- 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>
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>
The macOS surface workaround ran before Bevy 0.20 applied the window
extraction commands, so the first pipelined frame still created the Metal
surface on the render thread and panicked. Applying them first lets
pipelining run, and a frame latency of two stops the render thread waiting
on the display before every frame; with a latency of one pipelining gains
nothing.
Apple M4 Pro, mp_rust, 8 bots, bench recorder, 3456x2168 fullscreen:
uncapped 95 -> 238 fps (frame p95 12.9 -> 7.0 ms); vsync on 71 fps
alternating between 60 and 120 -> steady 120 (p95 20.5 -> 8.7 ms).
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>
IW4L_PIPELINED_RENDERING=1 panicked on the first frame on macOS ("can only
access NSView on the main thread" in raw-window-metal), which is why the
default is off there. Bevy's create_surfaces takes a NonSendMarker so that
the multi-threaded executor hands it back to the main thread, but the render
app's Render schedule runs on a single-threaded executor. With pipelining on
that schedule runs on the render thread, so create_surfaces built the
CAMetalLayer there and touched the NSView off the main thread.
With pipelining on, macOS now also runs create_surfaces in the render app's
ExtractSchedule, after extract_cameras and so after the windows are
extracted. Extraction runs on the main thread, so the surface is created and
configured there. The Render schedule's instance then finds it configured
and skips, or after a resize reconfigures it, which only sets CAMetalLayer
properties and is allowed off the main thread.
The macOS default stays off, so nothing changes unless
IW4L_PIPELINED_RENDERING=1 is set. docs/BUILD.md now says how to turn it on
instead of pointing at the plugins.rs explanation this removes.
Measured on an Apple M3 (mp_terminal, 9 bots, uncapped present, bench
recorder), pipelining off -> on: 87 -> 105 fps average, frame p50 10.8 ->
8.3 ms, p99 19.4 -> 18.4 ms, worst frames about the same (36 -> 34 ms),
main/render overlap 5.4 ms per frame, presented state one frame older.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Yes button of the pause menu's End Game popup is rewritten to
`disconnect` (03016c48). The host of a private match therefore quits
instead of ending the match: nobody sees the "Host ended game"
end-of-match flow, and the host lands on the main menu with the lobby
gone.
The button now sends the "endround" menu response to the game scripts,
which end the match as host-ended, run the end-of-game display and then
end the level, so the host returns to the private lobby. The hud still
turns that response into `disconnect` unless the local player hosts a
private lobby (ui_lobby_host set, ui_lobby_public not set), so public
lobbies and clients leave as they do today.
This reverses the end-game leave from 03016c48 for private hosts only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When a private match fails to load, the session returns to the menu
without a world and the frontend only handled that case for public
lobbies. The host was left on the main menu with in_lobby and is_host
still set but game_lobby closed by the loading screen, which also kept
the Community Servers switch locked.
A host of a private lobby whose map fails to load now gets game_lobby
reopened under the map error, the same way as after a match end.
Quitting during the load now resets the party, and the host stays 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>
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.
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>
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>
Controls list Aim Down the Sight and Hold Aim Down the Sight; pressing hold
clears a toggle latch so release always leaves ADS. MWHEELUP and MWHEELDOWN
bind from the menu, the console and saved settings, and wheel scroll reaches
the game as discrete presses, so weapon cycling works on the wheel.
Closes#6Closes#7
- Pipelined rendering is off by default on macOS. The single-threaded Render
schedule runs `create_surfaces` on the render thread, and AppKit only lets
the main thread touch the NSView behind the Metal surface, so the first
frame panicked in raw-window-metal. IW4L_PIPELINED_RENDERING still
overrides it.
- docs/BUILD.md: macOS needs only the Xcode command line tools; game data is
the Windows depot of a Steam copy fetched with steamcmd.
- README and docs index list macOS (Metal) among the platforms.
- 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>