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Audit Archive 2026 07
Consolidated archive of docs-only audit PRs closed during the 2026-07-06 queue-clearing sweep. Each section names the originating PR, its lane, and the key finding. No gameplay code was changed by any of these PRs; all were documentation-only and were closed after this content was extracted.
Branch: codex/lane41-b765-backlog-triage
Key finding: docs/design/MISSION-AUDIT-60.md contained stale open-PR references. PR #169 (gear-price fix) was already closed and the fix was live via commit 0fdfc1c53; PR #176 had merged at c3a239546. The cited GER/BAF garrison infantry entries no longer exist in Groups_US.sqf / Groups_USMC.sqf. TKGUE had varied patrol pools plus air entries, and TK-DEEP-PARITY.md already recorded TKGUE faction depth as satisfactory. A companion B765-BACKLOG-TRIAGE-2026-07-02.md duplicate-guard table was added to prevent future agents from reopening already-resolved rows.
Status: All cited stale rows corrected; no mission source touched.
Branch: codex/lane116-dead-patrol-loop-audit
Key finding: The fleet prompt described an old server_town_patrol.sqf loop that stayed alive after its town-AI group died. Current Chernarus and Takistan source already carries the null-team guard and safe loop: server_town_patrol.sqf:9, :18-25 and :21 (while {!WFBE_GameOver && _aliveTeam}). Common_CreateTownUnits.sqf:115-120 still launches the monitor for valid town groups, so the path is live but protected. The adjacent lane 123 boundary (Server_GetTownPatrol.sqf:17-19) already maps SV >= 60 to HEAVY in both roots. The bug was already fixed before this audit landed.
Status: Docs-only; DEAD-PATROL-LOOP-AUDIT-2026-07-02.md filed as closed finding.
Branch: codex/lane121-mhq-cashrepair-audit
Key finding: The prompt described Action_RepairMHQDepot.sqf permanently latching cashrepaired, making cash HQ recovery one-shot. Current source uses cashrepaired only as an in-flight duplicate-use guard during the depot action. Server_MHQRepair.sqf clears cashrepaired after the rebuilt HQ is registered in both maintained roots — meaning the latch is temporary, not permanent, and cash HQ recovery is repeatable. This is separate from the Mission Audit 60 repaired-HQ killed-EH fix and the open DR-6 RequestMHQRepair authority-hardening work.
Status: Docs-only; MHQ-CASH-REPAIR-AUDIT-2026-07-02.md filed as closed finding.
Branch: codex/lane46-build-placement-parity-audit
Key finding: The prompt described the player CoIn path lacking water/isFlatEmpty slope validation. Current Init_Client.sqf now contains a player-side placement hook with water and optional isFlatEmpty red-preview checks. coin_interface.sqf only places when the final preview color is green. WFBE_C_STRUCTURES_FLAT_CHECK still defaults to 0 because the previous flat gate over-blocked Takistan — enabling it is a test/owner decision rather than a default flip.
Status: Docs-only; BUILD-PLACEMENT-PARITY-AUDIT-2026-07-02.md filed. The flat-check flag remains off pending owner decision.
Branch: codex/lane178-spectator-ai-teams-audit
Key finding: The standalone UnitCamera player list intentionally filters to player-led groups (GUI_Menu_UnitCamera.sqf:18-26). AI-led team camera viewing is already routed through the command-console roster: GUI_Menu_Command.sqf:334-345 reads WFBE_Client_Logic.wfbe_teams, filters non-player-led alive groups, and a roster double-click (MenuAction 726) seeds WFBE_CmdCon_CamUnit with the selected AI leader before opening UnitCamera (GUI_Menu_UnitCamera.sqf:43-51 consumes and clears the one-shot seed). Chernarus and Takistan copies of both GUI files are byte-identical on this base.
Status: Docs-only; SPECTATOR-AI-TEAMS-AUDIT-2026-07-02.md filed as architectural reference.
Branch: codex/lane187-balance-asymmetries-reference
Key finding: A source-cited reference document covering GUER economy asymmetries. Key facts: GUER stipend and checkpoint toll math sourced from Server_GuerStipend.sqf:1-21,:76-107 and updateresources.sqf:153. GUER tech kills increment by exactly +1; the 0.5 coefficient applies to cash bounty only (RequestOnUnitKilled.sqf:104-152). Playable-GUER upgrade fallback vs normal upgrade tables documented via Common_GetSideUpgrades.sqf and Upgrades_CO_GUE.sqf. W1 War Chest deck weight, payout gate, and late-game economy scale sourced from AI_Commander_Wildcard.sqf and AI_Commander_FundsSink.sqf. Balance constants live in Init_CommonConstants.sqf:80-81,:98-115,:512-514,:601,:623-624,:918-945,:1201-1208,:1702-1704.
Status: Docs-only reference; BALANCE-ASYMMETRIES-REFERENCE-2026-07-02.md filed. No balancing changes made.
Branch: codex/lane82-hq-strike-finisher-status
Key finding: B69 Patch A (35547c471) is already an ancestor of claude/build84-cmdcon36. Current AICOM strategy sends HQ-strike teams to getPos _enemyHQ, stages/masses strikers, weights vehicle punch, and can close via base overrun. Chernarus, Takistan, and Zargabad AI_Commander_Strategy.sqf files hash-match. The stale fleet lane 82 concern is resolved. See also the note appended to AICOM V2 Cutover Status.
Status: Docs-only; HQ-STRIKE-FINISHER-STATUS-2026-07-03.md filed as closed finding.
Branch: (Codex sprint lane 14)
Key finding: The current target already has road-snapped checkpoint spawn, tiered GUER vehicle/foot defenders, contested marker, tax/toll, clear reward, and held-to-timeout FOB token behavior — all implemented as the G2 pop-up checkpoint wildcard in AI_Commander_Wildcard_GUER.sqf (SHA-256 6C9F1FFF…E74507 across Chernarus, Takistan, Zargabad). This is a distinct wildcard roadblock; it should not be conflated with the broader always-on B1 A-Life checkpoint sketch.
Status: Docs-only; ROAD-CHECKPOINT-STATUS-2026-07-03.md filed as closed finding.
Branch: codex/lane39-tkgue-patrol-depth-status (approx.)
Key finding: Current origin/claude/build84-cmdcon36 already carries the cmdcon41-w3e TKGUE patrol diversity fill across maintained roots. UH1H_TK_GUE_EP1 is present in the TKGUE core and units air paths, making the old MISSION-AUDIT-60.md near-empty/no-helo row stale. Root_TKGUE.sqf, Core_TKGUE.sqf, Units_OA_TKGUE.sqf, Upgrades_OA_TKGUE.sqf, and server_side_patrols.sqf hash-match across Chernarus, Takistan, and Zargabad.
Status: Docs-only; TKGUE-PATROL-DEPTH-STATUS-2026-07-03.md filed as closed finding.
This page was created 2026-07-06 as part of a queue-clearing consolidation. All source PRs were owner-approved for wiki-then-close. The originating design docs remain in the docs/design/ tree on their respective branches for historical reference.
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- 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
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- 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
- 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