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Prepare v0.7.1: MechWarrior 3 support and authored AI valves - #14

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Vorta merged 26 commits into
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feat/mechwarrior3-base
Sep 30, 2026
Merged

Vorta merged 26 commits into
mainfrom
feat/mechwarrior3-base

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@Vorta

@Vorta Vorta commented Sep 28, 2026 •

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Problem and resulting behavior

zStudio v0.7.1 adds MechWarrior 3 base-game editing through the existing format library, visible workspace, history and verified-save services: version-27 worlds, mech assemblies and member-local mesh replacement, version-4 motion playback/frame editing, version-39 compiled animations, and authored mission selection with mission-scoped actors and AI networks.

MW3 AI valves are integrated as authored data. Whole world opens valve Properties without replacing the map and shows node outlines and dashed assignments while preserving attack-strategy colors. Properties supports repeated action blocks, compounds, node tuples/unions, edge assignments and objective uses, typed operands, add/duplicate/delete/reorder, exact-name reference navigation and shared undo/redo/save. Occurrence identities and unknown bytes remain intact; renames/deletions do not cascade implicitly. Three new semantic commands bring MCP to 82 tools with the same workspace, revision and draft guards.

AI networks use the authored attack-strategy palette. An absent strategy is red; empty, unrecognized and invalid values stay grey. The strategy appears among the scrolling node details above Status.

Optional local PR-watch tooling queues one follow-up into the owning Codex conversation for a new batch of conversation comments, published review summaries or inline comments. Durable disarming, immutable read snapshots and exact acknowledgment prevent duplicate submissions and preserve later arrivals. Validated fix pushes re-arm against the remote SHA; approval monitoring remains separate. A fresh bot reaction and current-head summary only notify the agent, which must still check user authorization, all feedback, CI and repository protections before any merge/release. No hosted workflow or helper automatically changes the repository.

Review fixes

Review findings are fixed with regression coverage:

  • Reuse typed coordinate resources, cap edit diagnostics before GUI publication, share one archive baseline and index overlap checks.

  • Compare complete valve names without combined search-string allocation and index valve sources by archive/member identity.

  • Reject extreme MW3 actor transform edits before preview/history/save, matching scene loading limits.

  • Avoid expanding unused MW3 effects and read sound aliases from existing typed records.

  • Validate watcher state before atomic replacement; preserve prior readable claims when a limit rejects publication.

  • Honor optional polygon RGB presence in shared world/mech decoding, preserving subsequent records.

  • Validate sparse keyframe contents as well as their count/length, retaining opaque padding and source bytes on diagnostic failure.

  • Search complete valve node/union/edge sources for exact highlighting/framing before display limits.

  • Scope motion scene enumeration, tree, selection, Properties and node framing to the selected assembly without renumbering source indices.

  • Reject binding-only kinds when creating valve definitions, preserving revision/history on failure.

  • Bound constraint summaries before parameter JSON expansion; retain full editable source and counts.

  • Reuse prepared motion hierarchies and sample off the UI thread, rejecting superseded results.

  • Validate/index large v28/v39 keyframe streams sparsely; page inspection and bound cached playback.

  • Bound rejected-placement diagnostics and preserve the total diagnostic count.

  • Reject extreme finite positions before cloning so later placements and framing remain valid.

  • Prevent cleanup duplication from retargeting unrelated unresolved sequence caches.

The full-PR adversarial cycle also checked format/version layouts, large and nested responses, malformed/duplicate identities, source provenance, failure atomicity, cancellation/publication, pinned Properties, edit/history/save, renderer behavior and GUI/MCP parity. It fixed objective text being misclassified as operations, binding-keyword definition names, repopulation of empty action blocks, and remaining paging/scope/overlay-refresh issues and removed repeated motion/mesh allocations. The final challenge after the last production fix found no further actionable P1/P2 in the recorded scope.

Verification

  • Release build: zero warnings/errors. Full local suite: 572 passed, zero failed/skipped, with MW3 and RECOIL1999 corpora enabled.
  • Watcher tests cover burst coalescing, pagination/drafts, late feedback, ownership, crash/uncertain delivery, stop/fetch races, retry failure and stale/current-head approval. Live queue add/read/remove and repeated detached polling pass; automatic host turn consumption remains unverified.
  • Corpus valve checks: 1,510 definitions, all supported binding families, complete no-op byte preservation, reversible structural edits and unknown-data retention.
  • Synthetic growth/allocation, mixed-record/duplicate, extreme-value, stale-revision, controlled-interleaving, undo and unrelated/source-byte regressions pass.
  • Real WPF/named-pipe checks cover assembly switching/out-of-scope rejection, invalid definition creation and typed valve edits, reference navigation, later binding-target pages, pinned Properties, undo/redo and verified Save As/readback. Full schema/catalog/capability parity passes.
  • GPU presented-buffer checks pass late node/union/edge associations beyond summary limits, valve cages/assignment/highlight colors, base strategy retention, filters, framing, idle stability and unchanged clipping/camera; RECOIL strategy/depth/picking/overflow checks pass. Existing WARP shader regression cases are in the full suite.
  • Packaged GUI/MCP checks pass all six MW3 worlds, mission selection, valve Properties with the world retained, overlays across refresh, mech export/replacement/undo/verified Save As, motion playback/seek/edit/undo/Properties and version-39 animation/mission refresh. All 84 source hashes remain unchanged.
  • Portable v0.7.1 packaging verifies 587 files, the relative apphost binding and ZIP hash parity. MCP discovery stays windowless; concurrent clients launch one shared workspace, reconnect and close cleanly. Existing MCP opt-in and user settings are preserved.
  • Documentation, changelog, typed schemas, mappings and embedded discovery are updated. No game assets, extracted content, build output or private research references are included.

Limits

Support targets the MW3 base game. Valves expose authored definitions and associations; runtime activation, mission-script execution and combat are not simulated. The corpus contains 456 transform streams with reversed time spans: these preserve their bytes and expose an unsupported keyframe diagnostic; their engine runtime meaning is not inferred. Preview budgets and approximations are documented; full source inspection/editing/export remains available. Parsing, preview and verified readback do not establish acceptance by the original game. No physical mouse capture or original-game execution was used for validation.

The Codex queue API is experimental. Notification receipts do not guarantee a future turn; saved status and recovery commands disclose failures, and reboot requires explicit resume. See docs/pr-watch.md.

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Review Status Commit Review trigger
📝 Code Review ✅ Completed 2026-09-30T09:57:32.493643Z a816e84 Manual request
🔒 Security Review ✅ Completed 2026-09-29T16:42:02.223573Z 3e45fa4 New commits
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Comment thread src/zStudio.Core/Animation/AnimationPreviewContext.cs Outdated
Comment thread src/zStudio.Desktop/MainWindow.Commands.Ai.cs Outdated
Address PR #14 review comments with version-aware world selection and shared constraint query pagination. Add regression coverage and update MCP discovery documentation.

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Comment thread src/zStudio.Desktop/MainWindow.Resources.cs Outdated
Comment thread src/zStudio.Desktop/MotionEditor.cs Outdated
Comment thread src/zStudio.Desktop/MainWindow.Commands.Ai.cs Outdated
Address PR #14 active resource preview, superseded assembly playback, and bounded constraint-output review comments. Add presented-frame and named-pipe regressions plus bounded discovery documentation.

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Comment thread src/zStudio.Rendering/SceneViewport.Animation.cs Outdated
Comment thread src/zStudio.Core/MotionClip.cs Outdated
Comment thread src/zStudio.Desktop/MainWindow.MechModels.cs Outdated
Comment thread src/zStudio.Core/Animation/AnimationCatalog.Mw3.cs

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Comment thread src/zStudio.Core/MotionClip.cs Outdated
Comment thread src/zStudio.Desktop/MainWindow.Commands.Ai.cs Outdated
Comment thread src/zStudio.Desktop/MotionEditor.cs Outdated
Comment thread src/zStudio.Core/MissionAiNetworks.cs

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Comment thread src/zStudio.Core/MotionPreview.cs Outdated
Comment thread src/zStudio.Core/Animation/AnimationData.cs Outdated

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Comment thread src/zStudio.Core/MissionSceneLoader.Mw3.cs Outdated

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Comment thread src/zStudio.Core/Formats/AnimationReader.cs Outdated
Comment thread src/zStudio.Core/MissionAiNetworks.cs Outdated

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Comment thread src/zStudio.Core/MissionAiNetworks.cs Outdated
Comment thread src/zStudio.Core/MotionPreview.cs Outdated
Comment thread src/zStudio.Core/Animation/AnimationData.cs Outdated
Comment thread src/zStudio.Core/MissionSceneLoader.Mw3.cs
Comment thread src/zStudio.Core/MissionSceneLoader.Mw3.cs
Comment thread src/zStudio.Core/Animation/AnimationWriter.cs Outdated
@Vorta Vorta changed the title Prepare v0.7.0: MechWarrior 3 support and AI strategy visualization Prepare v0.7.1: MechWarrior 3 support and authored AI valves Sep 29, 2026

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Comment thread src/zStudio.Core/Formats/GameZReader.cs Outdated
Comment thread src/zStudio.Core/Animation/KeyframeStream.cs
Comment thread src/zStudio.Core/MissionAiNetworks.cs
Comment thread src/zStudio.Desktop/MotionEditor.cs Outdated

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Comment thread src/zStudio.Core/PickupPlacementEditSession.cs
Comment thread src/zStudio.Core/PickupPlacementEditSession.cs
Comment thread src/zStudio.Desktop/MainWindow.Valves.cs Outdated
Comment thread src/zStudio.Core/MissionAiValves.cs Outdated
Comment thread src/zStudio.Core/PickupPlacementEditSession.cs
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Vorta force-pushed the feat/mechwarrior3-base branch from 1b54994 to 69c9d7e Compare September 29, 2026 19:56
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Comment thread src/zStudio.Core/Formats/GameZReader.cs Outdated
Comment thread src/zStudio.Core/MissionSceneLoader.Mw3.cs
Comment thread src/zStudio.Desktop/MainWindow.Missions.cs
Comment thread tools/zStudio.PrWatch/GitHub.cs
Address the Codex review of 69c9d7e:

- Check GameZ texture/material/model/node tables, mech-library tables and
  GameZ polygon/light totals against supported limits before any record is
  materialized, and observe cancellation while reading table headers. Apply
  the shared 65,536-entry directory limit to archive members and texture
  and script records as well.
- Report partially parsed mission readers and never offer them as missions;
  note damaged shared mission resources in both mission loaders.
- Pass explicit MW3 mission requests into animation context loads so a
  reader that disappears mid-switch fails instead of loading another one.
- Accept a PR-watch approval only for the newest review summary of the
  current head.

Validation: 624 Release tests pass with RECOIL1999 and MW3 corpora; Core
also passes with RECOIL1998; portable 0.7.1 package verified (587 files).
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try { networks.Add(Decode(id, archive.Path, asset.Index, asset.Name, asset.Content as ZrdNode ?? ZrdDecoder.Read(bytes, token), token)); }
catch (InvalidDataException ex) { networks.Add(new(id, archive.Path, asset.Index, asset.Name, asset.Name, "", 10, [],
[new("Warning", $"AI network {archive.Path} / {asset.Name} #{asset.Index}: {ex.Message}", asset.Index, asset.Offset)])); }

P2 Badge Bound diagnostics across the complete AI snapshot

When a valid archive contains many version-106 net_NN.zrd members, each member can retain up to 256 diagnostics here, but the snapshot has no aggregate budget. Duplicate archive member names are allowed and the 65,536-member/512 MiB limits permit millions of retained diagnostic objects; ordinary Whole world opening later flattens and copies all of them into the renderer's notes before any MCP paging or GUI display cap applies, potentially exhausting memory. Keep a snapshot-wide diagnostic preview plus an omitted count rather than composing every per-network cap.

AGENTS.md reference: AGENTS.md:L13-L13

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Comment thread src/zStudio.Desktop/MainWindow.Missions.cs Outdated
Comment thread src/zStudio.Desktop/MotionEditor.cs Outdated
Comment thread src/zStudio.Desktop/MainWindow.MechModels.cs Outdated
Comment thread src/zStudio.Core/Formats/GameZReader.cs Outdated
Comment thread src/zStudio.Desktop/MainWindow.Valves.cs Outdated
Address the Codex review of 13f99bc:

- Keep one diagnostic budget across every AI network member of a snapshot.
- Bound GameZ world partition cells and all node index references
  (relations, light/sound lists, light attachments, partition nodes) per
  file before building metadata.
- Rebuild a Whole world whose remembered mission never published when that
  mission is selected again.
- Keep a newer mech assembly choice when a delayed library refresh finishes.
- Search mech models by referenced node names and materials by texture
  names before pagination.
- Classify valve Properties in cancellable background work.

Add a Claude Code channel to the PR watcher: a foreground listen command,
run through Claude Code's Monitor, reuses the durable one-shot claim,
waits until a comment burst settles, prints exactly one notification line
and runs from a private runtime copy so builds remain possible.

Validation: 631 Release tests pass with RECOIL1999 and MW3 corpora; Core
also passes with RECOIL1998; portable 0.7.1 package verified (587 files).
Arming verifies the remote head, so status no longer reports a stale head
change until the next poll.
The review bot links its usage-limit notices to different Codex settings
pages; classify them by their text and settings origin so they never
consume the feedback notification.

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Comment thread src/zStudio.Core/Formats/GameZReader.cs Outdated
Comment thread src/zStudio.Core/MotionClip.cs
Comment thread src/zStudio.Rendering/SceneViewport.Valves.cs Outdated
Comment thread src/zStudio.Core/MissionSceneLoader.Mw3.cs Outdated
Comment thread src/zStudio.Core/Animation/AnimationPreviewContext.cs
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…x MW3 layout labels

- Point-light vertices join the per-file polygon/light budget before JSON expansion; material-cycle texture indices get their own budget.
- Each archive decodes at most 2,097,152 motion samples. A member beyond that stays raw with a warning, and edits that would exceed it are rejected.
- The valve overlay resolves only the capped edges' endpoints instead of indexing every AI node.
- Animation node references are cached per entry object and bound root, and cleared when the mission scene changes.
- An MW3 map without a mission reader no longer reports a Medium layout. That report caused an extra reload and could reset the shared difficulty on a failed refresh.
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Comment thread src/zStudio.Core/Formats/GameZReader.cs
Comment thread src/zStudio.Desktop/MainViewModel.cs Outdated
Comment thread src/zStudio.Core/MissionAiNetworks.cs Outdated
…pe the AI cache

- Model vertices/normals/morphs and polygon corner arrays are bounded per file before allocation (retail maxima 77,559 and 455,526).
- Opening a root seeds a remembered in-directory mission reader even if it was deleted, so loading reports the fallback and replaces the setting.
- Decoded AI snapshots and their source trees live only as long as their first source archive.
- The PR watcher's Claude channel wakes only for code review feedback. The PR author's marked agent replies are informational.
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Comment thread src/zStudio.Core/MissionAiNetworks.cs
A version-106 node row whose attributes are not complete name/array pairs is no longer an AI node, valve record or binding target. It reports a diagnostic and remains inspectable in the ZRD resource. Retail MW3 networks contain 3,741 attributed node rows and none are malformed.
The listen tests scaled real elapsed time by 1000, so slow runner I/O could use up a settle window after two polls. A stepped clock now advances only by each delay, and the continuous-stream test asserts its exact nine reads.
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Reviewed commit: 2e5868a2b7

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Your team has set up Codex to review pull requests in this repo. Reviews are triggered when you

  • Open a pull request for review
  • Mark a draft as ready
  • Comment "@codex review".

If Codex has suggestions, it will comment; otherwise it will react with 👍.

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Comment thread src/zStudio.Rendering/SceneViewport.Ai.cs Outdated
Comment thread src/zStudio.Core/MissionAiValves.cs Outdated
Comment thread src/zStudio.Desktop/MainWindow.MechModels.cs
Comment thread tools/zStudio.PrWatch/Program.cs
Comment thread src/zStudio.Desktop/MainWindow.Motion.cs Outdated
- The viewport draws at most 16,384 AI nodes and 32,768 links, discloses the limit, and picks only drawn markers. The complete graph remains available for inspection.
- motion_records frame pages construct only returned rows. Other paged commands project rows lazily too.
- ai_valves record queries match referenced valve names; mech_models material rows include their GUI label.
- PR watch stop disables both channels, and status reports the other channel.
@Vorta

Vorta commented Sep 30, 2026

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Codex Review: Didn't find any major issues. Hooray!

Reviewed commit: a816e84a10

ℹ️ About Codex in GitHub

Your team has set up Codex to review pull requests in this repo. Reviews are triggered when you

  • Open a pull request for review
  • Mark a draft as ready
  • Comment "@codex review".

If Codex has suggestions, it will comment; otherwise it will react with 👍.

Codex can also answer questions or update the PR. Try commenting "@codex address that feedback".

@Vorta
Vorta merged commit 4903ec7 into main Sep 30, 2026
1 check passed
@Vorta
Vorta deleted the feat/mechwarrior3-base branch September 30, 2026 10:00
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