Recent Changes¶
This page is a human-readable changelog. It groups related documentation work by topic and date instead of mirroring every Git commit one-for-one.
For audit detail, use the current branch history:
2026-08-07 - Stage Collision and Reaction Documentation Corrections¶
Corrected¶
- Corrected the former
0x14484407012-entry stage-barrier interpretation in Stage System, Structures, Custom Stage, and Replace a Stage: the0xC0region is a structured round-restore payload, not deterministic collision geometry. Terrain/wall/ring work now points to pairedJ_StgHitChkDatadata instead. - Recovered the embedded A/B frame-bounds-grid layout, clarified its terrain enumeration and alternate-frame coordinate rules, and aligned the rollback cookbook, the glossary, and symbol index with the corrected model.
- Corrected reaction-gate and renamed-structure anchors in Reaction System, Move System, Structures, and the symbol index so index links resolve.
2026-08-07 - Random Functions and Gameplay Impact¶
Added¶
- Added an evidence-scoped cookbook covering SC6's seeded Lux battle RNG, nondeterministic audio-only random paths, known gameplay consumers, and replay/rollback-safe investigation and modding rules.
2026-08-07 - HorseMod Rollback Cookbook Cross-Check¶
Changed¶
- Reconciled the rollback investigation with the current HorseMod production-path
implementation: Steam P2P beta-v2 default/UDP compatibility routing, the
128-state snapshot handle model, current native snapshot coverage, and the
single remaining
PresentationDispatchmanifest blocker. - Added a three-part end-of-cookbook status section that distinguishes locally implemented/self-tested components from pending evidence and the blockers to artifact-bound live two-process SC6 acceptance. Replay, parser, oracle, and local Gekko results are explicitly not represented as live gameplay proof.
2026-08-02 - SC6 MOT-to-Blender Export Cookbook¶
Added¶
- Added a Ghidra-backed cookbook for exporting SC6 HgMotion clips to Blender, including fidelity targets, matching-rig extraction, Huffman/selector decoder requirements, matrix normalization, a Blender Action bake script, runtime capture guidance, validation, and current decoder coverage.
Corrected¶
- Corrected the
.motouter bank layout to include the reserved dword and+0x08offset table, and documented repeated-offset aliases and the absence of a guaranteedcount + 1end sentinel.
2026-07-10 - Rollback Production-Path Evidence¶
Changed¶
- Updated the rollback investigation with the disabled-by-default Horse UDP/Gekko production architecture, authenticated protocol-v2 envelope, three distinct hash domains, 128-state handle ring, game-thread ownership rules, and fail-closed lifecycle boundaries.
- Corrected native input-cache identity: stock opcode 0 falls back to the
current
nLastFrameIdfor a negative frame argument, uses an absolute frame for its bitmap, and places only the low nibble on the wire. - Added recovered HgCpu physics (
0xD80), timer-node (0x2F0), timer-config (0x12C), motion bounds-grid (0x44C), and canonical WorldModePump (0x40) layouts, including the timer reader's live-identity preservation semantics. - Documented the proven HgCpu coverage boundary, eight-byte cursor range, breakable wall/barrier scalar state, confirmation-time audio/VFX ledger, and wind emitter RNG/timer progression required during hidden resimulation.
- Recorded 22 passing standalone rollback self-tests,
11141/11141replay input records, and strict replay run20260710-021112-seekwith four of four 600-frame watch cases and zero state mismatches, while explicitly retaining tenPendingEvidencegameplay gates and making no live two-process acceptance claim.
2026-07-07 - Ranked Matchmaking Player Guide¶
Added¶
- Added a cookbook player guide that explains SC6 ranked matchmaking in plain language: rank-range tickets, retry-based range expansion, previous-result buckets, and why the recovered search path does not directly blacklist the last opponent by identity.
2026-07-06 - Online Matchmaking Internals¶
Added¶
- Added a dedicated SC6 online matchmaking internals article covering
ULuxorSessionHubplayer-room and ranked-session create/find helpers,FLuxorPlayerMatchSessionSettingandFLuxorRankMatchSessionSettinglayouts, UE session metadata keys, and the ranked previous-result filter. - Documented the difference between ranked repeated-result filtering
(
nPrevBattleResult -> CUSTOMSEARCHINT7) andULuxorMatchData.nRematchType, which is post-match/rematch UI metadata rather than a session-search key.
Changed¶
- Clarified that the verified native ranked search path does not avoid the
same opponent by identity:
FindLuxorRankSessionhas no opponent-ID query key,HandleLuxorFindSessionResultforwards all returned results, andInvokeFindSessionCallbackonly marshals the result array to Blueprint. - Expanded the ranked
PrevBattleResultanalysis with theBP_LuxFightRequest.CreateMatchSettingproducer logic: first ranked searches use bucket1for nonzero winning streak and bucket2for zero winning-streak/not-winning state, while later retries send0and relax the nativeCUSTOMSEARCHINT7filter. - Added the profile/style history helpers that back the previous-result bucket:
reset clears
dwHistoryFlags, win updates set bit 0, and non-win updates clear bit 0. - Added a note tying the Ver. 1.30 official patch notes to the recovered native behavior: the patch notes mention removing Language/Area filters, setting a default 4+ bar connection filter, and removing ranked rematch-option limits, but not same-opponent avoidance.
- Linked the new matchmaking page from the SC6 internals navigation, SC6 index, symbol index, and the existing online/netplay article.
2026-07-03 - PlayFab Party Practical Latency Estimates¶
Changed¶
- Added cautious Norway-to-America and Norway-to-Japan PlayFab Party relay estimates, including Azure Norway East inter-region P50 sanity checks, realistic median-RTT improvement ranges, and guidance to judge routes by p95/p99 jitter, loss, stalls, late inputs, and rollback pressure instead of average ping alone.
- Documented the relay-only baseline tradeoff: safer peer-IP privacy and a more controlled test path, but potentially worse latency than a good direct route.
2026-07-03 - PlayFab Party Route-Quality Clarification¶
Changed¶
- Clarified the PlayFab Party relay cookbook to distinguish unavoidable physical propagation latency from avoidable routing overhead, ISP hairpinning, congestion, jitter, loss, NAT trouble, and route instability.
- Made the Party framing less dismissive by explaining how QoS measurement, selected Azure regions/backbone paths, transparent relay behavior, session policy, and optional direct-peer mode could plausibly improve bad routes while preserving the requirement to measure against good direct and Steam Datagram Relay paths.
2026-07-03 - PlayFab Party Netcode Relay Revision¶
Changed¶
- Reframed the netcode relay cookbook around PlayFab/PlayFab Party as the lead managed transport and control-plane candidate, covering QoS measurement, region selection, transparent cloud relay, optional direct peer policy, and TURN-like fallback behavior.
- Demoted raw Azure VM/VMSS relay infrastructure to a lower-level custom data-plane fallback, while preserving the caveats that relays cannot beat the speed-of-light floor, cannot outperform good direct peering by default, and still require native transport ownership.
- Updated the Cookbook index and MkDocs navigation label to match the PlayFab-focused framing.
2026-07-03 - Azure-Backed Netcode Relay Investigation¶
Added¶
- Added a documentation-only cookbook investigation for whether an Azure-backed UDP relay could improve America-Europe SC6 online route quality, covering speed-of-light limits, why relays cannot beat good direct peering, stock SC6/Steam transport ownership risks, Azure VM/container relay candidates, PlayFab/Party and signaling options, Azure Relay/Web PubSub limitations, TURN-like fallback behavior, telemetry, prototype phases, privacy/ToS boundaries, and decision criteria.
Changed¶
- Linked the Azure relay investigation from the Cookbook index and MkDocs navigation.
2026-07-03 - Single-Machine Rollback Testing Cookbook¶
Added¶
- Added a practical cookbook page for automated SC6 online/rollback netcode testing on one machine, covering in-process virtual peers, baseline-vs-faulted harnesses, loopback shims, two local game processes, VM/sandbox isolation, Windows network emulation, Steam/relay limitations, replay/log-driven tests, parser/comparator CI, fault injection, instrumentation, artifacts, pass/fail gates, and what local tests cannot prove.
Changed¶
- Linked the new rollback testing cookbook from the Cookbook index and MkDocs navigation.
2026-07-01 - Ghidra Validation Pass¶
Changed¶
- Replaced stale
FUN_*references for character-select menu builders, pause-delegate metadata, camera pose writers, weapon-tip event dispatch, and move-bank event-tree setup with confirmed Ghidra symbol names. - Added the reflected
FLuxBattleOptionParamlayout and clarified that itsInputDelayFrameproperty does not drive the liveFrameInputLog+0x390online-input delay path. - Clarified that
FLuxMoveCommandPlayeris represented as a sparse Ghidra struct applied atg_LuxMoveVM_CommandPlayerArray.
2026-07-01 - Rollback Testing and Diagnostics Expansion¶
Added¶
- Expanded the rollback netcode cookbook with a local automated test topology, harness components, config matrix, scripted/headless run tiers, reproducible artifacts, pass/fail gates, and the limits of local testing versus real online play.
- Added player-facing jitter-first connection diagnostics guidance covering rolling RTT, jitter, loss, stalls, rollback pressure, cautious likely-cause warnings, honest UI wording, and privacy-safe telemetry.
2026-06-28 - DotVanisher Cookbook Recipe¶
Added¶
- Added a standalone DotVanisher cookbook article explaining the host spectator
timeout issue, the
HandleHostTickWatchEventQueuesdetour, binary/prologue guard checks, pending-watch epoch tracking, 90-second grace behavior, packaging layout, verification logs, and troubleshooting notes. - Linked the DotVanisher recipe from the Cookbook index and MkDocs navigation.
2026-06-26 - Native Hook Documentation Cleanup¶
Changed¶
- Removed the legacy scripting/reflection API pages from the docs navigation and site tree.
- Reworked SC6 and cookbook cross-links so runtime guidance points at native DLL
hooks, direct
_Implcalls, runtime probes, and nativeProcessEventdiagnostics instead of scripting API helpers. - Updated the README, homepage, glossary, cookbook template, and MkDocs metadata to describe the project as native modding and reverse-engineering documentation.
2026-06-26 - Practical Cookbook and Runtime Hooking Pass¶
Added¶
- Expanded SC6-specific runtime-hooking notes for live object discovery,
reflected helper boundaries,
ProcessEventfiltering, map/menu transition invalidation, and native-boundary escalation. - Expanded the wholly-new custom-stage cookbook into a fuller implementation checklist covering stage-code selection, pak layout, load-path routing, picker integration, metadata/collision validation, troubleshooting, and online desync risks.
- Added practical CPU/training-dummy guidance for scripted SubVM drills, training-mode UFunction usage, native frame-input overrides, and runtime verification.
- Added practical audio-modding guidance for ACB/cue-sheet routing, weapon SE, voice replacement, costume-part SE relevance, stage foley, muting/ducking, and fast-forward/rollback side-effect gating.
Related commit: 7868995
2026-06-26 - Stage Collision Replacement Notes¶
Added¶
- Expanded the stage replacement cookbook with practical collision-layer guidance
for visual
BodySetupcollision, breakable wall/barrier actors, structured round-restore storage, and pairedJ_StgHitChkDataraw hit-data blobs. The newer correction above supersedes the former barrier-array interpretation. - Added a community exploration workflow for testing wall collision changes, donor hit-data swaps, and possible extra breakable wall experiments without implying that actor placement alone creates deterministic wall cells.
2026-06-25 - Rollback Netcode Feasibility Investigation¶
Added¶
- Added a Cookbook investigation page for rollback netcode feasibility, grounded in Ghidra MCP evidence from SC6's online input, replay, simulation, RNG, and snapshot paths.
- Added a practical minimal prototype plan for validating deterministic
restore/resimulation locally under
E:/myMods. - Added a testing methodology and fault-injection plan for proving or falsifying rollback feasibility, including instrumentation, pass/fail criteria, and offline HorseMod versus native online-transport test boundaries.
Changed¶
- Linked the new rollback investigation from the Cookbook navigation and index.
- Documented why
InputDelay+0x390is not the live online delay control, where delay/catch-up is actually enforced, and why native hooks are required beyond a scripting/reflection-only control layer.
2026-06-25 - Home Changelog and Hitbox Documentation Pass¶
Added¶
- Added this Recent Changes page under the Home tab and linked it from the landing page.
- Added repository instructions that make changelog maintenance part of the commit workflow.
- Added KHit overlay guidance for reading native world buffers instead of reconstructing collision geometry from render-pose helpers.
Changed¶
- Converted Recent Changes from a raw commit table into this curated changelog format, grouped by documentation area and date range.
- Reworked the hitbox documentation around active attack cells, opponent cell copies, active-frame phase bytes, and damage / reaction gates.
- Clarified that
chara+0x44048is the defender-side opponent active-cell copy andchara+0x44058is the chara's own current attack cell. - Expanded hurtbox mask notes for opcode
0x13AC, including the inverted disable-mask behavior. - Added practical overlay predicates for attack visibility, active-frame state, Lane 2 alternate masks, and classifier-addressable hurtbox slots.
- Refined selection menu coverage and linked it into the SC6 docs navigation.
- Expanded the reference glossary with more cross-cutting SC6 terms.
- Documented replay and stage revisions that connect launcher setup, battle settings, on-disk files, and stage system internals.
Related commits: 6fdd40c, 3bb903c, 087b406, 6548416, 782fca2
2026-06-24 - Stage, Replay, and Character Select Expansion¶
Added¶
- Added character select roster-table notes and symbol-index entries.
- Added stage raw asset path coverage for cookbook workflows and SC6 internals references.
- Added stage collision, launcher, and replay-path documentation across the stage system, replay system, structures, and cookbook pages.
Changed¶
- Expanded stage settings and actor-list notes with more concrete structure references.
- Cross-linked stage replacement and custom-stage cookbook pages with the lower-level stage system docs.
- Updated reference and SC6 index pages so the new stage and replay facts are easier to find.
Related commits: b4a2611, daef294, 4d9af8d, 8dfabfa
2026-05-22 to 2026-05-21 - Trace and Leaderboard Follow-Up¶
Added¶
- Added trace-slot and battle dependency graph notes.
- Added leaderboard rank internals and rank icon table documentation, including S1 / S2 handling.
Changed¶
- Linked trace-system facts back into Battle Manager and leaderboard references where those systems intersect.
Related commits: 114a7a9, b667618, c79c08c
2026-05-17 to 2026-05-10 - Navigation, Cleanup, and Replay Page¶
Added¶
- Added the replay-system page and surfaced it in SC6 navigation.
- Added Ghidra-audited fixes across replay, battle manager, hitbox, movement, message, stage, structures, and trace docs.
Changed¶
- Optimized the site layout for AI-agent navigation with stronger landing pages, quick-find links, and reference paths.
- Ran a broad cleanup pass across cookbook, reference, runtime-hooking, and SC6 pages.
Related commits: d8561dc, 9330f21, e3edce0
2026-04-29 to 2026-04-27 - Stage System, KHit, and Trace Split¶
Added¶
- Added stage system and leaderboard docs.
- Added KHit hit-resolution pipeline documentation, dev/debug hooks, and clearer machine-readable framing.
- Split hit detection from weapon-trail VFX by moving KHit material into Hitbox System and keeping visual trace content in Trace System.
Changed¶
- Expanded
FLuxMoveBankCelllayout notes and cross-referenced them from move and hitbox docs. - Clarified which systems are gameplay collision, visual trace rendering, and debug-line rendering.
Related commits: 8a347d8, 194a6c6, ae6c3cd
2026-04-21 - Verification and Agent Framing¶
Changed¶
- Reframed the README and home page around AI-agent use of the docs.
- Verified and tightened claims across Battle Manager, Move System, Structures, Trace System, and debug-line documentation.
Related commit: da0912f
2026-04-19 - Core SC6 Internals Foundation¶
Added¶
- Added Battle Manager and DataTable config-tree documentation.
- Added Move VM opcode, stance, hit-model, and export-path documentation.
- Added global hooks, line batching, and broader structures / glossary coverage.
Fixed¶
- Corrected early BattleManager and
FLuxCapsulefield interpretations. - Clarified that TraceManager is visual-only and not the gameplay hitbox system.
Changed¶
- Switched the Cloudflare Pages build to
uvto reduce deploy time.
Related commits: 9beead7, 28ee5a4, 9e0fb13, 66ab8d2, 6cae3bf, 54510e4, b9684e1, ae1f834
2026-04-18 - Project Scaffold and Local Preview¶
Added¶
- Added the initial MkDocs Material documentation scaffold.
- Added
.gitignorecoverage, Windows local-preview helper script, and Cloudflare Workers static-assets configuration.