Files
iw4L/docs/INDEX.md
T
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

3.8 KiB

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
BUILD.md system packages per distro (Fedora / Debian / Arch), macOS, what the Windows cross build needs before your first build
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 iw4l.exe: community updates, 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"
Approved scenarios gameplay lifecycle and two clients through the dev master repeatable end-to-end checks
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
FFI.md native data ownership, lifetimes, nullability and Perfetto adapters changing a native boundary or diagnosing trace failures
BENCH.md make bench: the map-load waterfall and stage exclusive time, frame time as a span tree, the render/GPU/work counters, and the run package (manifest.json, summary.json); in-process, no trace needed "where did this run spend its time"
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
AUDIO.md client AudioRuntime, control/render/device threads, fixed slots, virtualization and offline PCM execution touching sound ownership, playback or callback resources
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: one TickInput → Snapshot funnel for authority, prediction and replay; StepReason; what makes a step deterministic touching the step, prediction or replay
SKILL.md local Elo ratings, account persistence and migration changing skill updates or account synchronization
GSC-RUNTIME.md GSC → executable IR → Bevy runtime; args, arrays and tables still share one Runtime implementing gameplay or script execution
GSC-POSTFX.md script vision, color correction, blur, DoF and bloom authoring or debugging GSC post effects
BOTS.md host AI: the per-tick pipeline, what a probe that never ran may not claim, the shared query budget, resumable routes, fighting from a position bot decisions, bot movement, "why is it standing there"