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https://github.com/vladtrc/iw4L
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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>
60 lines
2.0 KiB
Markdown
60 lines
2.0 KiB
Markdown
# Contributing
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IW4L is a personal, experimental project. It is open so that it can be read,
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built and fixed — not because it comes with an obligation to serve every
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request. Decisions are the maintainer's.
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## Bug reports
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Reports are welcome, with no promised fix date. A report is prioritised against
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what the project actually claims:
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> A failure in a scenario the project says works outweighs a missing feature it
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> never promised.
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`README.md` says what is claimed. "Add everything the original had" is not a
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roadmap item.
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What a useful report contains, and nothing more:
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* the release tag or commit
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* OS and GPU
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* which game's data you pointed IW4L at, and which map
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* the steps, and what happened instead
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That is the whole list. Do not attach your `.env`, a memory dump, or an archive
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of the game — none of those will be read, and the last one cannot be accepted.
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## Changes
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* **Small and self-contained** — a fix, a crash, a wrong constant, a doc
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correction: open it directly.
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* **Architectural** — a new crate, a new subsystem, a change to how data flows
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between `sim`, `render_frontend` and `net`: open an issue first. A large
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branch that arrives unannounced is likely to be turned down for reasons that
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have nothing to do with its quality.
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Before opening anything:
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```bash
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make publish-check # the tracked tree is the product and nothing else
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cargo fmt --all
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cargo clippy --workspace --all-targets
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```
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`CONTEXT.md` documents how the maintainer works — artifacts, iterations, agent
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clones. It is a maintainer's workflow, not a requirement for contributing: you
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do not need `make mr`, the iteration naming, or anything under `context/` to
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change the runtime.
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## Game data
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Never attach, commit or link original game files — maps, weapons, sounds,
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executables. That holds for issues, pull requests and release assets alike.
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IW4L reads data from an installation each user already owns, and the project is
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not a distribution channel for it.
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## Written by an LLM
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This whole project is written by an LLM.
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