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Upstream Mining Ledger
Claude-owned ledger (source-cited). Records the 2026-06-23 upstream-mining loop: a self-paced pass that mined the upstream parent
Miksuu/a2waspwarfarefor features genuinely missing fromrayswaynl/a2waspwarfareand delivered the worth-doing slice as draft, human-merge-gated code PRs. It complements Upstream Miksuu commit intel (which catalogs upstream commit lineage) by recording the triage verdicts and PR outcomes of one bounded mining batch. All source claims here were verified againstorigin/masterand the named upstream branch tips.
rayswaynl/a2waspwarfare is a heavily-diverged fork — roughly 557 commits ahead of its upstream parent Miksuu/a2waspwarfare. The goal of this loop was to find any upstream feature that is still absent from our master and is worth porting, then deliver each worth-doing candidate as a draft PR for human review (never an auto-merge).
Method (funnel):
-
Fetch all 490 branches from the upstream
Miksuuremote. -
Diff each against our
master→ 93 branches carry at least one unique commit not already absorbed into our fork. -
Workflow triage of the 93 (type, value, risk, effort, present-on-master guess, OA-safety) → see
triage_table.tsv. -
Adversarial source verification of the promising rows — confirm each feature is actually missing on
origin/master(not just renamed/absorbed), check OA 1.64 command safety, MP/JIP/locality/server-authority hazards, and whether the upstream diff even applies against our diverged tree → seeverified_table.tsvandactionable_detail.txt. - Rank into a PR shortlist; open drafts for the genuinely-missing, portable, OA-safe candidates; flag the rest with owner/security notes.
Our fork has already absorbed nearly all high-value upstream work; the remaining surface is thin. The funnel collapsed hard:
| Stage | Count |
|---|---|
| Upstream branches fetched | 490 |
Branches with unique commits vs our master
|
93 |
| Deep-verified — pass 1 | 18 |
| Re-verified — pass 2 | 30 |
| Net draft PRs opened | 6 |
| Flagged findings (no PR) | 3 |
Most of the 93 unique-commit branches turned out to be debug/test scratch branches, stale merge tombstones (empty diff vs merge-base), version-snapshot bundles whose payloads are already on master, reverts, or A3-port experiments. Of the small set that were genuinely missing and worth shipping, several upstream implementations were broken as written and had to be reimplemented cleanly rather than cherry-picked.
All six are DRAFT and human-merge-gated. None has had in-engine smoke yet — engine validation (OA 1.64 hosted/dedicated) is pending and is a merge precondition. Where the upstream diff did not apply against our diverged tree (the common case), the change was hand-reapplied / cleanly reimplemented rather than cherry-picked.
| PR | Branch | Summary | Notes |
|---|---|---|---|
| #54 | claude/upstream-at-naming-order |
AT-soldier buy-menu display names + NLAW barracks tier | RU/TK AT → Rifleman (RPG-7 VL); BAF AT → AT Specialist (NLAW); NLAW gated to barracks L2 (Dragon parity, verified); NLAW reordered below SMAW. Pure data-array literals, OA-safe, lowest-risk. Source: UnitNamingAndOrderChanges (only ready row in pass 1). |
| #55 | claude/upstream-blinking-mapicons |
Blink the mounted player's own soldier marker | When player is gunner/commander of a vehicle whose LFTB flag is active, also push the player's soldier unit into BLINKING_UNITS_*. Client-local, OA-safe. Hand-ported into our diverged Client_BookkeepBlinkingIcons.sqf. Source: BlinkingMapIconsV2. |
| #56 | claude/upstream-an2-climb-boost |
AN-2 high-climb boost, capped below cruise | Adds the Valhalla climbing-assist low-gear action to An2_TK_EP1, with a deliberately chosen boost target so it doesn't become a velocity exploit. Rewritten against our assist-only LowGear model (upstream's _min=90/_max=250 was meaningless against our rewrite). Source: An-2FastLiftVehicleWithHalo (HALO half already shipped on master; only climb-boost was missing). |
| #57 | claude/upstream-hq-repair-price |
Show the next MHQ repair price in the action menu |
Clean reimplementation of upstream's broken version. Upstream's localize calls referenced strings/keys with no %1 placeholders, so the price never rendered, and it dropped the cap-reached guard. This PR adds proper %1 placeholders to both stringtables, fixes the format calls, keeps the Repairs_Used exit guard, and applies to both Chernarus + Takistan. Source: HQRepairPriceVisibileOnTheActionMenu. |
| #58 | claude/upstream-town-defense-diag-sync |
Town-defense group-count diagnostics + RptTownDefenseAnalyzer tool |
Group-saturation diagnostics for town-defense HC groups plus a PowerShell RPT analyzer, syncing a 3-behind diagnostics line. Tooling/observability, not gameplay logic. Source: Marty_stress_test_town_defenses. |
| #59 | claude/upstream-barracks-4th-level |
4th Barracks level + sweeping infantry tier rebalance | Adds a 4th barracks level and increments many infantry units' required level by +1 (raises the bar for HAT/AAR/Spotter etc.), plus MAAWS HEDP→HEAT and the AT renames. Needs balance sign-off. The two upstream [REVERT LATER] test hacks (research TIMES=1s, supply default 76800) were stripped; the new CZ_Soldier_AT_Wdl_ACR classname must be confirmed in-engine before merge. Source: BarracksInfantryRework. |
These three are genuinely missing from master but are not safe to port as-is. Each needs an owner/design decision; one is a security regression.
Porting this would worsen an already-flagged HIGH-severity client-authority hole, not just add a feature.
- It removes the only duplicate-rebuy guard (
cashrepaired) on the WASP depot RECOVER-HQ action and adds no server-side gate. - The price escalation is a client-local
missionNamespace setVariablewith nopublicVariable/broadcast — so the "+50k each rebuy" never escalates globally and is trivially reset by reconnect (the feature's core promise is broken in MP). - The existing depot rebuy is already client-authoritative: the client unilaterally debits funds, sends
RequestMHQRepair(server spawns a fresh MHQ with zero validation), and broadcasts a town-supply reset that zeroes all own-side town supply. Removing the one-time lock turns a one-time client-side exploit into a repeatable own-side town-supply drain — a griefing/desync exploit.
Cross-reference the existing entries that already call this out: Deep-Review Findings (DR-55 / :1145), Server Authority Migration Map (:110), WASP Overlay (:69). Recommendation: server-side redesign only — move price escalation + rebuy-count + funds debit + town-supply reset into Server_MHQRepair.sqf / RequestMHQRepair.sqf with publicVariable broadcast and server-validated debit. Do not ship the raw branch.
- The per-plane
HandleDamagescaling uses_p=99, which yields_dam*0.01— planes take only 1% of cannon damage (near gun-immune), the opposite of the stated "more lethal dogfights" intent. Owner must confirm the actual balance direction. -
4 of 6 ammo classnames per plane (
B_30mmA10_AP,B_20mm_AP,B_23mm_APHE,B_77x56_Ball) match zero real OA rounds — most case arms never fire. Real rounds areB_30mm_AA/B_23mm_AA/B_20mm_AA/B_25mm_HEI. - Only the Chernarus diff is portable (the branch also patches
tasmania2010and a takistan folder that don't exist on our master). Mechanically trivial to port one file, but it is effectively a no-op until the design defects are fixed. Recommendation: template only — keep as a starting point, drop the dead folders, then have the owner set the intended_pdirection and rewrite ammo cases to real OA classnames.
(c) Tournament_SideSpeakerWIP / TournamentFeaturesImplementation — caster/spectator system, needs-design
- A tournament caster/spectator system (civilian "side speaker" broadcast, full spectator/spectating module, custom chat-color mod, authorized spectator-slot IDs) that is genuinely absent from master.
- But it is unfinished WIP (134 / 132 commits) and, by design, the side-speaker broadcast leaks both-team intel to all clients (the tip commit itself admits the channel scope is unresolved).
- Recommendation: needs-design, not a port. If wanted, it requires a server-side audience-gating design so spectator/caster intel does not leak to active players — not a raw branch import.
The full scan/triage/verify tables live under the mining lane at C:/Users/Chill/a2ww-upstream-mining/_mining/:
-
triage_table.tsv— the 93 unique-commit branches with type/value/risk/effort/present/oa columns + one-line descriptions. -
verified_table.tsv— the deep-verified rows withreadyverdicts (ready/needs-design/skip). -
actionable_detail.txt— per-candidate verdicts: FEATURE / MISSING? / SELF-CONTAINED / PORTABILITY / OA-SAFE+HAZARDS / TEST PLAN / RECOMMENDATION, withpath:linesource citations.
These are the audit trail for why each branch did or did not become a PR, and are the starting point if the loop is rerun against a fresh upstream fetch.
A second, independent mining pass that does not look at upstream branches at all — it mines the Miksuu's Warfare Trello board (the community's feature/bug backlog) for forward work worth doing in
rayswaynl/a2waspwarfare, and delivers the worth-doing slice as grouped draft, human-merge-gated PRs. Passes 1–2 (above) mined the upstream parent's git branches; this pass mines the idea backlog.
-
Board: Miksuu's Warfare — https://trello.com/b/Si4okJLd/miksuus-warfare. Exported via
curl -L https://trello.com/b/Si4okJLd.json(public board JSON). -
Raw size: 104 lists / 712 open cards. Most lists are version changelogs (work already shipped in past releases) or the
Low Priority (Won't)bucket — neither is forward work. -
Tier-1 forward cards (118): the cards in the actionable lists —
Must,Should,Next,Needs-triage,Suggested,Draft, plus theperfandcleaninglists.
| Stage | Count |
|---|---|
| Open cards on the board | 712 |
| Tier-1 forward cards (Must/Should/Next/Needs-triage/Suggested/Draft/perf/cleaning) | 118 |
Deep-verified against origin/master source |
22 |
| Ready → grouped draft PRs | 8 cards / 6 PRs |
| Needs-design (owner/vote/art decision, no PR) | 8 |
| Skip (false premise / not worth it) | 6 |
The same discipline as passes 1–2 applies: each "ready" card was verified against origin/master source (feature actually missing, OA 1.64-safe, no MP/JIP/locality/server-authority regression) before a PR was opened. All PRs are DRAFT and human-merge-gated; in-engine smoke is pending and is a merge precondition.
Cards are grouped where they share a file/subsystem so review stays single-purpose.
| PR | Summary | Trello card(s) |
|---|---|---|
| #60 | Show vehicle ammo % in the service menu | #99 |
| #61 | Action to toggle automatic IR smoke off/on | #38 |
| #62 | Flashing warning when FAB-250 / Mk82 is selected above the bomb altitude limit (a "Must") | #106 |
| #63 | Anti-spam guards for building (#71) and vehicle (#74) repair — two exploit-fixes | #71, #74 |
| #64 | Block engineer salvage when a friendly salvage truck is in range | #15 |
| #65 | AAR upgrade enhancements — tiered detection height (#65) + new-contact warning (#66) | #65, #66 |
Each is a real card but blocked on a decision that is not a coding call:
- #105 paratroop kill reward — root cause was never pinned upstream; needs source-level diagnosis before a fix can be trusted.
- #26 first-blood bonus — the reward numbers are a vote decision and the SFX is an art decision.
- #27 OPFOR Hind re-tier — balance/owner call on which tier the Hind belongs in.
- #29 town-depot supply trucks @10x — economy-tuning owner decision.
- #41 radiation damages factories — scope/design owner decision.
- #111 free supply truck at spawn — economy/owner decision.
- #113 all-arty-to-gunner key — control-scheme owner decision.
- #91 IR-smoke "cooldown ready" cue — false premise: there is no player-facing IR-smoke cooldown in current source for a cue to track, so the card as written has nothing to bind to.
Genuine, small, codeable wins held for a later batch to keep this pass focused — examples: #87 airlift teleporting onto HQ, #96 rearm-all-AI-at-cannon, #85 max-cities visual bug, #84 arty reload-ready sound, #76 dead WF-menu HUD button, an audio-cue cluster, #98 Linebacker/Tunguska markers.
The large lower-priority lists are untouched this pass: the Could list (149), the Backlog list (71), and the voting list. They are the starting point if the Trello pass is rerun.
Across all three passes this loop has opened 12 draft PRs — #54–#65 — all DRAFT and human-merge-gated, all awaiting OA 1.64 in-engine smoke before any merge.
The follow-through batch that drained the backlog Passes 1–3 had parked. It completed Ray's a/b/c asks: deep-verified the ~34 deferred small codeable wins held back in Pass 3, re-examined the needs-design cards (the Warfare a + c items), and triaged the ~220-card Tier-2 long tail (the
Could(149) +Backlog(71) lists). The verified, genuinely-ready wins were built into 10 more grouped draft PRs. As with every prior pass, all PRs are DRAFT and human-merge-gated; OA 1.64 in-engine smoke is pending and is a merge precondition.
Each is grouped so review stays single-purpose; the source card(s) are listed for traceability.
| PR | What | Source card(s) |
|---|---|---|
| #66 | Bypass the anti-TK satchel & building scripts while in debug mode | #2, #3 |
| #67 | Audio cues: paradrop-drop sound + IR-smoke-ready sound | #90, #91 |
| #68 | Base-integrity bugfixes: airlift drop-on-HQ + nuke vs in-progress construction | #87, #97 |
| #69 | Fix gear/ammo display for special AT soldier units in the buy menu | — |
| #70 | EASA aircraft loadout role categories (AA / AG / multirole) — completed half-wired code | #59 |
| #71 | Higher bounty for killing players on a killstreak (server-authoritative, tunable coefs) | — |
| #72 | Restrict building static defenses near base when enemies are near (anti tank-trap, tunable consts) | #104 |
| #73 | One-click crew-all-artillery button | #113 |
| #74 | Show the player's artillery cooldown on the RHUD | #219 |
| #75 | Clearer info text: upgrade result value + new-HQ cost in the transfer menu | #107, #204 |
PR #68 surfaced a pre-existing Takistan bug: Zeta_Hook.sqf calls Zeta_Unhook without the [_vehicle] args array that the Chernarus B66 fix added. The airlift drop-on-HQ fix depends on that arg being passed, so on Takistan the fix needs the args folding-in (or a separate Takistan fix). Flagged in the PR; not silently shipped.
These are real items but blocked on a decision that is not a coding call (a balance/economy owner decision, a community vote, or an art/SFX asset). They are catalogued in the mining artifacts; the notable ones:
- #105 — paratroop kill reward fix
- #26 — first-blood bonus
- #27 — OPFOR Hind re-tier
- #29 — town-depot supply trucks @10×
- #41 — radiation damages factories
- #63 — captured-town vehicle reward
- #64 — redeployment "barracks-on-wheels" truck
- #215 — sell-vehicles feature
- #120 — anti-illegal-loadout sanitiser
- #35 — static-count-by-barracks-level
The remaining lower-value Tier-2 cards plus the big Could / Backlog long tail are recorded but not actioned — they fell below the worth-doing bar for this loop and are the starting point if the backlog is re-mined. One small flagged bug noted along the way: Core_MVD.sqf's [Done] log line mislabels itself "Core_RU".
Across all four passes this loop has opened 22 draft PRs — #54–#75 — all DRAFT and human-merge-gated, all awaiting OA 1.64 in-engine smoke before any merge. The initial three-source sweep (upstream branches + Trello Tier-1 + Tier-2 long tail) is now complete; the loop from here is delta-only (new upstream commits / new board cards as they appear).
The closeout batch. Pass 4 deep-verified the Tier-2 long tail but capped out before finishing every codeable+missing candidate; 42 were triaged worth-a-deep-look but deferred. This pass deep-verified all 42 of that deferred tail, shipped the genuinely-ready slice as grouped draft PRs, and confirmed there is no remaining un-swept mineable surface. As with every prior pass, all PRs are DRAFT and human-merge-gated; OA 1.64 in-engine smoke is pending and is a merge precondition.
| Stage | Count |
|---|---|
| Deferred Tier-2 candidates (codeable+missing, capped out of Pass 4) | 42 |
Deep-verified against origin/master source |
42 |
| Ready → grouped draft PRs | 7 cards / 4 PRs |
| Needs-design (owner/vote/art decision, no PR) | 22 |
Cards are grouped where they share a file/subsystem so review stays single-purpose; the source card(s) are listed for traceability.
| PR | What | Source card(s) |
|---|---|---|
| #76 | Auto-deploy bipod when going prone with a bipod MG | #210 |
| #77 | Show upgrade icons in the upgrade menu | #164 |
| #78 | Map radius circles: HQ build area + ambulance redeploy range | #80, #76 |
| #79 | Artillery UX: per-type range in menu, gun count in the "artillery called" message, and fix arty marker leaking when the caller disconnects mid-barrage | #115, #116, #171 |
These are real items but blocked on a decision that is not a coding call (a balance/economy owner decision, a community vote, or an art/SFX asset). They are catalogued in the mining artifacts; the notable ones:
- #216 — Federal Reserve passive-income endgame building
- #143 — ICBM impact countdown shown to both teams
- #178 — automatic minefield markers
- #174 — more-frequent house-wreck cleanup (perf)
- #165 — LoadoutManager data-driven missile-list refactor
- Miksuu GitHub Issues = 0 — the community runs its backlog on Trello, not Issues, so there is no second issue tracker to mine.
- Forks = 1 (ours) — there are no hidden contributor forks carrying un-mined work.
- The only remaining un-swept Trello surface is low-yield: the
Low Priority (Won't)list (53 cards) plus 202 archived cards — both explicitly out of the worth-doing bar.
Across all five passes this loop has opened 26 draft PRs — #54–#79 — all DRAFT and human-merge-gated, all awaiting OA 1.64 in-engine smoke before any merge. The full mineable surface — 490 upstream branches + Trello Tier-1 + Tier-2 (including the deferred tail) — is now EXHAUSTED; the loop from here is delta-only (new upstream commits / new board cards as they appear).
The final sweep. Pass 5 confirmed every high-value surface was covered but left two explicitly-low-yield Trello buckets un-mined: the
Low Priority (Won't)list (53 cards) and the archived-from-planning cards (110). This round swept that last surface — 163 cards — to formally close the mining loop. (The first run was rate-limited on 13/15 chunks — server throttle from too many back-to-back workflows — then resumed to completion.)
- The archived-from-planning cards were all already-shipped (archived = done), as expected; they yielded no new work.
- Only the
Low Priority (Won't)list produced genuine wins — 2, both landed in one PR:
| PR | What | Source card(s) |
|---|---|---|
| #80 | Commander tie-vote now picks a random tied player instead of silently falling to the AI commander (card "Tie vote → random commander"); and block calling paratroopers when already over the player AI unit cap (reuses the BuyUnits _realSize formula; server backstop; tunable WFBE_C_PARA_RESPECT_CAP) |
"Tie vote → random commander" |
Every mineable surface is now covered — all 490 upstream branches, all Trello cards (Tier-1 + Tier-2 + deferred + Won't + archived), GitHub Issues (0), and forks (only ours). There is no further surface to mine; the loop is delta-only (new upstream commits / new Trello cards) from here.
27 draft PRs open — #54–#80 — all DRAFT / human-merge-gated. Remaining work is human: review/merge the PRs and decide the ~61 needs-design items catalogued across the passes above.
-
Upstream BE 2073 AICOM fork-delta classification records the strict-path comparison between
refs/remotes/upstream/v24042025and Build84/cmdcon36 forServer/AI/Commander. - The strict path has no upstream files and 18 WASP-added Build84 files (
8157 insertions(+)), so future AICOM mining should port upstream concepts into WASP modules instead of looking for direct file cherry-picks.
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