-
Notifications
You must be signed in to change notification settings - Fork 0
Server Gameplay Runtime Atlas
Upstream-history note: Miksuu commit clusters show that server runtime changes around town AI, JIP and performance often need follow-up fixes. Read Developer history and upstream lessons before altering long-running server loops or wakeup logic.
This atlas maps long-running server gameplay loops and runtime surfaces that future owners should treat carefully. Paths are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/.
For deployment, packaging, BattlEye, extension and RPT collection questions, use Server runtime and operations to route to the correct operations page instead of expanding this runtime atlas.
This page is the server-loop orientation map. Use it to find the runtime owner, then follow the branch/status page before making a current-master, release or patch-ready claim.
| Need | Start here | Then route to |
|---|---|---|
| Server startup gates and long workers | Runtime Loops, Branch Scope For Source Anchors | SQF code atlas, Lifecycle wait-chain |
| Town capture, town AI and camps | Town capture / town AI rows | Towns/camps/capture, AI runtime/HC loop map |
| Economy, resources and supply missions | Resource loop / supply mission rows | Economy, towns and supply, Supply mission architecture, Feature status register |
| Patrols v2 and HC delegation | Side patrol branch row | Towns/camps/capture, Headless delegation/failover |
| FPS publishers, collectors and performance proof | FPS / collector rows | Performance opportunity sweep, Testing workflow, Source fix propagation queue |
| Direct PV/PVF authority risks | Current Runtime Risks | Public variable channel index, Server authority migration map |
| Deployment, logs and release operations | Do not expand this page | Server runtime and operations, Server ops runbook |
Unless a row names another ref, source anchors below are valid for docs head docs/developer-wiki-index a6785f51. Rechecked 2026-06-14: targeted source diffs from 4277a2ad to HEAD over the listed server-runtime paths return no changes, preserving the earlier 92c5cf05 / 6afcc58e anchor snapshots. Rechecked Patrols v2 on 2026-06-21: docs branch docs/developer-wiki-index@d30d2346 is unchanged from the earlier Patrols source anchors for checked paths, current stable is origin/master@0139a346, and current origin exposes no live release/* heads. Hosted-FPS anchors were refreshed on 2026-06-24: repo docs branch HEAD@4a1bc13edde6 is source-unchanged from d0161083 / a27086cd for checked FPS paths; current stable/B74.1 origin/master@f8a76de34, current B74.2 21b62b04, B69, B74 and live FPS-named branches use the single-publisher shape with branch-specific init/removal line drift; and no release/* or origin/dev/july-update-hosted-server-fps-loop-fix head was found. Stable/B74-shaped refs, historical a96fdda2, Miksuu b8389e748243 and origin/perf/quick-wins 0076040f differ by runtime surface, so use the branch row and owner page before turning this atlas into current-master or release evidence.
| Runtime surface | Docs head a6785f51
|
Current stable/B74.1 origin/master@f8a76de34
|
Owner route |
|---|---|---|---|
| AI supply-truck startup |
Init_Server.sqf:36 comments the compile, but the AI-commander/supply-system gate initializes wfbe_ai_supplytrucks at :382 and raw-spawns UpdateSupplyTruck at :383. |
Init_Server.sqf:37 still comments the compile, but :383-384 initializes wfbe_ai_supplytrucks and logs that legacy supply-truck logistics are disabled instead of spawning the missing worker. Release a96fdda2 matches this cleanup; Miksuu b8389e74 and perf 0076040f retain the raw-spawn shape in checked roots. |
AI commander autonomy |
| Patrols side-upgrade driver | No Server/FSM/server_side_patrols.sqf, Common/Functions/Common_RunSidePatrol.sqf or Client/FSM/updatepatrolmarkers.sqf exists in this docs checkout source; old server_patrols.sqf remains present. |
Init_Server.sqf:690 starts server_side_patrols.sqf; that driver initializes/publishes WFBE_ACTIVE_PATROLS at :19, waits/logs when no owned towns exist at :48, dispatches a live HC at :67 or local runner at :72, and publishes patrol marker state through the owner route. Historical release a96fdda2, Miksuu and perf checked roots do not carry the Patrols v2 files. |
Towns/camps/capture, AI runtime/HC loop map |
| Server FPS publishers |
Init_Server.sqf:578,595 starts serverFpsGUI.sqf and monitorServerFPS.sqf; both files exit on !isDedicated at line 1. |
Current stable/B74.1 starts the single serverFpsGUI.sqf publisher at Chernarus Init_Server.sqf:950 / Vanilla :937; :996-998 / :983-985 records monitorServerFPS.sqf removal, and serverFpsGUI.sqf:4 exits on !isDedicated. Current B74.2 keeps the same FPS shape but line-drifts Chernarus init/removal to :983 and :1029-1031; historical a96fdda2 and ASR FPS use :579,:595-597; Miksuu and perf keep two unguarded publishers in checked roots. |
Hosted server FPS loop sleep, Performance opportunity sweep |
| Runtime surface | Source anchors | Notes |
|---|---|---|
| Town capture loop |
Server/Init/Init_Server.sqf:510; Server/FSM/server_town.sqf
|
Server-owned capture, supply value changes, camp side updates and performance audit rows. |
| Town AI loop |
Server/Init/Init_Server.sqf:512-514; Server/FSM/server_town_ai.sqf
|
Defender/occupation activation, town AI delegation, static defense operation and despawn behavior. |
| Resource loop |
Server/Init/Init_Server.sqf:531; Server/FSM/updateresources.sqf:20-75
|
Side supply/player funds/commander funds. The _supply < WFBE_C_ECONOMY_SUPPLY_MAX_TEAM_LIMIT gate wraps all three payout paths, so economy-cap changes suppress player paychecks and side-supply growth; AI commander funds continue to flow via a TOWN-STALL FIX block outside the gate (updateresources.sqf:95-109) that pays AI commander income and stipend whenever supply is at or over the cap. |
| Victory loop |
Server/Init/Init_Server.sqf:528; Server/FSM/server_victory_threeway.sqf
|
Winner inversion/double-fire hazards live here; route through DR-11/DR-36 before patching. |
| Supply mission tracking |
Server/Module/supplyMission/supplyMissionStarted.sqf; Server/Module/supplyMission/supplyMissionCompleted.sqf
|
Client-stamped cargo/reward state remains an authority cleanup lane; completion calls ChangeSideSupply, so rewards hit the DR-44 wfbe_supply_temp_<side> final mutation channel. Scan narrowing is docs/source propagated; use Current source status snapshot before making stable-master or release claims. |
| Patrols side-upgrade driver | Branch-sensitive: current stable origin/master@0139a346 Init_Server.sqf:690; Server/FSM/server_side_patrols.sqf:12,19,48,67,72; Common/Functions/Common_RunSidePatrol.sqf:54,82,119,148,245,264; Server/Functions/Server_HandleSpecial.sqf:345-380; Client/FSM/updatepatrolmarkers.sqf:3,19
|
Current stable has Patrols v2 source in Chernarus and maintained Vanilla, but this docs checkout, historical release a96fdda2, Miksuu and perf checked roots do not. Treat old DR-57 town-patrol wording as historical for earlier branches; current Patrols v2 is source-present and smoke-pending. |
| Garbage and empty-vehicle collectors |
Server/Init/Init_Server.sqf:535,537; Server/FSM/server_collector_garbage.sqf; Server/FSM/emptyvehiclescollector.sqf
|
Dead-object and empty-vehicle cleanup surfaces; route supply-truck timeout and cleanup policy through Marker cleanup/restoration and Performance opportunity sweep. |
| HQ killed processing |
Server/Construction/Construction_HQSite.sqf:89,91; Client/Init/Init_Client.sqf:500-503; Server/Functions/Server_OnHQKilled.sqf:46-81,96-114
|
Mobile-HQ killed EHs can fire from multiple owning-side clients; Server_OnHQKilled.sqf currently has no processed-once guard before score awards, messages and HQ marker/state broadcasts. Canonical finding: Deep-review findings DR-20. |
| Server FPS publishing |
Server/GUI/serverFpsGUI.sqf; Server/Module/serverFPS/monitorServerFPS.sqf; Server/Init/Init_Server.sqf:578,595
|
Current docs/source exits both publishers on !isDedicated; Arma smoke and branch-scope proof still decide release status. Canonical finding: Deep-review findings DR-19. |
| Side radio/message pipeline |
Server/Init/Init_Server.sqf:32; Server/Functions/Server_SideMessage.sqf; callers in server_town.sqf:199,230,233, Server_BuildingKilled.sqf:92 and Server_ProcessUpgrade.sqf:85
|
Server-owned HQ-radio/kbTell messages for towns, bases, strongpoints, construction, commander votes and upgrades. Keep this separate from LocalizeMessage chat/PVF effects. See SideMessage pipeline shape. |
Server init is one dense startup cluster around Server/Init/Init_Server.sqf:507-626 in this docs checkout and around the same worker band in origin/master. Runtime edits should be reviewed as a worker set rather than isolated scripts; use AI runtime/HC loop map for AI/HC loop tables, External integrations for AntiStack/DB deployment and Testing workflow for smoke scope.
SideMessage is a server-compiled radio wrapper, not the same path as client LocalizeMessage. Server init compiles it from Server/Functions/Server_SideMessage.sqf (Server/Init/Init_Server.sqf:32). The handler reads the side, message key and optional parameters (Server_SideMessage.sqf:3-5), resolves the side radio HQ speaker/receiver/topic from side logic (:7-11) and then calls kbTell through a compact switch (:13-64).
The payload shape is message-family dependent:
| Message family | Expected shape | Representative callers |
|---|---|---|
| Town object messages | [_side, "Lost" / "Captured" / "HostilesDetectedNear", _townLogic] |
town lost/captured uses server_town.sqf:230,233; town-AI activation uses server_town_ai.sqf:134. |
| Nearby strongpoint/town messages | [_side, "LostAt" / "CapturedNear", ["Strongpoint", _townLogic]] |
camp side changes use server_town_camp.sqf:127,130; handler expects select 0 as a spoken label and select 1 as the town logic (Server_SideMessage.sqf:23-30). |
| Base or town attack/construction messages |
[_side, "Constructed" / "Destroyed" / "Deployed" / "Mobilized" / "IsUnderAttack", ["Base", _structure]] or ["Town", _townLogic]
|
construction/HQ paths use Construction_SmallSite.sqf:115, Construction_MediumSite.sqf:130, Construction_HQSite.sqf:35,88; base damage/kill/HQ kill use Server_BuildingDamaged.sqf:13, Server_BuildingKilled.sqf:92, Server_OnHQKilled.sqf:53; town attack uses server_town.sqf:199. |
| No-parameter radio topics | [_side, "VotingForNewCommander" / "NewIntelAvailable" / "MMissionFailed" / "NewMissionAvailable"] |
commander vote uses RequestCommanderVote.sqf:20; upgrade completion uses Server_ProcessUpgrade.sqf:85. |
| Parameterized mission/extraction topics | [_side, "MMissionComplete" / "ExtractionTeam" / "ExtractionTeamCancel", [spokenText, dubbingClass]] |
handled by Server_SideMessage.sqf:61-62; source-check the current caller before adding one. |
Do not collapse this into LocalizeMessage. LocalizeMessage is registered as a client PVF (Common/Init/Init_PublicVariables.sqf:32) and its client handler can show chat/title text or mutate local funds for some tags, for example Teamkill, SecondaryAward and HeadHunterReceiveBounty (Client/PVFunctions/LocalizeMessage.sqf:49,53,57-68). SideMessage is the server-owned radio/dubbing path. If you add radio lines, dubbing classes or new side-message keys, smoke each payload family in Arma 2 OA and inspect both the side radio output and the adjacent LocalizeMessage path if the same gameplay event also emits chat/economy feedback.
| Risk | Status | Owner route |
|---|---|---|
| Hosted/listen FPS busy loop | Branch-sensitive; the branch-scope table above and hosted-FPS owner page own exact refs. Docs/source keeps two guarded publishers, stable/release keep one guarded publisher, and Miksuu/perf keep the old two-loop shape. Arma smoke still decides release-ready wording; DR-19. | Hosted server FPS loop sleep, Current source status snapshot and Deep-review findings DR-19 |
| Supply command-center broad scan | Docs/source propagated; stable/release branch status and Arma smoke decide shipped state | Supply mission scan narrowing |
| Supply reward/cooldown authority | Open hardening; includes DR-44 final side-supply mutation channel | Supply mission authority cleanup |
| AI supply-truck startup branch split | Branch-sensitive; the branch-scope table above and AI commander owner matrix own exact refs. Docs/Miksuu/perf retain the raw-spawn trap, stable/release log-disable the legacy path, and feat/ai-commander is only a partial branch guard. |
AI commander autonomy, Source fix propagation queue |
| Patrols v2 source/smoke split | Current stable origin/master@0139a346 has the side-upgrade patrol path in Chernarus and maintained Vanilla; docs checkout, historical release, Miksuu and perf checked roots do not. Treat Patrols v2 as source-present/smoke-pending on current master, not as the old DR-57 town-patrol bug. |
Towns/camps/capture, AI runtime/HC loop map, Testing workflow |
| Victory double-fire/winner inversion | Open correctness | Deep-review findings DR-11/DR-36 |
| HQ-killed duplicate processing / score exploit | Open correctness; DR-20 | Deep-review findings DR-20 |
| Direct PV authority | Open hardening | Public variable channel index |
| Side-message payload shape | Source-cited runtime surface | Use SideMessage pipeline shape. SideMessage takes different parameter shapes for town, strongpoint, base/construction and no-parameter radio topics; keep it separate from LocalizeMessage before adding radio/dubbing or changing message text. |
| AntiStack/database loops | High-sensitivity lifecycle surface | External integrations, AntiStack database extension audit and AI runtime/HC loop map |
| Dormant maintenance hooks | Disabled/commented server hooks are orientation signals only; branch-sensitive startup facts belong in the branch-scope table and owner pages. The SQF atlas now owns the compact disabled/deferred compile map. | SQF code atlas, Server init bind cleanup, AI commander autonomy |
- Do not remove sleeps or change scan cadence without measuring gameplay and performance effects.
- Keep Arma 2 OA hosted/dedicated/headless differences explicit; do not import Arma 3 locality/JIP examples.
- Treat publicVariable handlers as lacking a trusted sender identity unless source proves a server-owned anchor.
- When gameplay code is requested later, patch source Chernarus first and propagate generated Vanilla Takistan through LoadoutManager.
Systems: Gameplay systems atlas | Performance: Performance opportunity sweep | Current truth: Current source status snapshot | Propagation: Source fix propagation queue
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