Commit Graph

20 Commits

Author SHA1 Message Date
chexit 545d4777e8 Kill outcomes: falling hull, breakup or air detonation by weapon and target, recorded for replays (#97)
build / mod (push) Successful in 3m54s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:47:03 +03:00
chexit 9bc94fa8aa Raids launch from real sites: 1, 2 or 4-5 sides, stock and launch queue, land first, then nearer land, then barges on water (#100)
build / mod (push) Successful in 3m50s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 15:36:43 +03:00
chexit b43d471706 Combat fixes: exact-ray answers tied to their segment and block (#73), no fuse kill through a wall while waiting (#74), seeker needs confirmed sight and stops reading true velocity (#75), combat RNG and ids independent of graphics (#85), saved layouts validated whole before the scene is touched, refused autosave kept (#86)
build / mod (push) Successful in 3m48s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 14:57:19 +03:00
chexit 2eb6763d03 Brighter paint, rebuilt drones and cruise missiles, vehicle detail and markings; one-line part status in the summary panel (#55)
build / mod (push) Successful in 4m8s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 14:40:27 +03:00
chexit 438d68d50f 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 / mod (push) Successful in 3m54s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 14:30:39 +03:00
chexit 76f680eba6 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 / mod (push) Successful in 3m32s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 09:28:13 +03:00
chexit 8a12225ba1 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 / mod (push) Successful in 3m21s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 03:59:47 +03:00
chexit 5f8bff31b9 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 (#65), interceptors guide on tracks and seekers (#66), fires and their effects bounded (#69)
build / mod (push) Successful in 3m20s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 03:17:11 +03:00
chexit 6f3fc644bc 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 / mod (push) Successful in 3m24s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 23:39:44 +03:00
chexit e3148bf458 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 / mod (push) Successful in 3m22s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 22:56:15 +03:00
chexit 8065f2225c 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 (#49, #59)
build / mod (push) Successful in 3m24s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 21:44:59 +03:00
chexit ed2db8523b 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 failure counters in raid reports (#18), IRIS-T and AMRAAM models and launch sounds by kind (#28)
build / mod (push) Successful in 3m24s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 16:43:48 +03:00
chexit 67a2a523b4 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), Oreshnik pieces keep their sector (#32), drives with acceleration and fire only once aimed (#33), radar monitor range (#19), delayed sound volume (#22), world change clears transient state (#23), score line always shown (#24), replay map without full paths (#25), text fit by bisection (#27), docs (#29), glow occlusion by ray distance (#14), blasts composited nearest first (#16)
build / mod (push) Successful in 2m26s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 16:28:24 +03:00
chexit e08fc65ac8 P1 issues: ground queries keep room for unknown land (#1), a destroyed truck frees its job (#2), trucks follow a system that moved (#3), repair cancels cook-offs (#5), a failed save is retried and autosaves are paced (#6, #7), a combined system reloads when either weapon is spent (#20), munitions go down to the land left under a destroyed target (#34); regression tests from the issues
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 16:18:33 +03:00
chexit 90379f6e17 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 branch always kept
build / mod (push) Successful in 2m24s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 14:29:38 +03:00
chexit bb35975642 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 its commit or patches change
build / mod (push) Successful in 2m24s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 14:25:14 +03:00
chexit d3359f4b39 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 / mod (push) Successful in 5m7s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 12:46:30 +03:00
chexit f0fbc397d8 Raid planner: plan over several ticks at full detail instead of in one
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 23:37:14 +03:00
chexit bf966a4dbe Raid replays: recording, raid map, event clips, full replay, highlight reel
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 23:25:40 +03:00
chexit 8fd28a2de2 Smart raids, wave menu, radar detection (horizon, RCS, terrain), vulnerable SAMs, busiest-first grid
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 23:08:49 +03:00