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Agent Worklog
Append entries here so Codex, Claude and future assistants can see what each agent did.
- Created initial developer wiki structure and
docs/wikimirror plan. - Indexed repository shape, mission subsystems, modules, PVF registration, source mission/generator relationship, tooling, integrations and PR #1 supply helicopter context.
- Documented the clearest broken/deferred feature: autonomous AI supply logistics depends on disabled
UpdateSupplyTruckand missingServer/FSM/supplytruck.fsm. - Added coordination files for Claude and future agents.
- Added machine-readable
agent-context.json.
- Synced repo/wiki remotes and confirmed PR #2 still only contains the initial docs mirror commit.
- Scanned the Chernarus source mission for
preprocessFileandpreprocessFileLineNumbersregistrations. - Added
SQF-Code-Atlas.mdwith compile registry counts, init ownership notes, PVF command lists, direct publicVariable channels, disabled compile signals and FSM inventory. - Recorded the PowerShell
-LiteralPathrule for the[55-2hc]mission folder. - Added GitHub wiki
_Sidebar.mdpersistent navigation so readers can click through pages without returning to the page picker.
- Added
Claude-Long-Term-Goal.mdso Claude has a complementary long-running role: independent reviewer, contradiction hunter and subsystem archaeologist. - Updated navigation and agent context to distinguish focused Claude review from long-term Claude collaboration.
- Reworked
Home.mdinto a task-oriented portal for humans, reviewers, implementers and AI assistants. - Reworked
_Sidebar.mdinto shorter persistent navigation grouped by architecture, code, gameplay, operations, current work and Claude. - Added
_Footer.mdfor shared bottom navigation and source-backed documentation rules. - Added
Quickstart-For-Humans-And-Agents.mdwith first-read paths, safe edit checklist, common task routing and agent collaboration roles.
- Read town initialization, town starting modes, town capture/SV loop, town AI activation, resource loop, commander PVFs, upgrade processing, CoIn construction, server construction scripts and factory/unit production paths.
- Added
Gameplay-Systems-Atlas.mdwith mermaid system flow diagrams, source ownership notes, risk notes and safe extension points. - Updated Home, sidebar, quickstart and agent context to route humans and LLMs to the gameplay atlas before core gameplay edits.
- Reviewed the repo read-only for missing docs before publish.
- Requested stronger supply mission architecture coverage, explicit Claude coordination files, expanded partial/disabled feature inventory, external runtime dependency notes and performance-risk notes.
- Flagged PR #1 duplicate
Killedevent-handler risk for repeated supply vehicle reloads.
- Reviewed Codex wiki against source on
feat/supply-helicopterusing parallel read-only sweeps across lifecycle, PV networking, economy/town/supply, AI/headless/performance, tooling/integrations, WASP overlay and broken-feature inventory. - Added
Lifecycle-Wait-Chain.mdfor role truth table, boot timelines and global flag ->waitUntildependencies. - Added
WASP-Overlay.mdfor the project-specificWASP/subtree, live wiring, orphaned actions, base repair, RPG dropping, start vehicles and selftest. - Sharpened PVF internals: one PV variable per command, client element-0 routing, wrapper-to-engine primitive mapping, second-level
HandleSpecialandLocalizeMessagemultiplexers. - Sharpened AI/headless notes: town AI is spawn/delete distance activation, HC owns units through remote creation, late HC joins can miss delegation after init downgrade and
GetSleepFPSintentionally shortens sleeps under low FPS. - Confirmed Supply System 0 plus AI commanders is config-gated latent breakage because
UpdateSupplyTruckis not compiled but the call site remains live under that configuration. - Confirmed PR #1 stacks
Killedevent handlers on reused supply vehicles; double payment is currently bounded bySupplyAmount = 0, but the handler leak should be fixed.
- Integrated Claude's two new pages and targeted findings into the current wiki/docs branch without merging the older branch wholesale.
- Corrected one integration claim after checking source: the economy override in
initJIPCompatible.sqf:151-162isWF_Debug-gated in the current source, not unconditional. - Reworked wiki navigation for click-through reading: task-oriented Home tours, numbered sidebar start path, footer links to the new deep-dive pages and per-page Continue Reading links.
- Updated
agent-context.jsonwith the new page map, navigation metadata, Claude review pass and sharpened known risks.
- Read
description.ext,Rsc/Dialogs.hpp,Rsc/Titles.hpp,Rsc/Ressources.hpp,Client/GUI, client UI helper compiles, RHUD, respawn selector, marker/action FSMs, CoIn title usage and WASP UI overlays. - Added
Client-UI-Systems-Atlas.mdwith dialog IDD map, title/HUD ownership, main menu router, buy/gear/command/tactical/upgrade/economy/respawn flows, map marker loops, action surfaces, UI asset inventory and safe extension points. - Flagged UI risks: duplicate
idd = 23000for EASA/economy, shared titleidd = 10200forRscOverlay/OptionsAvailable, polling dialog loops, hot marker loops, respawn selector frequency and economy UI linkage to broken supply-truck work.
- Added
Deep-Review-Findings.mdwith source-cited DR-1 through DR-5. - Confirmed PVF dispatch is a live-server hardening gap: server/client handlers
Call Compilethe sender-chosen command string without validation, while BattlEye filters only contain thekickAFKfeature rule. - Confirmed paratrooper drop markers and MASH tent markers are dead receive-side paths.
- Confirmed Chernarus and Takistan are currently in sync except for LoadoutManager skip-list/blacklist differences, while
Modded_Missions/*are stale or stubbed because modded propagation is commented out. - Updated feature status, networking, tooling and agent context with round-2 risks.
- Added
Agent-Collaboration-Protocol.mdso Codex, Claude and future assistants have explicit claim, handoff, event and stale-branch rules. - Added
agent-collaboration.jsonfor machine-readable active lanes and ownership. - Added
agent-events.jsonlas an append-only coordination feed for claims, findings, handoffs, completions and sync events. - Promoted Claude's
Deep-Review-Findings.mdinto the mirrored docs set as a first-class review artifact and preserved Claude's ownership-matrix/message-channel proposal. - Updated Home, sidebar, footer, quickstart, agent context, coordination board, Claude goal pages and
CLAUDE.mdso future Claude/Codex sessions start from the same shared state.
- Read construction entrypoints,
Init_Coin,coin_interface, server request handlers, server construction workers, HQ deploy/mobilize/repair, structure sale, repair-truck CoIn and representative structure config. - Added
Construction-And-CoIn-Systems-Atlas.mdcovering the client CoIn flow, server creation path, structure arrays, HQ lifecycle, repair flows, sale paths, base-area logic and safe extension points. - Flagged a source-backed hardening gap: construction cost, role and placement checks are mostly client-side while
RequestStructure/RequestDefensedo only light class-existence checks before server-side object creation. - Updated navigation, quickstart, agent context and collaboration state so future gameplay work routes through the construction atlas.
- Expanded
Claude-Long-Term-Goal.mdso Claude can keep working for longer by self-selecting bounded source-backed lanes instead of waiting for Codex to assign every pass. - Updated
Agent-Collaboration-Protocol.mdandagent-collaboration.jsonto make Claude autonomous for deep reviews, Claude-owned pages, append-only shared files and focused review commits. - Preserved Codex ownership of broad navigation, mirror parity and primary tour ordering unless Steff explicitly hands those over.
- Claimed the
pvf-hardening-reviewlane viaagent-collaboration.jsonandagent-events.jsonl. - Turned DR-1 into a behavior-preserving implementation playbook in
Deep-Review-Findings.md. - Verified that
SRVFNC<cmd>/CLTFNC<cmd>aremissionNamespaceglobals, soSpawn (Call Compile _script)can becomeSpawn (missionNamespace getVariable [_script, {}]). - Added optional allow-list and BattlEye filter design notes.
- Scoped the residual risk clearly: this closes arbitrary code execution, but legitimate-command forgery still needs per-handler sender and parameter validation.
- Added
Progress-Dashboard.mdas the single human-facing page for current Codex/Claude lanes, event feed links, status legend and update ritual. - Added
agent-status.jsonas a compact machine-readable progress snapshot for agents and external tooling. - Updated Home, Quickstart, sidebar, footer, Agent Context, Coordination Board and Collaboration Protocol so status checks route through the new dashboard first.
- Took Codex's handoff from the
construction-coin-atlaslane and concretized the DR-1 command-forgery residual for the build system. New finding DR-6 inDeep-Review-Findings.md. - Verified at source:
RequestStructure.sqfandRequestDefense.sqftake_side(and_manned) straight from the client payload and only check that the class exists in the side arrays;RequestMHQRepair.sqfis literally[_this] Spawn MHQRepair;andServer_MHQRepair.sqf:3derives everything from the client_side. No commander/funds/dead-HQ/base-area checks — those live only in client CoIn/actions. - Forgery impact (source-proven, per-handler table in DR-6): a modified client can mint free factories, AI-manned defenses/minefields, and HQ repairs for any side, bypassing the economy and base-area
availbudget. - Root cause articulated: payloads omit the requesting player, and Arma 2 OA
addPublicVariableEventHandlerexposes no sender identity (_this = [varName,value]), so authority must be reconstructed server-side — which is why DR-1's command-name validation does not, by itself, stop forgery. - Wrote a behavior-preserving validation playbook (add player to payload; server validates side+commander+funds; move base-area
availserver-side; keep client previews/instant UX). Pairs with DR-1: DR-1 stops arbitrary code, DR-6 stops forged legitimate commands. - This deepens (does not duplicate) the
Construction-And-CoIn-Systems-Atlas"Authority Boundary" section. Handoff to code owners; optional cross-link for Codex.ready-for-review.
- Authored a standing long-term goal: drive every subsystem to source-verified comprehension + implementation-hardening until there are no dark corners. Operationalized as
Codebase-Coverage-Ledger.md— a subsystem × dimension (Map/Auth/PV/Perf/JIP-HC/Drift) scoreboard that makes "highest-value next lane" objective (pick the emptiest high-traffic cell). - Seeded the matrix from current state: boot/PV/construction are deep+hardened; the biggest open cells are Integrations (AntiStack DB extension trust), Factory/purchase authority (blocked on Codex's atlas), UI/HUD adversarial pass, a JIP/HC cross-cut, and victory/endgame+DB-flush.
- Claimed the next lane
antistack-db-trust(externalA2WaspDatabaseDLL boundary,Server/Module/AntiStack/callDatabase*.sqf) — deep review to follow next pass. -
Handoff to Codex (nav is Codex-owned): please add
Codebase-Coverage-Ledgerto_Sidebar/Home/agent-context.jsonpages list. Message left in the Coordination Board.
- First lane executed under the standing Coverage-Ledger goal. Deep-reviewed the AntiStack external DB integration (
Server/Module/AntiStack/callDatabase*.sqf+ theA2WaspDatabaseDLL, which is NOT in the repo). New findings DR-7..DR-10 inDeep-Review-Findings.md. -
DR-7 (High): all seven handlers
call compilethecallExtensionreturn — the server executes the external DLL's stdout as SQF. Empty/garbage return →call compile ""→nil select 0throws. Arma 2 OA has noparseSimpleArray, so the fix is defensive shape-validation (guard empty → compile → assert ARRAY of SCALARs → then read), not a parser swap. -
DR-8 (Med): blocking DB poll on join/skill path (RETRIEVE ≤12s, REQUEST_SIDE_SKILL ≤27s) — add circuit-breaker. DR-9 (Med): SEND_PLAYERLIST packs the whole roster into one
callExtensioncall vs A2 OA length limits → truncation → compounds DR-7; chunk it. DR-10 (Med):WFBE_C_ANTISTACK_ENABLEDdefaults to 1 (Init_CommonConstants.sqf:171) against an absent external DLL → error spam unless disabled; auto-detect the DLL. - Advanced ledger Integrations row (Auth/PV/Perf/JIP → 🟡; AntiStack covered, Extension/Discord/BattlEye still ⬜). Handoff to code owners (harden the 7 handlers) + Codex (document the external dependency on External-Integrations).
ready-for-review.
- Read the buy-unit dialog/controller, client action range FSM, client build worker, common unit/vehicle creation helpers, unit metadata cores, factory unit lists, faction filter builder, attack-wave price path and server
AIBuyUnitworker. - Added
Factory-And-Purchase-Systems-Atlas.mdwith the config chain, player purchase flow, queue model, spawn-pad conventions, common creation behavior, attack-wave/unit-cost modifiers, and implementation checklist. - Corrected a false assumption in the initial lane scope: no
Server/PVFunctions/RequestBuyUnit.sqfexists andRequestBuyUnitis not registered inInit_PublicVariables.sqf; player purchases are client-local. - Flagged
Server_BuyUnit.sqf/AIBuyUnitas latent/unused unless a dynamic caller is later proven.
- Spawned four read-only sub-agents with disjoint source lanes: Hilbert for network/PV, Cicero for server gameplay loops, Curie for UI/HUD/dialogs and Meitner for tooling/integrations.
- Integrated Hilbert's network findings into Networking and public variables, Feature status and
agent-context.json: direct PV channel table, residual legitimate-command forgery examples and BattlEye filter scope. - Integrated Cicero's server findings by adding Server gameplay runtime atlas: lifecycle graph, data ownership, load risks, supply mission trust boundary, AI commander caveat and server end conditions.
- Integrated Curie's UI findings into Client UI systems atlas and Feature status: stale
RscMenu_Upgrade, duplicate IDDs, suspectRscClickableText.soundPush[]and buy-gear partials. - Integrated Meitner's tooling findings into Tools/build, External integrations, Content/maps and
agent-context.json: LoadoutManager path/7za hazards, generated mission rules, extension-to-Discord JSON flow and stale modded missions.
- Ledger-driven pick: victory/endgame was fully ⬜ + high-traffic. Reviewed
Server/FSM/server_victory_threeway.sqf(the ONLY gameOver/failMission setter inServer/),Server_LogGameEnd.sqf,PVFunctions/LogGameEnd.sqf,Init_CommonConstants.sqf:401. New findings DR-11..DR-13. -
DR-11 (Med-High, correctness): the trigger merges a lose-test (
_xHQ dead + no factories) and a win-test (_xholds all towns) into oneifand handles both identically.WFBE_CO_FNC_LogGameEnd(arg = winner) is called with the opposite of_x, so the persisted*_WIN_CHERNARUSprofile tally is inverted for all-towns victories.WF_Winneris a dead write (no reader).&&binds before||,!WFBE_GameOverguards only the towns branch, and theforEachhas no break → endgame can double-fire. -
DR-12 (Med, broken feature):
WFBE_C_VICTORY_THREEWAYdefaults 0; detection gatedif(_victory==0); sole victory setter → non-zero (threeway) = matches never auto-end. -
DR-13 (Low, cleanup): duplicate
PVFunctions/LogGameEnd.sqfis buggy (getVariable result used as setVariable key; bare-globalWEST_WIN_CHERNARUS) — delete to prevent mis-wiring. The cleanServer_LogGameEnd.sqfis the one wired (Init_Server:64,89). - Advanced ledger Victory/endgame row. Handoffs to code owners; follow-up review item
WFBE_CL_FNC_EndGamepayload semantics.ready-for-review.
- Unblocked by Codex's
Factory-And-Purchase-Systems-Atlas. New findings DR-14, DR-15; also an adversarial cross-check of Cicero's commander-assign candidate. -
DR-14 (High, architectural): player purchasing has no server authority —
GUI_Menu_BuyUnits.sqf:155-156spawnsBuildUnit(clientcreateVehicle/createUnitinClient_BuildUnit.sqf) and deducts client-side; there is noRequestBuyUnitPVF. Withwfbe_fundsbroadcast-writable, the player economy + unit production are fully client-trusted. This is the ceiling on the DR-1/DR-6 hardening thread (WFBE locality model); the only real defense is a BattlEyescripts.txtfilter, not a PV filter. Documented so future hardening targets the right layer. -
DR-15 (Med, confirmed): verified Cicero's candidate end-to-end.
Init_Server.sqf:62compilesServer_AssignNewCommander.sqfasWFBE_SE_FNC_AssignForCommander; sole callerRequestNewCommander.sqf:13passes[_side,_commander]; butServer_AssignNewCommander.sqf:3does_side = _this(the whole array) →GetSideLogicfails → AI-commander-stop block mis-fires. Fix:_side = _this select 0. Plus a redundantnew-commander-assignedbroadcast. - Advanced ledger Factory/purchase row (Map ✅ from Codex atlas; Auth/PV 🟡). Handoffs to code owners.
ready-for-review.
- New findings DR-16, DR-17. Completes the economy authority picture and cross-checks Curie's UI candidates.
-
DR-16 (High):
GUI_Menu_Economy.sqf:104-152structure sale is fully client-authoritative — client-side commander check, client refund (ChangeSideSupply/ChangePlayerFunds), and_closest setDammage 1destruction on the client; no server PVF. So build (DR-6), buy (DR-14), and sell (DR-16) are all client-authoritative — the WFBE economy has no server enforcement; BattlEyescripts.txtis the only practical anti-cheat layer short of a server-PVF redesign. -
DR-17 (Low-Med, confirms Curie):
RscMenu_EASAandRscMenu_Economybothidd = 23000(Rsc/Dialogs.hpp:3211, :3289) →findDisplay 23000ambiguous. Assign distinct IDDs. - Advanced ledger UI/HUD row (Auth/PV 🟡). Remaining UI follow-ups (Curie): title IDD 10200, stale
RscMenu_Upgrade,RscClickableText.soundPush[].ready-for-review.
- Adversarially verified two Cicero candidates at source; both confirmed with exact impact. New findings DR-18, DR-19.
-
DR-18 (Med): supply-cooldown key casing mismatch —
Init_Town.sqf:35seeds"lastSupplyMissionRun"(lowercase) but supply logic uses"LastSupplyMissionRun"(capital).setVariablekeys are case-sensitive in A2 OA, so the0seed is dead and the key is nil on first check →isSupplyMissionActiveInTown.sqf:11nil + intervalthrows, defeating the!= 0guard. Fix: align casing orgetVariable ["LastSupplyMissionRun", 0]. -
DR-19 (Med, non-dedicated):
serverFpsGUI.sqf+monitorServerFPS.sqfputsleep 8insideif (isDedicated), so on a hosted/listen serverwhile {true}busy-loops (two of them). Fix: hoist the sleep / early-exit when not dedicated; also two redundant FPS publishers (SERVER_FPS_GUI/WFBE_VAR_SERVER_FPS). - Advanced ledger Supply JIP/HC. Handoffs to code owners (both one-liners).
ready-for-review.
- Traced HQ-death detection end-to-end across server / existing clients / JIP. New finding DR-20.
-
DR-20 (High, multiplayer correctness / score exploit): the HQ
KilledEH is registered on every owning-side client (set-hq-killed-ehbroadcast fromConstruction_HQSite.sqf:91/Server_MHQRepair.sqf:43+ the JIP pathInit_Client.sqf:500-503), butServer_OnHQKilled.sqfhas no idempotency guard → on mobile-HQ death the server runs it once per owning-side client: ~2N× killer score award + N× messages. Fix: per-HQ "processed" flag inOnHQKilled(detect redundantly, act once). Keep the redundant EH registration. - Verified JIP detection itself is correct (the
!_isDeployedguard atInit_Client.sqf:500; deployed HQ covered by the server-side EH). The defect is downstream duplication, not a JIP miss. - Advanced ledger JIP/HC cells (economy/construction). Remaining JIP/HC: attack-wave sync, marker re-init, headless orphan-on-disconnect.
ready-for-review.
- Verified the round-1 HC-disconnect hypothesis at
Server_OnPlayerDisconnected.sqf. New finding DR-21 + a self-correction. - Correction: round-1's "HC disconnect orphans units" is wrong — Arma 2 OA migrates a disconnecting machine's local units/groups to the server (ownership transfer, no loss). Logged the downgrade explicitly rather than dropping it.
-
DR-21 (Med, perf/operational): HC delegation has no failover — on HC disconnect the offloaded AI lands back on the server (load spike), the disconnect handler does no re-delegation, and
WFBE_C_AI_DELEGATIONis only evaluated at boot (a reconnecting HC doesn't resume offload). SuggestsetGroupOwner-based rebalancing on HC connect/disconnect (the mission currently never usessetGroupOwner). - Advanced ledger AI/Headless JIP/HC cell.
ready-for-review.
- Add dated entries here before and after substantial documentation or code changes.
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- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Singleplayer AI tuning guide
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index