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iw4L/docs/INDEX.md
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2026-09-13 13:52:33 +03:00

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docs/ — the one-page map

Short files (each ≤50 lines) on what lives where and how to poke the live game. Keep them this short: nobody opens a long file twice.

file about when to read
RUN.md running (make map, --cmds), controls frozen until Playing, force_match_start, sync-by-default, the verb list and the traps before your first live run
WINDOWS.md portable iw4launcher.exe: .env, shortcuts into CoD, writable iw4l-artifacts/ building and running on Windows
DEPLOY.md make release / publish / deploy: the play profile, hashed .zst, master by SHA, provision kept separate shipping a release, "why is the player on an old version"
MASTER.md your own master over ssh from the machine with the clone: cargo xtask master install, a self-signed certificate with no domain, what to hand players standing up a relay for yourself or your friends
PERF.md native .pftrace — the only runtime truth; picking a UUID, the manifest, IW4L_PERF, SQL traces, scenario SQL, why a frame took 80 ms
RENDER.md the nine crates of the island, the frame path IR → cull → one drawsurf list → tess → material → SM3 → wgpu, GPU-side ownership, the d3d9_* border touching the picture, techsets, lighting
ANIM.md three floors: anim_iw4 (facts and curves), xmodel_runtime (tree and pose), who picks the clip (sim / render_frontend/adapters/anim/) viewmodel, skeleton, bone hits
MAP-LOAD.md map load: the session → assets → install transaction, the load_prepared_match walk, the lane by ZoneGame, the artifact cache a zone won't load, an asset went missing, "why didn't the match come up"
ENTITIES.md the TickInput → sim::step → Snapshot funnel, the entity_iw4 taxonomy (EntityState / Centity / ET_* / trajectories), what sits where in sim gameplay, networking, replay
SIM-STEP.md sim::step ≈ G_RunFrame; one input→snapshot funnel is ours; g_synchronousClients / Q3 GAME_* when the funnel looks either "just like IW" or "invented from scratch"