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Feature Status Register
This register separates working systems from partial, deferred or risky systems found during indexing. For revive/remove decisions on dormant feature paths, use Abandoned feature revival.
- Canonical risk-and-readiness map for current gameplay feature health.
- Evidence-first patch status for active systems, partial systems and likely regressions.
- Canonical cross-link hub so subsystem pages and playbooks route users here for current patch risk and ownership.
- Wiki:
docs/wiki/Feature-Status-Register.md - Source-of-truth inputs:
agent-events.jsonl,agent-feature-status.jsonl,agent-knowledge.jsonl,agent-status.json - Runtime owner: the mission source at
Missions/[55-2hc]warfarev2_073v48co.chernarus
- Read this register first for risk ranking before opening a subsystem playbook.
- Use
[Area]rows to pick the current highest-impact lane and then open:- Source index / atlas pages (e.g.,
SQF-Code-Atlas.md,Server-Gameplay-Runtime-Atlas.md) - Hardening roadmap
- DR/cross-link pages (
Deep-review findings,Public-variable channel index, feature atlases)
- Source index / atlas pages (e.g.,
- Prefer this page for the latest patch status and known open dependencies before editing source.
- Navigation pages that route readers to risk-first playbooks:
- Home
- Progress dashboard
- Hardening roadmap
- Server authority migration map
- Feature-specific atlases and subsystem pages: Construction and CoIn systems atlas, SQF code atlas, Factory and purchase systems atlas, Economy, towns and supply
- Keep patch-risk edits in-place and one-way: add proof to canonical pages instead of repeating deep call stacks in this register.
- Treat entries marked "patch-ready-current-source-unpatched" as live claims requiring source+vanilla validation before changing status to published.
- If a finding is promoted or closed, update this register and the corresponding lane record in
agent-feature-status.jsonlfirst, then mirrors and progress pages. - Use Developer history and upstream lessons when a risky feature overlaps upstream supply, JIP, marker, town-AI, performance or reverted-branch history.
- Core Warfare loop: towns, commanders, bases, factories, upgrades, resources and victory checks.
- Client/server/common initialization split.
- Generic PVF request/response system.
- Player supply-truck missions on
master. - Enhanced day/night cycle with server authority and client smoothing.
- Server FPS publishing and RHUD/FPS HUD.
- Performance audit instrumentation plus analyzer.
- Anti-stack module with optional mission parameter.
- AFK kick through BattlEye publicVariable filter.
- MASH/ambulance respawn support; MASH marker synchronization is listed below as broken.
- ICBM/radiation module.
- EASA aircraft loadout module.
- Client marker blinking guarded by parameter.
- LoadoutManager mission copy/generation workflow.
- Discord bot status updates from exported game data.
This lane tracks direct channels, PVF authority boundaries, and JIP semantics that are still open after the PVF dispatch trust patch lane.
-
publicVariable/publicVariableServerdirect request channels are not hardened by PVF allowlisting. -
requesthandlers still need explicit side/team/ownership checks even after dispatch is fixed. - missionNamespace/JIP handling differs by channel; some flows are request-response only and are not replay-safe.
| Area | Evidence | Status |
|---|---|---|
| Upstream supply-run exploit/JIP regression pattern | Miksuu PR #10 / merge 97dfff26 fixed remote supply-truck activation; PR #11 / 8164cc33 added a 50 m "too far" notification; PR #12 / 86ec28d6 fixed that notification firing during JIP. |
Confirmed historical risk. Keep supply mission start/reward hardening server-owned and test late join + remote-start behavior before merging new supply/cash-run variants. |
| Upstream town-defense activation regression pattern |
4aaa814a and 6189f3c5 optimized town/camp/town-AI scans; follow-ups a20a5a0f, 84b1b684, ea0bff2e restored reliable/pre-capture activation and prevented defenders from waking enemy towns. |
Confirmed historical risk. Town-AI optimizations need capture-driven wakeup, defender-origin filtering and diagnostics, not scan reduction alone. |
| Upstream marker locality/cache regression pattern |
9a550b7a reverted a group-leader marker global-var experiment; 9c72a281, 951e72cb, 332874fd fixed marker tracking, disconnect staleness and side visibility leaks. |
Confirmed historical risk. Marker/cache changes need side-visibility and disconnect/reconnect validation. |
| Deep-history AntiStack/RequestJoin fragility |
09131233, 841d16af, 88a2ef49, 448b1d85, b32babc7 show command typo, launch-state semantic change, RequestJoin fixes, DB type crash and an AntiStackV6 revert. |
Confirmed historical risk. AntiStack changes need launch/late join, teamswap, disabled-mode, DB-unavailable and monitoring-only validation. |
| Deep-history removed task system |
f61f7222 removed task system entirely; 4881e0d5 removed it from all terrains. |
Confirmed removed/deferred. Do not revive as a small UI toggle; rebuild as a new JIP-safe task feature if owner wants it back. |
| Deep-history generated map/version failure pattern |
081c1dc4 added copypasted untested modded terrain files; c312b0ec added missions with copypaste method; 812e9596 removed Tasmania after clean-repo mission-load failures tied to ignored/generated version.sqf. |
Confirmed tooling/release risk. Generated version.sqf and clean-checkout map loads are release gates. |
| Deep-history branch tombstones and reverted PRs |
oldMasterBranch tip 3a7972a2 deletes old master contents; PR #3 HQ repair price merged then 346e3be8 reverted it; PR #9 endgame music closed unmerged; A3 test tree removed by 83298186. |
Confirmed negative knowledge. Do not revive old branch or PR content from name/status alone; check later reverts, branch family and OA compatibility first. |
| Deep-history client init/UI/marker lifecycle risk |
3ff02aea moved clientInitComplete to the real end of init; c6d2539e fixed UI global action state; 95a12305 fixed UAV marker audience leakage; 9c72a281 restored marker motion after cache optimization. |
Confirmed historical risk. Client/UI/marker work must preserve lifecycle ordering, side audience, moving-marker position refresh and JIP behavior. |
| Deep-history construction/removal/runtimes |
77a07bc0 reverted construction argument dedupe; 16856ae7/8b7fab95 removed guerilla barracks across FSM/HC/buy paths; 33fb2676 reverted supply performance work using wrong authority context. |
Confirmed historical risk. Construction/removal/performance edits need call-contract docs, full reference greps and dedicated-server/JIP smoke. |
| Second-wave release tooling and modded packaging risk | Current ZipManager.cs packages Missions and Missions_Vanilla while Modded_Missions is commented out; 2a13ce36 requires env var 7za; 3458e714 handled locked file copies; f095e461 fixed Takistan DB map ID post-copy. |
Confirmed tooling/release risk. Treat release output as Chernarus + generated Vanilla/Takistan unless modded packaging is re-enabled and validated; inspect LoadoutManager logs, 7za, version.sqf, and terrain post-copy fixes. |
| Second-wave HQ repair and ICBM economy authority risk | PR #3 / 7cd0e18d increasing HQ repair cost was reverted by 346e3be8/59a995e8; 5db438ca 75k nukes were reverted by 31d8a06d; current ICBM/HQ repair paths still have client-side action/debit authority concerns. |
Confirmed historical + current authority risk. Do not add HQ repair escalation or ICBM price/effect changes until server validates affordability, side/team/commander, cooldown, debit and final effect. |
| Second-wave marker blinking and HC routing risk | Dec 2025 marker blinking chain includes 2f6ff43d, 9a550b7a, 9c1fe110 defaulting blinking off; HeadlessClientMultithreading commits 6760f1a3, 1d79ba2a, 6b90c872, f5e8fa47 show typed HC routing/side-less call hazards. |
Confirmed branch-history risk. Keep marker blinking off by default; HC changes need typed pools, server update-back, side-less HC tests and event-handler cleanup proofs. |
| Second-wave score/bounty/supply-compensation coupling |
f17445c1, b31539b4, cc127ef4, 415615c9 changed score/bounty/teamkill handling; upstream/SkillDiffCompensation feeds side supply through ChangeSideSupply. |
Confirmed historical risk. Treat score awards, bounty math and skill-diff compensation as AntiStack/economy changes; harden side-supply authority before expanding compensation. |
| WF menu ops-console reskin branch |
origin/feat/wf-menu-ops-console head 0767c0b5 is a UI-only theme branch from origin/master 2cdf5fb8: Chernarus + maintained Vanilla Rsc/GUI/HUD files, new brand_chevron.jpg, and docs/superpowers plan/spec/mockup files. Evidence: Rsc/Styles.hpp:10-40, Rsc/Ressources.hpp:117-131,274-277, Rsc/Dialogs.hpp:1057-1064,1173-1179,1240-1249, Rsc/Titles.hpp:178-179. |
Confirmed branch-review risk. Not gameplay logic, but not release-ready until Arma 2 OA visual smoke proves font availability, texture path/case handling, contrast, hub/menu/HUD rendering and Chernarus/Vanilla parity. Also clean branch trailing whitespace reported by git diff --check in docs/superpowers/plans/2026-06-03-wf-menu-ops-console.md:78,179. Use Client UI systems atlas and the branch-only feature smoke pack. |
| BuyMenu/EASA QoL branch |
origin/feat/buymenu-easa-qol head a66d4691 is a narrow Chernarus UI branch: unaffordable buy-unit price tint (Client_UIFillListBuyUnits.sqf:104), live queue counts on factory tabs (GUI_Menu_BuyUnits.sqf:201-206) and EASA current-loadout highlight/preselect (GUI_Menu_EASA.sqf:29-37). |
Confirmed branch-review risk, low blast radius. It is UI-only and git diff --check is clean, but it is not propagated to maintained Vanilla and still needs Arma 2 OA menu smoke for affordability color, crew/full-price expectations, queue label refresh, and EASA list selection. |
| Player stats branch |
origin/feat/player-stats head e01e47e1 adds off-by-default SQF stat emission (WFBE_C_STATS_ENABLED = false at Init_CommonConstants.sqf:443), kill-stat hooks (RequestOnUnitKilled.sqf:51-65), Server/Stats/*, DiscordBot Stats/* RPT tailing/accumulation and DiscordBot.Tests/*. Local branch validation passed: dotnet test 13/13. Full audit: Player stats branch audit. |
Confirmed branch-review risk. Safe by default because the feature flag is false, but enabling it is operational/integration work: decide RPT path/state-file ownership, UID/privacy policy, log volume, corrupt stats.json recovery, deployment config, Chernarus-only vs Vanilla propagation and whether stats belong in DiscordBot or the mission extension. |
| Perf quick-wins branch |
origin/perf/quick-wins head 0076040f is a Chernarus-only fix branch with 18 files, +27/-27 and clean git diff --check. It patches known docs-backed defects including side-supply clamp shape (Common_ChangeSideSupply.sqf:25, Server_ChangeSideSupply.sqf:12,36), factory queue cleanup on crewless buys (Client_BuildUnit.sqf:366-368), paratrooper marker PV registration (Init_PublicVariables.sqf:40), mine-cleaner pair removal (mines_cleaner.sqf:17), dead-object wfbe_trashed handling (server_collector_garbage.sqf:17), fixed resource interval (updateresources.sqf:74), camp-bunker nil-code EH removal (Server_HandleSpecial.sqf:235-236) and kill-assist bounty type (RequestOnUnitKilled.sqf:92). Full audit: Perf quick wins branch audit. |
High-value branch-review risk. Treat as a fix candidate, not proof that stable master is fixed. It is source-Chernarus only; Missions_Vanilla has no branch diff and still shows the old clamp/EH/kill-assist/resource-loop shapes. Reconcile with docs/source propagated fixes, propagate maintained Vanilla deliberately, keep DR-44 side-supply authority separate from the clamp, and smoke economy debit/no-credit inversion, factory queue counters, paratrooper marker handling, cleaner/camp/resource loops and WASP touched actions before merge/release wording. |
| Commander positions / modular walls branch |
origin/feat/commander-positions head 560db61c has merge base f5985b77, 83 changed files and broad Chernarus/Vanilla deltas. The actual WDDM commander-position runtime is source-Chernarus only: anchor classes (Structures_CO_US.sqf:168-174, Structures_CO_RU.sqf:166-172), template map (Init_Defenses.sqf:93-183), compile (Init_Server.sqf:26) and Server_ConstructPosition.sqf:1-66. No Server_ConstructPosition or WFBE_POSITION_TEMPLATE_MAP hits exist under maintained Vanilla on branch grep. Full audit: Commander positions branch audit. |
Broad branch-review risk. Do not describe as a clean construction-only branch or Vanilla-propagated feature. Before promotion: split or audit unrelated deltas, clean branch whitespace, re-check construction request authority (DR-6), smoke position placement at the clicked map point, HQ undeploy cleanup, CoIn UI, and decide/implement maintained Vanilla propagation. |
| Zargabad low-pop map branch |
origin/feature/zargabad-map head 1fdcb37a adds a new maintained Vanilla Zargabad mission folder and terrain/tooling support: ZARGABAD.cs:1-13, SqfFileGenerator.cs:127-130, initJIPCompatible.sqf:121-124, Init_Boundaries.sqf:4-10, Init_Zargabad.sqf:1-125 and Guides/Zargabad-Completion-Gates.md:8-20. Branch diff is huge: 832 files, +77702/-95. Local static branch validation passed with Tools\Validate-ZargabadMission.ps1: 13 towns, 19 camps, 1 airport, 9 starts, 33 defense logics, no duplicate object ids, no missing sync targets and no Takistan Zargabad-module spillover. Full audit: Zargabad branch audit. |
Map-release branch-review risk. Static validation is strong but runtime evidence is still open. Treat as a full terrain release candidate, not a normal generated-mission copy. Needs generated whitespace cleanup (git diff --check reports 3542 findings), hosted/dedicated/JIP/HC runtime evidence, screenshot/RPT audit packet validation, town/base/camp/economy balance checks, edge-guard/black-market smoke and class-load verification. |
| Supply helicopter branch current head |
origin/feat/supply-helicopter is checked at head 262dc431. The PR #1 page is refreshed for current head: Air-factory upgrade 3 load/action gates (Skill_Apply.sqf:62-72, supplyMissionStart.sqf:21-29), Air upgrade 4 cash-run branch (supplyMissionCompleted.sqf:24-35), lobby toggle (Rsc/Parameters.hpp:4-10), load/unload timers and central class lists (Init_CommonConstants.sqf:168-180). Current head clears SupplyAmount/SupplyFromTown but not SupplyByHeli (supplyMissionCompleted.sqf:40-41). |
PR #1 branch-review risk current. No maintained Vanilla SupplyByHeli/heli constant hits were found; non-supply branch baggage, branch whitespace, retained SupplyByHeli state, timer UX, Air 3/4 economy semantics and runtime smoke remain gates. Use Current supply heli PR. |
| Drone/recon support branch split |
origin/feat/drone-saturation-strike head 8ca4be90 is the latest drone tuning branch; origin/feat/recon-uav head 563418ea adds server AI-flown ReconUAV/ReconUAVRecall and removes the old UAV module, but only includes drone history through 93b47594. Drone diff from stable origin/master is 17 files (+1133/-4); recon diff is 25 files (+1461/-657). |
Confirmed branch-review risk. Treat drone strike and recon UAV as separate support features. Before merge, resolve drone tuning drift, move paid support authority server-side, validate old-UAV replacement/recall/reveal/JIP cleanup, and either propagate generated Vanilla or keep Chernarus-only scope explicit. Use PR8 and drone upstream lesson match plus the branch-only feature smoke pack. |
Direct attack-wave request trust (ATTACK_WAVE_INIT) |
Common/Functions/Common_AttackWaveActivate.sqf, Server/Functions/Server_AttackWave.sqf, DR-41 |
Live + open: client payload directly drives discount and timing |
Direct side-supply mutation (wfbe_supply_temp_*) |
Common/Functions/Common_ChangeSideSupply.sqf, Server/Functions/Server_ChangeSideSupply.sqf, DR-22/DR-44 |
Live + open: side/amount trust and clamp behavior are not secure |
| MASH marker relay health |
Server/Module/MASH/MASHMarker.sqf, Client/Module/MASH/receiverMASHmarker.sqf, Client/Init/Init_Client.sqf
|
Confirmed dead/partial: server and client halves are mismatched |
| Paratrooper marker registration gap |
Server/Support/Support_Paratroopers.sqf, Client/PVFunctions/HandleParatrooperMarkerCreation.sqf, Common/Init/Init_PublicVariables.sqf
|
Branch-scoped: docs/source Chernarus and Vanilla register it; stable master and the current release branch do not. |
| Spawn/race behavior in PVF dispatchers |
Common/Functions/Common_SendToServer*.sqf, Server/Functions/Server_HandlePVF.sqf, Client/Functions/Client_HandlePVF.sqf
|
Open: dispatch and execution ordering still non-deterministic for burst traffic |
| Area | Evidence | Status |
|---|---|---|
| Autonomous AI supply trucks |
UpdateSupplyTruck compile is commented at Server/Init/Init_Server.sqf:36, but the live call [_side] Spawn UpdateSupplyTruck; remains at :383, gated by WFBE_C_ECONOMY_SUPPLY_SYSTEM == 0 && WFBE_C_AI_COMMANDER_ENABLED > 0. AI_UpdateSupplyTruck.sqf also references missing Server/FSM/supplytruck.fsm. |
Config-gated latent breakage. Default supply system 1 is safe; supply system 0 with AI commanders is broken until the compile and FSM are restored or redesigned. |
| AI commander automation | On stable origin/master, AI commander constants and side-logic state/funds exist; WFBE_SE_FNC_AI_Com_Upgrade is compiled and Server_AI_Com_Upgrade.sqf performs real upgrade/funds logic, but no live scheduler/loop starts full autonomous commander behavior. Branch origin/feat/ai-commander head 4dba060e adds a Chernarus-only supervisor, assign-types/assign-towns/produce workers and an explicit order executor. |
Branch-review risk. Stable master remains partial/latent. feat/ai-commander is the current revival attempt, but it is source-Chernarus-only, changes AI commander default to on, still only guards old UpdateSupplyTruck, and needs dedicated/JIP/Vanilla smoke before being called revived. Use AI commander autonomy audit plus the branch-only feature smoke pack. |
| Town AI vehicle despawn safety |
Server/FSM/server_town_ai.sqf:191-223 deletes inactive town-AI vehicles; :211-216 uses !(isPlayer leader group _x) and does not check crew, cargo or turret occupants. Einstein verified a player passenger/crew member who is not group leader can still be inside an eligible vehicle. |
Confirmed bug. Guard despawn with a full player-occupancy check while preserving cleanup of empty AI-only town vehicles. |
| Task system |
TaskSystem compile and TownAddComplete spawn are commented in Client/Init/Init_Client.sqf though Client_TaskSystem.sqf still exists. |
Disabled/partial. Re-enable only after checking task spam/JIP behavior. |
| MASH marker receiver |
receiverMASHmarker.sqf (registers the WFBE_SE_MASH_MARKER_SENT client EH) is referenced only by the commented compile at Client/Init/Init_Client.sqf:132; Server/Module/MASH/MASHMarker.sqf listens for WFBE_CL_MASH_MARKER_CREATED, but DR-34 found no live client broadcast of that trigger. |
Confirmed broken/dead on both ends → deployed MASH tents can still work for respawn, but MASH map markers never appear. Revival needs a server-held list, JIP re-send and unique marker names; otherwise remove the dead relay. |
| Paratrooper drop markers |
Server/Support/Support_Paratroopers.sqf:117 sends HandleParatrooperMarkerCreation; docs/source Chernarus and Vanilla both register that client PVF in Common/Init/Init_PublicVariables.sqf:39, and the handler file exists. origin/master omits it, and release a9219d88 omits it in both Chernarus (NukeIncoming at :41) and Vanilla (NukeIncoming at :39). |
docs/source propagated; not on stable master or the current release branch; Arma smoke pending. Use Paratrooper marker revival. Modded folders still drift: Napf/eden/lingor register the handler but lack the handler file. |
| PV dispatch trust boundary |
Server_HandlePVF.sqf/Client_HandlePVF.sqf run Call Compile on the sender-chosen command string with no validation; the shipped BattlEye posture does not cover it. |
Live-server hardening gap (High). Validate the command string before compile; use External integrations for shipped BattlEye evidence and Deep-review findings DR-1 for the dispatcher finding. |
| PV legitimate-command forgery | Hilbert's network pass confirmed high-trust handlers: RequestChangeScore.sqf overwrites score from payload, RequestVehicleLock.sqf locks payload vehicles, RequestTeamUpdate.sqf mutates team behavior, and RequestUpgrade.sqf forwards to upgrade processing without visible sender/cost validation in the handler. |
Live-server hardening gap (High). Even after replacing dispatcher Call Compile, validate sender, role, side, funds, ownership and object locality inside high-impact handlers. |
| Direct publicVariable channels outside PVF | Direct PVEH/PV channels exist for attack waves, side supply, supply missions, MASH markers, HQ state, AntiStack compensation, server FPS, AFK, day/night and marker/message channels. DR-41 confirms ATTACK_WAVE_INIT is forgeable and can make side-wide unit prices free or negative from client-supplied _supply. |
A PVF dispatcher fix or WFBE_PVF_* whitelist does not cover these. Review each channel's sender, lifecycle and JIP semantics before calling networking hardened. See Networking and public variables, Server authority map and Attack-wave authority playbook. |
| BattlEye mitigation as shipped | Claude DR-30 verified the repo footprint: only the AFK publicVariable rule is shipped in-tree; no broader filter/config bundle is present. Canonical evidence lives in External integrations. |
High live-server hardening gap. Use External integrations and backlog id battleye-hosting-hardening; do not treat BattlEye as shipped remediation until production BEpath files or a tested filter set are supplied. |
ICBM/Nuke RequestSpecial authority |
Claude DR-27 traced the Tactical-menu ICBM path: client-side menu gates call Client/Module/Nuke/nukeincoming.sqf, which sends RequestSpecial ["ICBM", ...]; the server HandleSpecial ICBM case spawns NukeDammage from client payload without upgrade/commander/funds validation. |
Critical live-server hardening gap. One forged RequestSpecial PV can trigger server-applied map-wide damage. Use ICBM authority before patching or trusting this module publicly. |
| Construction request authority | DR-6 confirms construction PVFs trust client payload authority and mostly class-existence checks. | Hardening gap. Use Deep-review findings DR-6 for proof, Construction and CoIn systems atlas for flow, and Server authority migration map for migration design. |
| Player purchase authority |
GUI_Menu_BuyUnits.sqf calls local BuildUnit and deducts funds client-side; Init_PublicVariables.sqf has no RequestBuyUnit, and no Server/PVFunctions/RequestBuyUnit.sqf exists. |
Legacy/client-local buy path. Add server validation before adding exploit-sensitive purchases. See Factory and purchase systems atlas. |
Server AIBuyUnit path |
Init_Server.sqf compiles AIBuyUnit = Server_BuyUnit.sqf, but source search only finds the compile and Server_BuyUnit.sqf itself. |
Latent/unused until a dynamic caller is proven. Decide whether to revive for AI commander production or retire. |
| Factory queue counter leak | Claude DR-33 confirmed Client_BuildUnit.sqf:365 can exit an empty-vehicle purchase before the later WFBE_C_QUEUE decrement at :469. |
Repeated empty-vehicle buys can locally soft-lock a factory category for that player. Decrement queue counters on every exit path. |
| Factory FIFO token churn |
Client_BuildUnit.sqf uses a random queue token and broadcasts the building queu array on each mutation. |
Perf/JIP hardening gap. Use unique queue tokens and reduce public broadcasts before expanding factory side effects. |
| Duplicate client skill init | docs/source Chernarus and Vanilla now have one Skill_Init.sqf call at Client/Init/Init_Client.sqf:547, followed by WFBE_SK_FNC_Apply at :571. origin/master still has duplicate calls at :561 and :585; release a9219d88 still duplicates Chernarus at :565/:589 and Vanilla at :561/:585. |
docs/source propagated; stable master and the current release branch still duplicate; Arma smoke pending. See Client skill init idempotency. |
| Commander reassignment call shape |
Server_AssignNewCommander.sqf assigns _side = _this, then _commander = _this select 1; RequestNewCommander.sqf calls it with [_side, _assigned_commander]. |
Likely bug. _side should probably be _this select 0; verify before relying on manual commander reassignment. |
| Commander authority and requester validation |
RequestNewCommander currently uses PVF wrapper cooldown logic but does not prove sender authority before mutate-eligible command-side transitions. Server_AssignNewCommander.sqf still emits duplicate new-commander-assigned paths. |
High. Fix assignment call-shape and keep sender/side/role checks in one follow-up owner-validation pass; do not close commander-authority until both layers are patched. |
| Supply mission cooldown casing | DR-18 confirms the town seed key and server read/write key differ by case. | Correctness bug. Use Supply mission architecture for flow and Supply mission authority cleanup for patch shape. |
| Supply mission reward authority | Client supply mission start sets truck SupplyFromTown and SupplyAmount; server completion trusts those truck variables. |
Hardening gap. Recompute reward/cooldown server-side from trusted town/truck state. |
| Supply mission command-center scan | docs/source Chernarus and Vanilla supplyMissionStarted.sqf:25-28 now filter the 80-meter command-center scan to Base_WarfareBUAVterminal; the 8-meter player/object scan at :44 remains broad by design. origin/master is still broad at :28. Release a9219d88 has the heli-aware narrowed Chernarus scan at :50-56, but Vanilla still keeps the broad :28 scan. |
docs/source propagated; current release branch is Chernarus-only for this lane; stable master remains broad; Arma smoke pending. See Supply mission scan narrowing. |
| Upgrade request authority |
RequestUpgrade accepts side/id/level from clients after local UI checks, then Server_ProcessUpgrade applies progress/state transitions. |
High. Local checks are partial; server-side side, owner, dependency and idempotency checks are still needed before trust assumptions are raised. |
| Support/repair/rearm reward authority |
GUI_Menu_Service, GUI_Menu_EASA, GUI_BuyGearMenu, bounty handlers and WASP repair actions still mutate/announce client-funds paths in places; HQ/camp/town reward emitters are mixed. |
Medium. This is a shared non-isolated economy lane and should follow the upgrade/construction authority design rather than isolated local guards only. |
| Victory/endgame winner inversion and double-fire | DR-11 is the canonical winner-inversion / persisted win-tally finding; DR-36 owns the server_victory_threeway.sqf:23 mechanism and fix shape. |
Correctness bug. Same-tick eliminations can double-fire endgame and overwrite/log the opposite winner. Route implementation through Deep-review findings DR-11/DR-36 and the Hardening roadmap. |
| Threeway victory mode | Earlier DR-12 found WFBE_C_VICTORY_THREEWAY selection can skip the only auto-end detection path. |
Broken/abandoned mode until end conditions are implemented for non-default victory modes. |
| Resistance side supply updates |
Common_ChangeSideSupply.sqf formats wfbe_supply_temp_<side> generically, but server handlers exist only for west/east. |
Resistance side supply not fully wired. |
| Hosted server FPS loops | docs/source Chernarus and Vanilla serverFpsGUI.sqf:1 and monitorServerFPS.sqf:1 exit before their loops when !isDedicated; dedicated publishing remains every 8 seconds. origin/master still sleeps only inside if (isDedicated) (serverFpsGUI.sqf:4, monitorServerFPS.sqf:2). Release a9219d88 guards Chernarus serverFpsGUI.sqf:4 and removes/comments the Chernarus monitor path in Init_Server.sqf:594-596, but Vanilla still has the old loops. |
docs/source propagated; current release branch is Chernarus-only for this lane; stable master keeps the old loop shape; Arma smoke pending. See Hosted server FPS loop sleep. |
| Old map blink loop |
Client_BlinkMapIcons and AddUnitToTrack compiles plus old exec are commented; newer singular Client_BlinkMapIcon and bookkeeping are active. |
Legacy replacement. Avoid resurrecting old loop without perf review. |
| Server map blinking units |
Server_MapBlinkingUnits.sqf exec is commented in Init_Server.sqf. |
Disabled/legacy. |
| Old WASP init block |
initJIPCompatible.sqf contains a commented WASP init block marked as old and resource-heavy. |
Legacy/deferred removal. Individual WASP scripts still exist and may be called elsewhere. |
| Server FPS compile variable |
WFBE_CO_FNC_monitorServerFPS compile lines are commented, but Init_Server.sqf later execVMs Server/Module/serverFPS/monitorServerFPS.sqf. |
Not broken; document the direct exec path. |
| Static-defense HC update-back | DR-42 verified Client_DelegateAIStaticDefence.sqf:28 comments out the update-delegation-static_defence send-back, unlike town-AI delegation (Client_DelegateTownAI.sqf:35) which reports vehicles back to Server_HandleSpecial.sqf. |
Partial headless feature. HC-created static-defense units are not recorded by the server for cleanup/accounting/re-delegation unless the update-back path is restored or the one-way behavior is accepted. Use HC delegation/failover before patching. |
| Server init duplicate binds | DR-43 re-check found live duplicate binds in Init_Server.sqf for WFBE_CO_FNC_LogGameEnd (:64 and :89), WFBE_SE_FNC_PlayerObjectsList (:69 and :91) and WFBE_SE_FNC_AwardScorePlayer (:83 and :93), plus commented duplicate remnants for AFK kick, server FPS and MASH marker. |
Low-risk cleanup. The live duplicates currently bind the same files and the second wins; de-duplicate to reduce maintenance traps, especially around the DR-13 game-end cleanup. |
| MASH marker duplicate compile | One MASH marker compile is active and a later duplicate is commented. | Likely cleanup artifact; do not re-enable both. |
| Volumetric clouds | Parameter exists but is forced disabled in constants and client init. | Intentional optimization. |
| Modded map generator path |
SqfFileGenerator.cs has TODO to add modded maps back in one path. |
Verify before assuming modded mission regeneration is complete. |
| Dangerous CRV7PG loadouts | LoadoutManager has WARNING_GAME_CRASH_DO_NOT_USE_IN_LOADOUTS_* weapon/ammunition classes, and WILDCAT.cs references one. |
High-risk data. Keep these warnings visible when changing loadouts. |
| Gear menu cleanup |
GUI_BuyGearMenu.sqf has TODOs about securing vanilla/removing unused code, refreshing targets, vehicle target content and vehicle/backpack templates. |
Partial UI cleanup. See Gear, loadout and EASA atlas. |
| Gear profile template filtering |
Client_UI_Gear_SaveTemplateProfile.sqf references undefined _u_upgrade in upgrade checks. |
Likely bug. Saved profile templates should not be trusted to enforce upgrade gates until the variable is fixed or replaced. |
| Gear/EASA/service purchase authority |
GUI_BuyGearMenu.sqf applies gear and deducts funds client-side; GUI_Menu_EASA.sqf calls EASA_Equip and ChangePlayerFunds client-side; Claude DR-28 also traced GUI_Menu_Service.sqf rearm/refuel debits with no affordability guard. |
Client-authoritative legacy path. DR-28 completes the economy authority class: build, buy, sell, supply, upgrade, ICBM and gear/service are all client-authoritative. Public-server hardening needs a server ledger/effect-validation design or BattlEye script filtering; service rearm/refuel also deserve local if (_funds >= _price) parity guards. |
| Generated EASA/balance output |
LoadoutManager writes Client/Module/EASA/EASA_Init.sqf and Common/Functions/Common_BalanceInit.sqf; Common_BalanceInit.sqf exits on server while server buy code still calls BalanceInit. |
Generated/locality risk. Change C# data first, inspect generated diffs, and test spawn versus rearm behavior separately. |
| Discord sample/config hygiene |
DiscordBot/preferences_sample.json contains concrete sample IDs and a production-style DataSourcePath; DiscordBot/FileConfiguration.cs and GameData.cs have fallback paths to C:\a2waspwarfare\Data. |
Governance cleanup. Replace real-looking sample IDs with placeholders and document one intended config source. No token is committed. |
| DiscordBot JSON deserialization | Claude DR-31 verified DiscordBot/src/ExtensionData/GameData/GameData.cs reads database.json with Newtonsoft TypeNameHandling.All on a 60-second status timer, at startup and from a command path. |
High local-write-gated RCE risk. Use TypeNameHandling.None for the flat GameData DTO and remove the dead .Auto deserialization helper. Secret hygiene and command auth are otherwise documented as good. |
| In-repo stats extension vs AntiStack DB extension |
a2waspwarfare_Extension only implements GLOBALGAMESTATS; AntiStack calls a separate A2WaspDatabase DLL that is absent from the repo. Claude DR-29 verified GLOBALGAMESTATS is not an SQF RCE path today because output is discarded, but it has dormant deserialization and async-write risks. |
Deployment dependency split. Do not assume building Extension satisfies AntiStack. Add extension presence detection/circuit breaker before public deployment; remove/harden the dead TypeNameHandling.Auto load path and fix async void file writes before treating the extension as robust persistence. |
| WASP HQ recovery locality |
WASP/actions/Action_RepairMHQDepot.sqf performs funds/HQ/town-SV effects largely client-side before server repair signaling. |
Authority-light legacy action. Harden server-side before expanding HQ recovery, town-SV reset or commander-spend behavior. |
| Missing CI/reference validation | Only .github/FUNDING.yml exists; no build/reference/generated-drift checks were found. |
Missing tooling. Add .NET builds, generated-mission drift, SQF reference scans and wiki JSON/JSONL validation when project automation is introduced. |
| Stale old upgrade dialog |
RscMenu_Upgrade points to missing Client/GUI/GUI_Menu_Upgrade.sqf; the live main menu opens WFBE_UpgradeMenu / GUI_UpgradeMenu.sqf instead. |
Confirmed stale UI path. Do not revive without deleting/replacing the old resource class. |
Generated version.sqf boot dependency |
description.ext:39 and initJIPCompatible.sqf:4 both include version.sqf, but the file is absent in the current source checkout and is generated/ignored by the tooling workflow. |
Fresh-checkout boot hazard. Run LoadoutManager or supply terrain version.sqf before packing/testing the source mission. |
| Suspect clickable-text sound config |
Rsc/Ressources.hpp defines RscClickableText.soundPush[] = {, 0.2, 1};. |
Likely malformed resource config; verify in-game parser behavior before reusing this base control. |
| Buy gear partials |
GUI_BuyGearMenu.sqf includes self-documented TODOs for target refresh, vehicle target content and template scope. |
Partial UI cleanup; avoid expanding templates until gear/vehicle/backpack behavior is mapped. |
| Fast travel fee |
GUI_Menu_Tactical.sqf TODO mentions travel fee/mod parameter work. |
Missing/unfinished feature. |
| Base/town dynamic logic TODO |
Common/Init/Init_Common.sqf has a TODO around dynamic logic presence. |
Low-level init cleanup candidate. |
| CoIn border TODO |
Client/Module/CoIn/coin_interface.sqf notes temporary border logic should move if logic position changes. |
Construction UI risk. |
| AI attack radio/combat tuning |
Server_AI_SetTownAttackPath.sqf TODOs mention combat mode, speed and radio on waypoint completion. |
Enhancement backlog. |
This is the clearest broken/abandoned feature. AI_UpdateSupplyTruck.sqf is present and loops over wfbe_ai_supplytrucks, but it cannot run correctly because the compile is disabled and the referenced supplytruck.fsm is absent. PR #1 correctly defers autonomous supply helicopters because the AI logistics base is incomplete.
Claude sharpened the status on 2026-06-01: the feature is not cleanly inert. In Server/Init/Init_Server.sqf, the compile line is commented, but the per-side init still calls [_side] Spawn UpdateSupplyTruck; when supply system 0 and AI commanders are enabled. With current defaults, WFBE_C_ECONOMY_SUPPLY_SYSTEM is 1, so normal play does not hit the call. If an admin selects supply system 0 with AI commanders, the server can hit a nil-code spawn error, and restoring the compile would still fail later because Server/FSM/supplytruck.fsm is missing.
PR #1 adds or extends Server/Module/supplyMission/supplyMissionStarted.sqf so supply vehicles can award interdiction cash when destroyed. The script adds a Killed event handler every time a supply mission starts, with no removal or already-tracked guard. Reusing one vehicle across many missions stacks handlers. Current double-payment risk is bounded because the first handler sets SupplyAmount to 0, but the handler leak is real and future side effects would multiply.
- Autonomous AI supply trucks/helicopters.
- Formal generated docs from LoadoutManager data classes into mission docs.
- Automated validation that generated Takistan/modded missions match Chernarus source after docs/code changes.
- Automated SQF syntax or reference validation in CI.
Previous: External integrations | Next: Hardening roadmap
Main map: Home | Fast path: Quickstart | Agent file: agent-context.json
- Supply run detection and scan narrowing: Server/Module/supplyMission/supplyMissionStarted.sqf now applies command-center/town proximity checks and vehicle-class narrowing logic with WFBE_Command_Center_Class and WFBE_Supply_Truck_Classes; this aligns with PR-introduced tightening from Miksuu PR #10/11/12.
- Supply mission value flow remains client-triggered: Client/Module/supplyMission/supplyMissionStart.sqf sets SupplyFromTown / SupplyByHeli / SupplyAmount on truck objects and server handlers consume those object vars in Server/Module/supplyMission/supplyMissionCompleted.sqf.
- Side-supply authority has known defect: both Common/Functions/Common_ChangeSideSupply.sqf and Server/Functions/Server_ChangeSideSupply.sqf use the same negative-amount clamp pattern that can invert debits into credits.
- Commander requests remain request-driven from client: Server/PVFunctions/RequestNewCommander.sqf accepts side/candidate and delegates to assignment helper without strong requester identity checks.
- Commander assignment path still has a known helper issue: Server/Functions/Server_AssignNewCommander.sqf reads _this as side but calls helper with _this select 1 expectations, matching DR-15 risk shape.
- Construction/defense/upgrade request handlers (Server/PVFunctions/RequestStructure.sqf, Server/PVFunctions/RequestDefense.sqf, Server/PVFunctions/RequestUpgrade.sqf) rely on server-side funding checks but still depend on client-originated request payload shape.
- P0: Fix Common_ChangeSideSupply / Server_ChangeSideSupply negative change inversion.
- P0: Move side-supply, commander vote/assign, and supply-reward side effects to explicit server entrypoints with requester auth context.
- P1: Remove publicVariable ATTACK_WAVE_INIT payload trust; validate all side/supply parameters by server-owned command state.
- P1: Deduplicate commander assignment notifications to avoid duplicate authority-emitting events.
- PR #5 baseline supply branch work referenced in commit 91d0f36.
- PR #10 / commit 97dfff26: interdiction distance guard and reward cleanup around supply completion.
- PR #11 / commit 8164cc33: scan narrowing and start-declare branch adjustments.
- PR #12 / commit 86ec28d6: further supply mission hardening and edge-case cleanup.
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
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- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
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- 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 Commissar Panel
- 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