12 Commits

Author SHA1 Message Date
vtroc7 efe6db6981 Restore native soldiers, barrels, chat and tracers; align weapon unlock admission 2026-10-12 00:05:28 +03:00
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 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 f7c3b953ee Merge upstream master (d352dbd) into bo2-weapons
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>
2026-10-02 14:04:01 -04:00
vtroc7 3694c35041 Audio control runtime, typed player accounts, self-updates, thermal and shellshock screens, third person, guided killstreak HUD, player cards, a lobby cheats toggle and god mode
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 15:57:27 +03:00
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
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 52d31f1ee2 A loading screen that says what the load is doing, and a first-person rig prepared once per composition
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 23:28:55 +03:00
vtroc 58e47025f7 Register mapent destructibles as toys and publish asset catalogs by value.
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
2026-09-14 12:51:34 +03:00
vtroc 0f387098e7 IW4L 2026-09-13 13:52:33 +03:00