20 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 c47684e141 Improve native rendering, background menus and community setup 2026-10-12 20:34:48 +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 91217cd0ac Restore native effects and objectives, scope zoom, camouflage and lighting 2026-10-08 22:04:32 +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 ea45cf7dcc Preserve native families, soldier hands and T6 world materials 2026-10-07 00:13:36 +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 d48a9f6502 Steam MW2 discovery, embedded licences, weapon variants, lock-on launchers, double-barrel fire and a two-client dev-master scenario
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:36:24 +03:00
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
Bulat Fatykh 6a6069a589 Escape interior NUL in Perfetto debug strings 2026-10-01 17:43:47 +03:00
vtroc7 03016c48d6 Script-driven post effects, fog and earthquakes; equipment recovery, akimbo viewmodels, end-game leave and scope edges
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 20:01:29 +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
Luax b271b4d0a5 Run on macOS: the Metal surface is created on the main thread
- 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.
2026-09-25 21:59:09 +10:00
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
vtroc7 bca31343e5 Bots that fight and take objectives, and glass that cracks into real shards
Host bots bake a navigation graph off the clip map and walk it — drop and
break-glass edges, routes that resume across ticks under a shared per-tick
query budget, firing positions chosen from baked supports rather than a ring
around the bot. They pick a weapon, reload or switch when the magazine runs
out, and plant, defuse and claim flags on their own.

A broken pane now builds a planar crack graph and emits shards carrying their
holes and open cracks, so tessellation and repeated hits read the stored
geometry instead of assuming a convex fan from vertex zero.

Sun cascades are clipped to the view. Class select and the options menu match
the layout players expect. Weapon definitions load from IW5 and T5 fastfiles.

The test suite is removed: it had grown into scaffolding for the dig rather
than a description of the runtime, and new tests will be written against the
behaviour that stayed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 02:49:55 +03:00
vtroc 2f71d93b3a Package what each run measured, and decode the match's audio once.
`make bench` printed two reports and left nothing behind but a text file, so a
number could be compared with another number from the same afternoon and not
much else. It now prints three and writes the run's own directory: `report.txt`,
`manifest.json` and `summary.json` beside the `trace.pftrace`.

Section [3/3] is the counters — the render stages, the GPU passes, and the
per-frame work census. A counter nobody sampled prints MISS rather than
`0.00`, and the counters and spans this build declares but this run never
reached are named at the end, so a hole in the instrumentation cannot read as a
fact about the workload. GPU passes overlap and resolve late, so they are never
summed.

`manifest.json` says what produced the number: the revision, the dirty flag,
the toolchain, the profile cargo actually built under, the locked `bevy` and
`wgpu`, the adapter and whether its device can time a pass, the window, the
pools, the env toggles and the cache state. The build half is baked in at
compile time, because asking `git` at runtime names the tree the process is
standing in rather than the build. A fact nobody could read is `null`, never a
plausible default.

Reading that report, `preparing match audio` was the largest stage of every
load — one row holding one number, which cannot tell a thousand cheap byte
loops from five hundred external processes. It is the second. Section [1/3] now
splits the stage by the decoder each clip took, in worker time, and counts what
each one prepared, failed, held and left resident.

The T5 XWMA decode goes through the artifact cache under `xwma_pcm`, keyed on
every input the decode reads, so a clip is decoded once per machine rather than
once per launch. A cold load still had to pay the first time: 515 `ffmpeg`
processes, 18.9 s of worker time, almost none of it decoding. A worker now
takes the jobs already queued and answers up to 64 clips through one process —
every clip its own input and its own output, nothing concatenated — which is
1.3 s for the same bytes. Failure stays per clip: a batch `ffmpeg` refuses is
re-asked one clip at a time, leaving the bad clip as the only failure.

`make bench-overhead` can point at either recorder, `VAR=IW4L_PERF` or
`VAR=IW4L_BENCH`; they are separate costs and each needs its own pairs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 19:43:47 +03:00
vtroc 311c8fa336 Time a whole run in one process, and keep a hitch from ending the session.
`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
2026-09-15 14:56:07 +03:00
vtroc 846ab99a73 Rewrite the README around the runtime and clear the dig marks out of docs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KkgiSVEPTbsVZ1RpARujF6
2026-09-15 01:44:07 +03:00
vtroc 0f387098e7 IW4L 2026-09-13 13:52:33 +03:00