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Doc update.
Signed-off-by: Neloreck <[email protected]>
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src/SECTION_EMOJI.md

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src/changes/changes.md src/changes.md

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# 🌡 Changes
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# 🧪 Changes
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## 🧪 General
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## General
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- ~~Added new bugs~~
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- Optimized performance of scripts
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- Optimizing game quest state checks (one of most frequent game engine calls)
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- Removing dead code / assets
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## 🧪 Gameplay
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## Gameplay
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- Adding gameplay options for OXR (interface rendering, loot simplification etc.)
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- [optional] Treasures will have different color based on loot price (green, blue, purple, orange)
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- Improving game schemes (wounded, loot collection, combat danger checks etc.)
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- Physical boxes (wooden, iron) can drop loot with some chance based on difficulty/level similar to SHoC/CS
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## 🧪 Graphics
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## Graphics
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- Added different variants of fullscreen mode rendering
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- Added grass height configuration
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- Removed controls related to game patch download
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- Enabled OXR screenspace/grading shaders
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## 🧪 Build pipeline
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## Build pipeline
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- All the modules are separated and sorted with folders
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- Added NodeJS based CLI
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- Added shared commands for intellij based IDEs
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- Added shared commands for intellij based IDEs
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- Added workflows to run tests/checks/build on repository commits
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- Added tools for codebase linting/formatting (ltx/js/ts)
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- Added tools for game assets compression
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- Added `fengari` lua VM for direct lua functionality checks
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- Added loadouts presets for generating character profiles / loot
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## 🧪 Modding
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## Modding
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- Added game engine documentation
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- Added game engine typing and according checks
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- Updated schemes abstraction for easier testing/extending/sharing/updating of game logics schemes
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- Add support for dynamic files with `marshal` lib, ability to save dynamic custom data without 16K limit
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## 🧪 Tools
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## Tools
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- Added spawn pack/unpack/verify in CLI
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- Added LTX files formatting and verification in CLI
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- Added spawn file inspector in tools application
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- Added spawn file utilities in tools application
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## 🧪 TODO
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## TODO
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For todos check following git projects:
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src/debugging/ai_and_logics.md

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# 🌑 AI and logics
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# AI and logics
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todo; <br/>
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todo; <br/>
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todo; <br/>
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## 🌓 Capturing NPC in game
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## Capturing NPC in game
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To capture NPC following steps should be applied:
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<img src="images/monster_debug.jpg" alt="Ai debug preview" />
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## 🌑 GOAP displaying in logs
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## GOAP displaying in logs
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todo; <br/>
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todo; <br/>
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todo; <br/>
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## 🌓 Getting action planners states
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## Getting action planners states
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todo; <br/>
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todo; <br/>
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todo; <br/>
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## 🌑 Profiling performance:
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## Profiling performance:
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To profile performance of scripts / c++ scheduler of AI etc following steps are required:
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[name][min_time][avg_time][max_time][call_rate][call_count][total_time]
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## 🌑 AI debug console commands:
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## AI debug console commands:
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[List of commands](../game_engine/console_commands.md#-ai-debug-console-commands).
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src/debugging/engine.md

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# 🏗️ Engine debug (C++)
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## ️️🏗️ Setup C++ engine project
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## Setup C++ engine project
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Follow one of links to run custom game engine locally in debug mode:
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- [open xray windows](https://github.com/OpenXRay/xray-16/wiki/%5BEN%5D-How-to-build-and-setup-on-Windows)
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- [open xray linux](https://github.com/OpenXRay/xray-16/wiki/%5BEN%5D-How-to-build-and-setup-on-Linux)
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## ️️🏗️ Using Lua/C++ debugger
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## Using Lua/C++ debugger
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To attach a debugger to Lua/C++ code, follow these steps:
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- Link the game by running npm run link and targeting the folder of xrf
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- Run the game in mixed/release mode directly from Visual Studio
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## ️🏗️ Limitations
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## Limitations
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- It is not possible to debug TypeScript directly. Instead, attach a breakpoint and observe the transpiled Lua code. <br/>
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- It is not possible to attach to luabind declared classes and userdata (unfortunately, lua debug tools were not maintained in OXR for 10+ years)
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## ️🏗️ todo
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## todo
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todo; <br/>
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## ️🏗️ todo
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## todo
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src/debugging/generating_externals_doc.md

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todo; <br/>
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todo; <br/>
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## 🚜 Running command to generate externals
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## Running command to generate externals
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todo; <br/>
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## 🚜 Updating jsdoc
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## Updating jsdoc
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todo; <br/>

src/debugging/logs.md

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By default, logs are enabled for all engine variants expect `gold` and display in (1) `game console`,
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(2) `dedicated log file`, (3) `visual studio console`.
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## 🧰 Checking XRF logs
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## Checking XRF logs
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To enable XRF logging make sure the `GameConfig` logging flag is set to true. <br/>
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If lua loggers are explicitly declaring output as file, not game log, then you should check `target/logs_link`
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for other log files. Usually names look like `xrf_%module%.log`.
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## 🧰 Writing logs
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## Writing logs
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### In game console / log
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## 🧰 Flushing logs
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## Flushing logs
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## 🧰 Printing logs with CLI
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## Printing logs with CLI
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todo; <br/>

src/debugging/stats.md

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## 🚧 Displaying rendering and scripts stats
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## Displaying rendering and scripts stats
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## 🚧 Displaying fps chart
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## Displaying fps chart
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src/debugging/ui_forms.md

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## 🧃 todo;
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## todo;
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## 🧃 todo;
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## todo;
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## 🧃 References
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## References
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- [open xray UI debugger article](https://github.com/OpenXRay/xray-16/wiki/%5BEN%5D-Game-Editor#ui-debugger)
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# 🔭 Using XRF debug panel
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# Using XRF debug panel
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## 🔭 Turning on and off console commands
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## Turning on and off console commands
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## 🔭 Manipulating / dumping object info
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## Manipulating / dumping object info
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## 🔭 Spawning items
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## Spawning items
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## 🔭 Spawning squads and NPC
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## Spawning squads and NPC
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## 🔭 Teleporting
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## Teleporting
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## 🔭 Dumping system ini
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## Dumping system ini
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src/debugging/weather.md

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## 🌧 Changing with console command
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## Changing with console command
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## 🌧 Activating IMGui debug tools
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## Activating IMGui debug tools
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src/game_engine/command_line_arguments.md

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## Command line flags for xr-engine
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## Command line flags for xr-engine
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Engine command line flags: [link](https://github.com/OpenXRay/xray-16/wiki/%5BEN%5D-Engine's-command-line-keys)
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## todo
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src/game_engine/console_commands.md

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## 🌑 AI debug console commands
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## AI debug console commands
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### ai_debug [on/off]
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src/game_engine/game_engine.md

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## 🧷 todo
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## todo
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## 🧷 todo
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src/game_engine/game_engine_flow.md

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## 🧰 Scripts execution flow
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## Scripts execution flow
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### -> Game .exe start
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src/game_engine/game_engine_lifecycle.md

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## 📸 todo
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## todo
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## 📸 todo
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## todo
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## 📸 todo
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## todo
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src/game_engine/known_forks.md

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## ✉️ List
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## List
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- Monilith (anomaly)
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- OpenXray

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