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 )
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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
0f5c4136f3
Replays: smoke rebuilt from the recording, recorded objects and searchlights, film cut in true order, export sessions guarded, gun camera above water; export keeps its last frames; hd_bench no longer excuses strong flicker (#76-#84, fork patch 35)
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build / mod (push) Successful in 3m49s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 15:19:32 +03:00
chexit
51f9609327
Distinct item icons: a silhouette per item and category instead of one remote ( #99 )
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build / mod (push) Successful in 3m50s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 15:07:54 +03:00
chexit
2eb6763d03
Brighter paint, rebuilt drones and cruise missiles, vehicle detail and markings; one-line part status in the summary panel ( #55 )
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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)
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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
3ced60e84f
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 )
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build / mod (push) Successful in 3m18s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-30 02:54:01 +03:00
chexit
d0b9498aaf
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 )
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build / mod (push) Successful in 3m27s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 22:32:53 +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 )
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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
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
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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
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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
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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
1ba57ee465
CI: only the mod on push (1 job, low priority); the game on demand, refused when the disk is low
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build / mod (push) Successful in 5m9s
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-29 12:01:08 +03:00
chexit
43346aecfe
Oreshnik with MIRV, impact power tiers, far missile glow, SAM cameras and command post grid
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-28 22:31:14 +03:00
chexit
2ec7861173
Sounds: layered synthesis, far variants, delay by the speed of sound
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Rockets roar and crackle instead of whistling; blasts are a crack, a falling
sub-bass boom and rolling echoes instead of noise; interceptors get their own
flight sound. Far blasts, launches and shots play muffled variants, late by
their distance at 343 m/s.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-28 21:53:50 +03:00
chexit
a6a13003c2
AirDef: drones and air defence for a Horizon fork
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build / mod (push) Failing after 5m36s
build / game-linux (push) Has been skipped
build / game-macos (push) Has been cancelled
build / game-windows (push) Has been cancelled
build / release (push) Has been cancelled
The mod (airdef-mod/), its generated models and sounds, the fork's patches
over upstream Horizon (horizon-patches/, HORIZON_COMMIT), a cross-platform
build/install/run script (tools/airdef.py), CI that builds and releases on
every push (.gitea/workflows/build.yml) and a setup guide (docs/INSTALL.md).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com >
2026-10-28 19:16:52 +03:00