IW4 does: the first byte of a held weapon's
equipped state (usedBefore) is set once it is raised and cleared when
it is given. The first raise sends EV_FIRST_RAISE_WEAPON.
First raise times are read from IW4 WeaponCompleteDef (0x54) and T6
WeaponDef (1228) into the catalog and combat facts.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Each T6 configuration with an alternate weapon (grenade launcher,
select fire, dual optic) gets an alternate row of its own: it wears the
configuration's attachments and returns to it. Select fire and dual
optic fire from the configuration's magazine (WeaponAttachment
sharedAmmo). A switch plays only the raise of the weapon switched to;
select fire uses its attachment's in/out clips.
- weapon_iw4: a weapon with a fire delay re-armed the delay when it ran
out and never fired; the delayed shot now fires.
- Configurations hide only their attachments' gun bones, not the bare
weapon's (the Ballista's iron sights under its scope).
- A T6 riot shield bashes with the fire button (`fire_melees`).
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>
The match bootstrap set allow_debug_actions to true for every match.
The host therefore accepted the debug actions from any peer.
Add the --cheats launch switch for map, serve and menu.
The switch sets the HostCheats resource. The match install reads it.
Cheats are off when the switch is absent.
Pass --cheats in make map, the live recipes and the scripted harnesses.
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>
Holding aim originally allowed zooming throughout a reload. The blanket
reload-state restriction added in a2093b9 overcorrected this by blocking
ADS until the entire reload finished, delaying the return to aim compared
to MW2.
Replace that restriction with the original engine's ADS fraction logic.
Decode WeaponDef::iPositionReloadTransTime from IW4 assets and carry it
through the weapon catalog, combat facts and shared movement context.
Include the field in the simulation content fingerprint.
Magazine reloads suppress ADS while remaining weapon time exceeds the
weapon's authored transition window. Segmented reloads suppress ADS during
the start and insertion states, then use that window during reload end.
Keep ADS intent available so holding aim resumes the blend at the original
boundary. The comparison uses weapon-timer milliseconds, preserving the
existing Sleight of Hand timer scaling without an extra fixed delay.
Validation: play build, targeted formatting and diff checks passed. A
temporary reference probe compared 4,704 cases against the original
MW2/IW4x instruction block at 0x4a84ab..0x4a8513, including transition
boundaries and segmented reloads. Runtime traces verified authored windows
and early ADS recovery on M9, USP, Intervention and Barrett with Sleight
of Hand. The user confirmed the resulting behavior in game.
Temporary diagnostics and probes are excluded. The runtime test encountered
the previously observed shutdown SIGSEGV after process_exit code=0; this
change does not address that shutdown issue.
Controller buttons bind through the same table as keys: every command on
the controls page shows its key and its button, and either is rebound by
pressing a key or a button. The options gain a Controller page: button
layout (Default, Tactical, Lefty, Bumper Jumper, Bumper Jumper Tactical),
stick layout, look and aim-down-sight sensitivity, invert, response curve,
aim assist, vibration and deadzones, all kept in settings.cfg.
The look stick turns at rates that build up to full deflection, slower
down the sight and scaled by the zoom. Aim assist works over visible
enemies within each weapon's own aim assist ranges, read from the weapon
data: slowdown and lock-on, and on Full a pull onto a target when the
sight comes up. It applies only while aiming with the controller.
Menus take the D-pad or left stick, A and B, and Start opens them. Focus
moves by screen position rather than by menu file order, which jumped
around the options pages for arrow keys too; left and right on a button
cross columns. The Advanced Video page no longer draws the FOV slider
over Bloom.
The controller in use is the last one pressed or moved, so a virtual
joystick or an idle second pad stays out of the way; rumble follows it and
the vibration setting. Use/reload reloads when nothing usable is in reach.
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>
Destructibles walk their stage staircase on the host: each stage carries
its model, the parts it throws off, the effects it fires on the way out
and the health it bleeds afterwards, and the loops a prop is speaking are
published as sound aliases the client resolves through the configstring.
The scoreboard, overhead names and the compass draw against the live
roster -- team identity survives player-supplied color escapes, ranks and
prestige come out of the menu tables, and the final snapshot is kept when
it lands ahead of the next scores command.
Film vision presets load from the map and common fastfiles; visionSetNaked
and visionReset transition between them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`make bench` is one recipe over one run now. `IW4L_BENCH=1` arms an in-process
recorder on the spans that already feed Perfetto, and at exit the run prints
two independent reports and writes them to `iw4l-artifacts/bench/<stamp>.txt`:
the waterfall from the shell command to a playable map, carrying the time each
load stage held the pool alone, and frame time as a span tree whose nesting is
recorded rather than declared. Neither needs a trace file or Trace Processor,
and either can be MISS while the other stands. `bench-demo` and `bench-load`
are gone — a goal after `bench` is a demo, `ZONE=` is a live map.
A bot is no longer minted onto an id a real client already owns. The roster
steps over the ids the authority and the local player hold, and a slot that
still lands on the local player is retired, because `is_bot` would otherwise
claim the player and nothing could drive the slot anyway.
A stretch with no authority ack re-adopts the next snapshot and counts one
stall; three of them still fail the link. Failing on the first turned every
long frame into a permanent disconnect.
The loading overlay comes down once the world is installed rather than waiting
on the class-select hop, which a replay never makes — it was playing the whole
demo behind `UiLayer::Loading`, with map ambience held back.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013bHwyKwUjaYmtVG1F3Ttku
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.