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airdef
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build.yml
desktop.yml
game.yml
release.yml
wasm-budget.yml
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Brighter paint, rebuilt drones and cruise missiles, vehicle detail and markings; one-line part status in the summary panel (
#55
)
build.yml #38
:
Commit
2eb6763d03
pushed by
chexit
main
2026-10-30 11:44:22 +00:00
4m8s
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Replays show SAMs and the world as it was at raid time, film clock for exports; clouds and fog polish; shared texture generator, new missile bodies, octagonal wheels, tracked sides, charred wrecks (
#55
part 1) (fork patch 33)
build.yml #37
:
Commit
438d68d50f
pushed by
chexit
main
2026-10-30 11:34:22 +00:00
3m54s
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Searchlights with real spot lights and volumetric beams (
#60
); replay director: several angles per event, slow-motion kills, /airdef replay film and export to MP4 (
#58
) (fork patch 32)
build.yml #36
:
Commit
76f680eba6
pushed by
chexit
main
2026-10-30 06:31:33 +00:00
3m32s
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Replays in full HD with shader effects driven by the recording (
#56
), recorded clock survives gaps (
#57
), cinematic intercepts: layered sound with travel delay, big flash, light burst, exposure punch, shock ring (
#51
) (fork patch 31)
build.yml #35
:
Commit
8a12225ba1
pushed by
chexit
main
2026-10-30 01:02:55 +00:00
3m21s
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HD smoke trails as smooth ribbons (fork patch 30)
build.yml #34
:
Commit
4bab572293
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chexit
main
2026-10-30 00:47:53 +00:00
3m21s
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Clouds occlude by depth, world-anchored noise, visual-only replay time (fork patch 29;
#67
,
#68
,
#70
)
build.yml #33
:
Commit
f43fa5ee66
pushed by
chexit
main
2026-10-30 00:29:24 +00:00
3m29s
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gitignore the smoke agent's test home
build.yml #32
:
Commit
336ae9f7cc
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chexit
main
2026-10-30 00:23:41 +00:00
3m22s
View workflow file
Smoke and trails from the mod (
#54
), materials, wetness and wind in HD (fork patch 28); collisions and guidance: unknown is not clear (
#61
), cache invalidation and ageing (
#62
,
#64
), exact rays for partial blocks (
#63
), raids use the accuracy profiles …
build.yml #31
:
Commit
5f8bff31b9
pushed by
chexit
main
2026-10-30 00:20:19 +00:00
3m20s
View workflow file
hd_bench: time and weather frozen per shot, several stills per shot, moving pixels (water, clouds, leaves) kept out of the baseline score, warm-up, engine hash in the report (
#71
)
build.yml #30
:
Commit
3ced60e84f
pushed by
chexit
main
2026-10-29 23:57:08 +00:00
3m18s
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Terrain-aware flight: drones look 8 s ahead and climb in time, the planner prices terrain, SAMs hold fire at targets masked by terrain (long-range ones loft over ridges), interceptors keep clear of the land or self-destruct in the air
build.yml #29
:
Commit
6f3fc644bc
pushed by
chexit
main
2026-10-29 20:42:57 +00:00
3m24s
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HD split into modules (
#45
, fork patch 26); clouds no longer jump at x or z = 0 (patch 27)
build.yml #28
:
Commit
9075717872
pushed by
chexit
main
2026-10-29 20:25:27 +00:00
3m21s
View workflow file
HD render fixes (#35-#39,
#41
) and replay time of day (
#57
) (fork patch 25); radar scan cycles with ageing tracks (
#46
), damage to individual system parts (
#50
), long-lasting fires (
#52
)
build.yml #27
:
Commit
e3148bf458
pushed by
chexit
main
2026-10-29 19:59:24 +00:00
3m22s
View workflow file
tools/hd_bench.py: a graphics test range — fixed shots in Polygon and Hills, before/after diffs against a baseline, still-frame flicker, GPU time and per-pass budget, a Markdown report (
#44
)
build.yml #26
:
Commit
d0b9498aaf
pushed by
chexit
main
2026-10-29 19:36:16 +00:00
3m27s
View workflow file
Sunsets, volumetric clouds and fog in HD (fork patch 23,
#53
); missiles and drones collide with the world through new world queries (patch 24, API level 12;
#42
,
#43
); a direct hit destroys a system, strikes scatter by kind with a small miss chance (#4…
build.yml #25
:
Commit
8065f2225c
pushed by
chexit
main
2026-10-29 18:48:12 +00:00
3m24s
View workflow file
CI: game and desktop builds check out exactly inputs.tag, verify its release was made by build.yml from that commit, and upload only to it (
#40
)
build.yml #24
:
Commit
a8551b5c28
pushed by
chexit
main
2026-10-29 18:24:12 +00:00
3m25s
View workflow file
HD water darker and clearer, higher ripples (fork patch 22)
build.yml #23
:
Commit
f443f0a94a
pushed by
chexit
main
2026-10-29 16:05:27 +00:00
3m23s
View workflow file
HD sky, atmosphere and warmer soft sunlight; lighter rippled water (fork patch 21); doc updated
build.yml #22
:
Commit
e33daac636
pushed by
chexit
main
2026-10-29 15:41:30 +00:00
3m20s
View workflow file
HD water darker, without the vanilla texture (fork patch 20)
build.yml #21
:
Commit
661c852bbf
pushed by
chexit
main
2026-10-29 14:59:10 +00:00
3m18s
View workflow file
HD water: reflections, refraction, depth colour, sun glint (fork patch 19); doc updated
build.yml #20
:
Commit
428713d4bc
pushed by
chexit
main
2026-10-29 14:51:03 +00:00
3m22s
View workflow file
HD: temporal upscaler and the near-shadow flicker fixed (fork patch 18); doc updated
build.yml #19
:
Commit
5839da129a
pushed by
chexit
main
2026-10-29 14:23:15 +00:00
3m17s
View workflow file
TAA and cheaper shadows in HD (patch 16), model handles in the mod API so the mod sends no model names each tick (patch 17,
#30
); doc updated
build.yml #18
:
Commit
ab4a7899af
pushed by
chexit
main
2026-10-29 14:05:46 +00:00
3m25s
View workflow file
docs: HD renderer architecture, status and plan, kept up to date for handover
build.yml #17
:
Commit
65dd84646a
pushed by
chexit
main
2026-10-29 13:58:22 +00:00
3m20s
View workflow file
Shaders, profiling and the rest of the issues: GTAO and HD GPU pass timing in the fork (patch 15;
#9
), explosion effects culled early per pixel (
#11
), a native sim runner with scenario tests run in CI (
#8
), named scenarios (
#17
), /airdef why and failur…
build.yml #16
:
Commit
ed2db8523b
pushed by
chexit
main
2026-10-29 13:47:00 +00:00
3m24s
View workflow file
P2/P3 issues: network-fed launchers priced into smart routes (
#4
), stable blast light ids (
#15
), retargeted smart drones replanned round the defences (
#21
), sim tick without per-unit clones and linear scans (
#26
), ground cache swept rarely (
#31
), Oresh…
build.yml #15
:
Commit
67a2a523b4
pushed by
chexit
main
2026-10-29 13:30:37 +00:00
2m26s
View workflow file
Fixes from review: replays found by raid number, no fired-count underflow, one raid planned at a time, repair resets waiting and marches, clear removes cook-offs and flares, beams reach their targets, tracer direction never NaN, the fork's previous bra…
build.yml #14
:
Commit
90379f6e17
pushed by
chexit
main
2026-10-29 11:31:48 +00:00
2m24s
View workflow file
Fixes from review: one missile per target when systems fire in the same tick, moves and ammunition saved, searchlight spot and lighting once the beam is on, retargeting only for smart raids, no free reloads after the last depot falls, fork rebuilt when…
build.yml #13
:
Commit
bb35975642
pushed by
chexit
main
2026-10-29 11:27:25 +00:00
2m24s
View workflow file
HD stage 2: sun and moon shadows, the world relit, light shafts, fog and a colour grade (fork patch 12)
build.yml #12
:
Commit
f2838a8f08
pushed by
chexit
main
2026-10-29 11:02:06 +00:00
2m28s
View workflow file
HD effects preset: mod lights for flames, flares, blasts, wrecks, searchlights; searchlight beams no longer add shader lights (FPS)
build.yml #11
:
Commit
c42d97af08
pushed by
chexit
main
2026-10-29 10:20:55 +00:00
2m26s
View workflow file
CI: drop actions/cache (the runner's cache server times out and hangs the job's end)
build.yml #10
:
Commit
6efec3e546
pushed by
chexit
main
2026-10-29 09:54:22 +00:00
2m29s
View workflow file
New systems (IRIS-T, NASAMS, Buk, Tor, P1-SUN), air-defence network with long-range radars, logistics, move orders, EW, adaptive enemy, searchlights and flares; grid holds a kill in view
build.yml #9
:
Commit
d3359f4b39
pushed by
chexit
main
2026-10-29 09:51:25 +00:00
5m7s
View workflow file
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