KB: full staleness audit + sweep -- 35 verified corrections across 16 topics, 15 new glossary terms
Adversarially-verified audit (18 agents) against the task #46-#56 landings: MP/current-state understatements, superseded punch readings, retired env gates, dead paths, line-cite drift; env-gate hub table completed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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2abfd51350
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3c34ae6de6
@@ -126,6 +126,36 @@ DIV-BIZ2:
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related_terms: [BGF, BMF, PFBIZTAG]
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related_topics: [bgf-format, asset-formats]
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PMESH:
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kind: format
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definition: The BGF mesh-container chunk inside a PATCH (geogroup) — interleaved float32 vertices plus faces carried in CONN and/or PCONN lists.
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related_terms: [BGF, CONN, PCONN]
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related_topics: [bgf-format]
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CONN:
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kind: format
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definition: BGF CONNECTION_LIST (0x0047) — a FLAT TRIANGLE LIST (3 indices/face; corpus-verified n%3==0), NOT "one polygon, fan-triangulate". COEXISTS with PCONN in one pmesh (370/841 GEO models mix them — dropping the CONN triangles was a real bug).
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related_terms: [BGF, PMESH, PCONN]
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related_topics: [bgf-format]
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PCONN:
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kind: format
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definition: BGF PCONN_LIST — packed quad/hex faces of a PMESH (quads must be triangulated). Can coexist with loose CONN triangles in the same pmesh.
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related_terms: [BGF, PMESH, CONN]
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related_topics: [bgf-format]
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LOD:
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kind: concept
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definition: Level-of-detail band selection in BGF models. Each LOD chunk's 0x2046 header = a [near..far) viewing band; the board drew the LOD whose band contains the camera distance. ADDITIVE_LODS models instead draw EVERY LOD with d < OutDist (near detail adds onto coarser massing).
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related_terms: [BGF, SV_SPECIAL, DIV-BIZ2]
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related_topics: [bgf-format]
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SV_SPECIAL:
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kind: format
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definition: The BGF name-driven special-behavior token chunk (0x2037) — dz_* damage/articulation tokens, object-level ADDITIVE_LODS (draw-all-LODs arena structures), patch-level PUNCH (dpl_Punchize stencil-cut, e.g. the cockpit canopy windows).
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related_terms: [BGF, DIV-BIZ2, LOD]
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related_topics: [bgf-format]
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BMF:
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kind: format
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definition: DIV-BIZ2 (FILETYPE=1) material+texture LIBRARY (no pixels). Material -> DIFFUSE color + MATERIAL_TEXTURE -> texture -> TEXTURE_MAP image basename. Tag 0x18 BITSLICE selects a BSL sub-image; 0x28 ramp ref; 0x26 emissive.
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@@ -138,6 +168,12 @@ BSL:
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related_terms: [BMF, VTX, TGA, material-ramp]
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related_topics: [asset-formats, rendering]
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VTX:
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kind: format
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definition: DIV-VTX2 — a small texture container with trailing raw RGB pixels (e.g. VIDEO/TEX/BINTA.VTX, 64x64 RGB, pixels at offset 57 — the translocation-warp gradient). One of the three texture-pixel sources alongside .tga and .bsl.
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related_terms: [BSL, BMF]
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related_topics: [asset-formats, translocation-warp]
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SKL:
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kind: format
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definition: INI joint skeleton. [joint] parent=, Type=(hingex/y/z|ball|balltranslate), Object=part.bgf, dzone=, tranx/y/z, pitch/yaw/roll. Build a DCS tree; neutral pose ~ translations.
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@@ -186,6 +222,12 @@ VMF:
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related_terms: [BMF, BSL, beam]
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related_topics: [rendering]
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beam:
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kind: concept
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definition: The weapon discharge visual drawn from the Emitter sim state (Emitter::FireWeapon builds a muzzle->target beam). The dpl_* beam renderable was never ported — the port draws it via BTPushBeam/BTDrawBeams (L4VIDEO), the ermlaser.bgf tube with the scrolling bexp grit (.VMF SCROLL); ER lasers red, PPC blue, standard yellow.
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related_terms: [VMF, DPL, BGF]
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related_topics: [rendering, combat-damage]
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material-ramp:
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kind: concept
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definition: The IG board colours no-normal geometry (terrain/mesas/sky/buildings/mech) by a material's 2-endpoint RAMP (dpl_SetMaterialRamp) — texture luminance indexes a low->high gradient. Normal-bearing geometry (vehicles) is LIT instead. Applying the ramp to lit geometry = the "white blobs" bug.
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@@ -213,6 +255,12 @@ EntitySegment:
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related_terms: [joint, subsystem-roster, GetSegment]
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related_topics: [locomotion, combat-damage]
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siteeyepoint:
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kind: concept
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definition: The skeleton SITE segment naming the cockpit eye camera mount — a child of jointeye (WriteMechJoint drives jointeye - translation = the eye-position spring, rotation = the body-tip spring). The eye ctor caller (part_014.c:5525-66, BTL4VID.CPP) gates on this segment name and mounts the eye via the segment's GetBaseOffset() under its PARENT draw component.
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related_terms: [EntitySegment, joint, SKL]
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related_topics: [cockpit-view]
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subsystem-roster:
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kind: concept
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definition: subsystemArray @mech+0x128 (count @0x124) — the inherited Entity table of the mech's Subsystem* instances (heat/weapons/gyro/sensor/...). A +0x128-style owner offset in subsystem code is the ROSTER, NOT the segment table (a classic bug source).
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@@ -225,6 +273,12 @@ subsystem:
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related_terms: [subsystem-roster, factory, ClassID, PoweredSubsystem]
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related_topics: [subsystems, decomp-reference]
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PoweredSubsystem:
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kind: class
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definition: Subsystem base class drawing power from the generator chain (ClassID 0xBC2, ctor @004b0f74, sizeof 0x31C). The heat leaf chains PoweredSubsystem:HeatSink:HeatableSubsystem:MechSubsystem — Emitter/PPC/Sensor/Myomers/weapons descend here. Publishes InputVoltage to the gauge system.
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related_terms: [subsystem, ClassID, gauge]
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related_topics: [subsystems, decomp-reference]
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factory:
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kind: concept
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definition: The Mech-ctor per-class subsystem factory (switch on resource ClassID). The case LABELS are systematically MISLABELED — the real class is the ctor-address comment reconciled via CLASSMAP.md, not the case name. Each real class wired via a Create<Class>Subsystem bridge.
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@@ -237,6 +291,18 @@ ClassID:
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related_terms: [factory, subsystem, CLASSMAP]
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related_topics: [subsystems, decomp-reference]
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SequenceController:
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kind: class
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definition: The BT animation clip player driving a joint channel (seqctl.cpp; SelectSequence@004277a8, Advance@0042790c). Two embedded on the Mech, 0x60 bytes each — legAnimation@0x65c (the LOCAL sim - travel + the displayed pose) and bodyAnimation@0x6bc (the replication projector feeding update records).
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related_terms: [ANI, RootTranslation, joint]
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related_topics: [locomotion]
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MechControlsMapper:
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kind: class
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definition: The roster slot 0 subsystem mapping pilot controls -> demands (mechmppr.cpp @004afbe0; btl4mppr.cpp mappers) — interprets input into speedDemand/turnDemand, the LEG channel's live source and the update-record speedDemand feed. NOTE recon MISLABELS Mech[0x10d] (+0x434) as controlsMapper; that cache is the SubsystemMessageManager — the real mapper is roster slot 0.
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related_terms: [subsystem-roster, RIO, SequenceController]
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related_topics: [locomotion, pod-hardware]
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master:
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kind: concept
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definition: A locally-simulated entity (the pod's own mech + spawned dummies). Ticks its full drive/subsystems and EMITS network update records. Contrast replicant.
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@@ -249,6 +315,12 @@ replicant:
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related_terms: [master, dead-reckon, multiplayer]
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related_topics: [multiplayer]
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dead-reckon:
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kind: concept
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definition: The replicant motion model — extrapolate from the last network update record and converge toward the master's replicated origin (engine DeadReckon; velocity feed = projectedVelocity/worldLinearVelocity). Replicant TRAVEL stays DeadReckon; the leg channel animates joints only (task #50).
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related_terms: [replicant, master, SequenceController]
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related_topics: [multiplayer, locomotion]
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viewpoint-entity:
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kind: concept
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definition: application->GetViewpointEntity() — the local pod's own mech (the cockpit view + player controls). Gate player-only logic on `this == GetViewpointEntity()` (Mech::PerformAndWatch runs for EVERY mech).
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@@ -312,6 +384,12 @@ methodDescription:
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related_terms: [gauge, attribute-pointer, GaugeRenderer]
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related_topics: [gauges-hud]
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gauge:
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kind: concept
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definition: A cockpit instrument (widget) rendered by the GaugeRenderer onto the pod's MFD surfaces. Built from gauge\l4gauge.cfg keywords (each resolving to a methodDescription) and bound to game state by NAME via the attribute-pointer system.
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related_terms: [GaugeRenderer, methodDescription, attribute-pointer, MFD]
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related_topics: [gauges-hud]
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GaugeRenderer:
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kind: class
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definition: The engine gauge system. BuildConfigurationFile parses gauge\l4gauge.cfg via GaugeInterpreter (Initialize->GetProcedureBody->ParsePrimitive). Builds LAZILY -> a too-early process kill shows a false "not built". Composites onto the pod's SVGA16 bit-plane surfaces.
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@@ -324,12 +402,24 @@ MFD:
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related_terms: [gauge, GaugeRenderer, SVGA16, pod]
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related_topics: [gauges-hud, pod-hardware]
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SVGA16:
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kind: class
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definition: The pod's 16-color SVGA gauge surface — ONE shared pixelBuffer the MFD bit-plane masks overlay. SVGA16::BuildWindows makes a fullscreen device + window per gauge/MFD surface on the pod's multi-adapter hardware; SVGA16::DrawDevSurface renders the off-pod dev composite (BT_DEV_GAUGES).
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related_terms: [MFD, gauge, GaugeRenderer, pod]
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related_topics: [pod-hardware, gauges-hud]
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damage-zone:
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kind: class
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definition: Mech__DamageZone (engine DamageZone base). Armor model: damageLevel += damageAmount*damageScale[type], accumulates to 1.0 (destroyed). Built by the Mech ctor from the DamageZoneStreamResourceType (0x14) resource. Aimed hits route via Entity::TakeDamageMessage.
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related_terms: [DZM, TakeDamage, DZ]
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related_topics: [combat-damage]
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TakeDamage:
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kind: concept
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definition: The Entity damage message — Entity::TakeDamageMessageID = 18 (NOT 21; runtime-confirmed). Entity::TakeDamageMessage(id, size, inflictingEntityID, zone, Damage&) -> target->Dispatch; the base handler IGNORES zone==-1, the Mech override (@0x4a037a) cylinder-maps unaimed hits and routes damageZones[zone]->TakeDamage.
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related_terms: [damage-zone, replicant, master]
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related_topics: [combat-damage, multiplayer]
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ground-model:
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kind: concept
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definition: The authentic 1995 vertical-position model (FUN_004a9b5c). NO GRAVITY — an ABSOLUTE per-frame ground SNAP via the zone BoundingBoxTree (FindBoundingBoxUnder), lift = 5% of volume X-width. Walls block by FULL FRAME REJECTION; crushable props pass with a crunch.
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