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Engine Modules & Library Names

Source: Watch_Dogs Series Modding Discord (wasd, the task of the Pesky Fly, VinceM, みる97, 4/16/19). These are the internal codenames/libraries of the Disrupt engine (Dunia 2 fork). Useful for spotting what a DLL/script/binary actually does.

Core libraries​

NamePurposeNotes
PilotPathfinding / navigation"The Pilot navigates/pilots around the city (pathfinding)". pilot/ data folder holds instructions for where pilots (NPCs) have to fly/drive.
StormNetworking"Storm has to handle a storm of packets coming at it from the net".
GearsUtility serializer"Some shitty utility lib. Used everywhere from Assassins Creed to WD and uplay itself" (VinceM). A "stl replacement" — same resource format across Ubisoft games.
DAREAudio"DARE screams at you through your speakers (audio)".
deploadDependency preload manifest.depload.dat files list hashed resource paths so the streaming system preloads before demand. See depload-format.md. "To add resources you still have to go through the depload file" (みる97).

Game systems​

NamePurposeNotes
APS*Progression / achievementsPrefix on cut content: APSCollectibles.ToBeDeleted_Feats45 ("whatever feats were, there was 45 of them"), APSMainMissions.ToBeDeleted_A02_M04, A02_M05, A03_M02. The ToBeDeleted_ prefix marks cut content left in the data. The system says "SKILLS" — possible skill-unlock mechanism.
CDebugRecorderDebug recordingNamed in the same 2012-era data context.
  • In the 2012 demo, peds walked on bridges — removed because "there could be problems when the bridge was raised" (Pesky Fly).
  • Same resource format across Ubisoft games is why Far Cry tools (Gibbed.Disrupt, FCBastard) work across Disrupt titles.