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Findings: close D183 D298 D202 D315; D220 merged into D303; D242/D303 to 1964 list
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@@ -45,7 +45,7 @@ D228,FIXED,AK47 white missing-texture patches after D217's texpool fix —,"FIXE
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D204,FIXED,PC audio ran ~2 % below real time permanently (AI feedback loop's 3 ms setpoint vs PC jitter).,"FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) —"
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D203,CLOSED,"Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle:",CLOSED — root cause + fix in D253.
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D201,FIXED,"src/libultra/audio/bnkf.c bank/instrument/sound/wavetable relocation offsets were s32, truncating the real 64-bit base pointer.",FIXED (src/libultra/audio/bnkf.c) —
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D202,OPEN,"Silenced PPK ""slap"" + broader real-time mixer corruption (M-52→M-67).",OPEN — by-ear check owed (2026-09-26):
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D202,FIXED,"Silenced PPK ""slap"" + broader real-time mixer corruption (M-52→M-67).","FIXED (2026-09-26, user by-ear:"
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D206,FIXED,PC played every SFX one bank slot too high —,"FIXED (M-76, src/snd.c:1001, #ifdef PORT) —"
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D207,FIXED,"Alarm klaxon starves combat SFX and doesn't recover after it stops (surfaced by D206, M-77).",MONITORING — user 2026-09-26:
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D208,FIXED,Player weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) —,FIXED + user playtest-verified (M-78d) —
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@@ -61,7 +61,7 @@ D176,FIXED,"Surface exterior renders wrong (-level_36), two independent defects.
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D177,FIXED,Ladders non-functional —,FIXED (M-36) — high confidence; interactive climb test owed
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D172,FIXED,"Bullet-impact / blood / spark particles render magenta or cyan instead of dark red (M-82, ROOT CAUSE FOUND + FIXED).",FIXED (port/fast3d/gfx_pc.cpp gfx_lod_tile_offset)…
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D174,OPEN,"""No blood effect"" (user QA report).","Blood renders (user, 2026-09-26); OPEN only for an N64-accuracy comparison on 1964."
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D183,OPEN,"M-36 Family A (""texture line/pitch shear"") is DISPROVEN for the Surface repro (-level_36).",Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN
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D183,CLOSED,"M-36 Family A (""texture line/pitch shear"") is DISPROVEN for the Surface repro (-level_36).","CLOSED (2026-09-26, user-approved:"
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D173,FIXED,Third-person Bond model spawns too high —,"MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed)."
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D179,FIXED,Packaged build crashes after the logos —,"Diagnosed, not fixed —"
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D180,FIXED,"Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).",FIXED (2026-09-26 bookkeeping:
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@@ -76,7 +76,7 @@ D216,FIXED,"Game.SkipIntro — boot straight to the file-select menu (M-83, port
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D217,FIXED,1P weapon viewmodel + 3P Bond model textures garbled —,FIXED + merged (PR #47 + PR #49); white residual split out as D228.
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D218,FIXED,Wide FOV exposes the per-level draw-distance / fog boundary —,FIXED (2026-09-26 reclassified:
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D219,RESOLVED,"PPK explosions render purple on Dam (M-87, user QA, ""not 3D but noting"").","RESOLVED (M-115, 2026-09-12) for the original PPK-purple symptom."
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D220,PARTIAL,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL."
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D220,CLOSED,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","CLOSED — merged into D303 (2026-09-26, user:"
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D85,CLOSED,Room primary/secondary DL → texLoadFromGdl garbage.,"CLOSED (2026-09-26, user-approved:"
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D86 · D87,RESOLVED,modelInitRwData truncated ptr · attract-demo BE ramromfilestructure.,resolved
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D88.4,RESOLVED,propDefs polymorphic record stream not byteswapped → setupDoor crash.,resolved (d88_propdefs.py); layout audit M-20 → D132
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@@ -139,7 +139,7 @@ D238,FIXED,"QoL ask (M-106, user QA):",FIXED (2026-09-26: covered by D337/D338 a
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D239,CLOSED,"QoL ask (M-106, user QA):",CLOSED — executed in the v0.2.0 prep pass (port-only)…
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D240,OPEN,"Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).","OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment."
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D241,OPEN,Player gunshot SFX goes silent under some conditions —,"OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug."
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D242,?,Player-death sequence UX regression vs N64 original:,NOT A PORT-LOGIC BUG as far as static analysis can tell.
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D242,OPEN,Player-death sequence UX regression vs N64 original:,"OPEN — 1964 comparison owed (2026-09-26, user)."
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D243,FIXED,"Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject):","FIXED, live-confirmed by the user (M-189/M-190, 2026-09-18)."
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D245,OPEN,IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) —,"OPEN — REOPENED, M-142 headless probe found the tc-shift k measurably flips during ordinary view rotation (new root-cause evidence); an opt-in GE_D245_FIXEDSHIFT candidate is build-verified but needs…"
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D246,FIXED,"Tiny pixel strips at the left and right edges of the screen, ""like overscan"" —","FIXED (2026-09-18 session, port-only, Video.SafeAreaCrop)."
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@@ -176,12 +176,12 @@ D294,FIXED,"Statue: ground geometry near the large CCCP/hammer-and-sickle monume
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D295,FIXED,"Campaign-halting crash at the end of Control Center on 00 Agent difficulty, then a crash on every subsequent relaunch/resume (GitHub #87, user campaign playtes…",FIXED (M-149) — M-148 root-caused + reproduced on HEAD; fix landed:
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D296,CLOSED,"Control Center, 00 Agent:","CLOSED (2026-09-26, user-approved:"
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D297,FIXED,v0.3.0 silently wipes ALL pre-fix player saves on first launch (D284 side effect; found during D295/M-148).,FIXED (M-150) — migration shim landed:
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D298,?,Full HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build —,"s — regression reported 2026-09-16 during v0.3.0 work (build ce8427cf); user says ""don't fix, just for context""; not yet investigated —"
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D298,CLOSED,Full HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build —,"CLOSED (2026-09-26, user:"
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D299,FIXED,Game.SkipIntro crashed selecting any save slot except one —,"FIXED — fileValidateSaves() (only called from the skipped legal screen) never ran under SkipIntro, leaving saves[] all-zero; added the missing call to the SkipIntro shortcut (src/game/lv.c, #ifdef PO…"
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D300,FIXED,Hipfire look feels non-uniform (issue #89):,"FIXED, user-confirmed live —"
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D301,FIXED,"fileGetIsCheatUnlocked() NULL-deref, unguarded on every call site, not just the D299/SkipIntro one (GitHub #87, two reports with an identical crash PC/fault ad…",FIXED locally on release/v0.3.0 (not pushed) —
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D302,FIXED,"Render FPS regression to ~40-45fps on release/v0.3.0 (user QA on the local v0.3.0 pre-release build, 2026-09-18) —","FIXED — 4 uncached getenv() calls added by D236 passes 10/12/14/16 directly inside gfx_sp_tri1 (port/fast3d/gfx_pc.cpp, per-triangle) cached with the same static int x = -1 pattern D250 established e…"
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D303,OPEN,"Some muzzle flashes (M16 named specifically, ""and some others"") draw wrong —","OPEN — investigated: pipeline + weapon stats + model conversion ruled out; GE_D303 capture probe in-tree (port/fast3d/gfx_pc.cpp), blocked on a live firing repro."
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D303,OPEN,"Some muzzle flashes (M16 named specifically, ""and some others"") draw wrong —",OPEN — 1964 comparison owed; absorbs D220 (user 2026-09-26:
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D304,FIXED,"Mouse sensitivity menu overhaul (user request, 2026-09-18):","FIXED — see full entry for both the range/parity pass and the same-day follow-up (collapsed to a single Input.MouseSensitivity menu row + fixed overlayUpdateScroll()'s unconditional bottom-anchor, th…"
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D305,FIXED,"Steam Deck SIGSEGV on the v0.3.0 pre-release build (Cavern, early in the level, Game.AllUnlocked previously enabled on the session/save) —",FIXED (defensive guard) —
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D306,CLOSED,"Dam intro/truck wheels render with odd transparent-looking areas, possibly z-fighting (user QA, 2026-09-18).","CLOSED — faithful, confirmed on 1964 (M-201):"
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@@ -193,7 +193,7 @@ D311,FIXED,Complete freeze in modelSetAnimFrame2WithChrStuff root-motion loop
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D312,FIXED,"Throwable items (mines, grenades, etc.) can clip through walls in certain spots (user report, v0.3.0 pre-release playtest, 2026-09-18).",FIXED — bgBuildRoomVtxBounds mis-reads the G_VTX vertex count on PC (Gfx_le.dma.par bit-layout shift):
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D313,FIXED,Bullet impacts do not appear on some walls/surfaces —,"FIXED — same root cause as D312, merged diagnosis; same one-line fix."
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D314,FIXED,"F10 menu items flicker randomly/intermittently (reported on the main-menu context, user report, v0.3.0 playtest build, 2026-09-18).",FIXED (user playtest 2026-09-26) —
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D315,OPEN,Menu scaling differs between main menu and in-game —,"OPEN — disclosed as a known issue, deferred to v0.3.1 (bigger design question, not a mechanical fix)."
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D315,CLOSED,Menu scaling differs between main menu and in-game —,"CLOSED (2026-09-26, user:"
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D316,FIXED,"Mouse-clicking some menu items glitches and lands on the item below instead (user report, v0.3.0 playtest build, 2026-09-18).",FIXED — root-caused to two compounding bugs (naive mouse->logical mapping ignoring the safe-area crop; asymmetric row hit-test band) in port/src/optionsoverlay.c + port/fast3d/gfx_pc.cpp.
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D317,CLOSED,"Crash when toggling Game.AllUnlocked back and forth in-game (user report, v0.3.0 playtest build, 2026-09-18) —","CLOSED — symptom of D316 (confirmed instant window close, no WER report; the D316 hit-band bias let a click on ""All unlocked"" fall through to the adjacent ""Quit to desktop"" row)."
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D318,FIXED,Facility (regular play path):,FIXED via D329 (2026-09-26 bookkeeping:
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@@ -429,7 +429,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
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| D204 | **PC audio ran ~2 % below real time permanently (AI feedback loop's 3 ms setpoint vs PC jitter).** — full `## D204` entry at file tail | FIXED (`port/src/audio.c`, `port/src/libultra.c`, `port/include/audio.h`) — measured; a by-ear pass on a real playthrough still owed |
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| D203 | **Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle: Facility (`-level_34`) crashes "after loading in as James Bond" (user bug report).** — full `## D203` entry at file tail | CLOSED — root cause + fix in D253. |
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| D201 | **`src/libultra/audio/bnkf.c` bank/instrument/sound/wavetable relocation offsets were `s32`, truncating the real 64-bit base pointer.** — full `## D201` entry at file tail | FIXED (`src/libultra/audio/bnkf.c`) — part of the Phase-3 mixer landing, not yet build/runtime-verified in isolation |
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| D202 | **Silenced PPK "slap" + broader real-time mixer corruption (M-52→M-67).** — full `## D202` entry at file tail | OPEN — by-ear check owed (2026-09-26): fire the silenced PPK a lot, listen for a slap/crackle or a lingering loop. Earlier: ROOT CAUSE ESTABLISHED (M-66); Disposition C implemented + measured (M-66b) — stuck loop is sound 203, a faithful N64 quirk; PC-side expiration fades it. M-67 static analysis exhausted. Full trail in the section. |
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| D202 | **Silenced PPK "slap" + broader real-time mixer corruption (M-52→M-67).** — full `## D202` entry at file tail | FIXED (2026-09-26, user by-ear: silenced PPK sounds good, no slap or lingering loop; M-66b expiry + later audio fixes). Earlier: OPEN — by-ear check owed (2026-09-26): fire the silenced PPK a lot, listen for a slap/crackle or a lingering loop. Earlier: ROOT CAUSE ESTABLISHED (M-66); Disposition C implemented + measured (M-66b) — stuck loop is sound 203, a faithful N64 quirk; PC-side expiration fades it. M-67 static analysis exhausted. Full trail in the section. |
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| D206 | **PC played every SFX one bank slot too high — pointer-width layout shift in `struct ALInstrumentAlt_s` (M-76).** Root cause of D205 (3)/(4) + D202's "slap". — full `## D206` entry at file tail | **FIXED (M-76, `src/snd.c:1001`, `#ifdef PORT`)** — ABI/layout-only (D3x class); user by-ear A/B vs N64 = PASS (M-77c) → D202 closed. |
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| D207 | **Alarm klaxon starves combat SFX and doesn't recover after it stops (surfaced by D206, M-77).** — full `## D207` entry at file tail | MONITORING — user 2026-09-26: "fixed possibly"; M-201 live captures showed no drops (see D241). Earlier: MONITORING (M-77c: user reports the alarm is acceptable in play after D206; no fix shipped) — voice-starvation hypothesis did NOT hold up (M-77b); designed pass reverted. |
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| D208 | **Player weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) — `struct` field `bondview.h:200 s32 field_A48` is used as a second…** — full `## D208` entry at file tail | FIXED + user playtest-verified (M-78d) — Bunker firefight: player gunshots persist through the whole engagement and survive the klaxon stopping. Committed 7601b9db (PR #29, merged). |
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@@ -446,7 +446,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
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| D177 | **Ladders non-functional — progression blocker (user QA) — FIXED (M-36): `count`/`rooms` land in the high half of a widened pointer.** — full `## D177` entry at file tail | **FIXED (M-36)** — high confidence; interactive climb test owed |
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| D172 | **Bullet-impact / blood / spark particles render magenta or cyan instead of dark red (M-82, ROOT CAUSE FOUND + FIXED).** — full `## D172` entry at file tail | **FIXED (`port/fast3d/gfx_pc.cpp` `gfx_lod_tile_offset`)… |
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| D174 | **"No blood effect" (user QA report).** — full `## D174` entry at file tail | Blood renders (user, 2026-09-26); OPEN only for an N64-accuracy comparison on 1964. Earlier: OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars |
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| D183 | **M-36 Family A ("texture line/pitch shear") is DISPROVEN for the Surface repro (`-level_36`).** The importers' pitch assumption is real but never fires there; the Surface cliff "grey static" is not a shear. Full evidence + what the walls actually are: §F "D183" below. A defensive, provably-no-op de-stride landed in `import_texture()` anyway (covers the `gfx_dp_load_tile` case the `SUPPORT_CHECK`s assert against), plus `GE_DTEX` STRIDED marker + `GE_TEXRAW` raw-source dump. | Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN |
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| D183 | **M-36 Family A ("texture line/pitch shear") is DISPROVEN for the Surface repro (`-level_36`).** The importers' pitch assumption is real but never fires there; the Surface cliff "grey static" is not a shear. Full evidence + what the walls actually are: §F "D183" below. A defensive, provably-no-op de-stride landed in `import_texture()` anyway (covers the `gfx_dp_load_tile` case the `SUPPORT_CHECK`s assert against), plus `GE_DTEX` STRIDED marker + `GE_TEXRAW` raw-source dump. | CLOSED (2026-09-26, user-approved: disproven hypothesis; the Surface sky issue it served was fixed under D176). Earlier: Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN |
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| D173 | **Third-person Bond model spawns too high** — full `## D173` entry at file tail | **MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed).** User: "9/10 times he's in the right place now, if he's off it's only by a small amount, no more floating in midair or glitching out spinning like before." The M-160/M-165 shared-mechanism hypothesis (D243's animation-state/position desync class) holds for this bug too, confirmed by outcome even though the exact code path was never separately traced for D173 specifically. Small positional-offset residual remains, not investigated further — no more full floating/spin. |
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| D179 | **Packaged build crashes after the logos — the D43/D69 model + bg sidecars are ROM-derived and absent from any build that has no ROM (M-34, alpha-release QA).** — full `## D179` entry at file tail | Diagnosed, not fixed — release packaging gap + latent `romdata.c` fallback |
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| D180 | **Native-PC input pass (M-XX QoL run, `qol/native-pc-input-menu`, port-only).** — full `## D180` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: LANDED, port-only, no `#ifdef PORT`.… |
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@@ -473,7 +473,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
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2. **Confirmed empirically, not just by inspection:** dumped raw decoded RGBA5551 words at the exact point `texChannelsToPixels`/`texInflateLookup` write them (`GE_D219RAW=1`, Dam `-level_33`, scripted PPK fire via `GE_INPUTSCRIPT`) — e.g. pre-fix texnum 2111 decoded word `0xf1c2` (R=30,G=3,B=1 under standard RGBA5551 — briefly looks *plausible* red until you realize this is the value BEFORE the byte-swap fast3d applies; the two-stage mis-cancellation is what produced the reported blue/purple, not a one-step swap — see the fix verification below for the real signal). The conclusive test is the rendered/uploaded texture, not the intermediate value in isolation.
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3. **Fix (`src/game/image.c`, `#ifdef PORT`/`#else` macro, no `src/` logic changed):** added `PORT_PIXEL16`/`PORT_PIXEL32` — `__builtin_bswap16`/`32` under `#ifdef PORT`, identity under `#else` (so the N64 build is byte-for-byte unaffected, verified by inspection: the macro is a no-op expansion, not a code path change) — and wrapped every wide-pixel (`RGBA32`/`RGB24`/`RGBA16`/`IA16`/`RGB15`) store in the five functions listed above. CI/I4/I8/IA4/IA8 branches (single-byte, no byte order) are untouched. This is the D3x/AGENTS.md#2 narrow ABI/byte-layout exception class: mechanical, semantics-preserving (same numeric color, corrected byte order for the LE host), scoped to exactly the format cases that need it.
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4. **Verified, numerically and visually:** `GE_TEXDUMP=1` PPM capture of the 15 `IMAGE_FIRE_N` textures post-fix — average RGB flipped from B-dominant (M-111: `fire000 (102,67,138)`) to R-dominant (post-fix `fire000 (141,127,53)`, `fire003 (147,81,24)`, `fire005 (47,10,2)`); a 10x-upscaled render of one frame and a 6-frame animation strip (frames 000-006, session scratchpad) show a clean, unambiguous fire-sprite animation — bright yellow-white core cooling through orange to red/black ash, exactly the expected in-game fire look, no purple/blue anywhere. Sanity-checked a montage of 12 ordinary (non-fire) world textures from the same Dam capture (clouds, hazard stripes, pipes, grating, concrete) — all render correctly, no regression from the format-gated change. `-level_09` (BUNKER1) and `-level_33` (Dam) both boot and render crash-free post-fix (10s+ each, no `ge007.crash.log`). **Not yet done:** a full 21-level `verify.sh sweep` and a genuine live human playtest confirming the fix in real (non-scripted) gameplay — the scripted-fire + texdump evidence here is strong but the row should stay open until a human eyeballs a real firefight on this build. `docs/porting-notes.md` gets a new entry for this bug class (runtime-decoded multi-byte pixel formats need explicit byte-order handling; static C-array textures already get this via D71/`gfx_tex_normalize_source`, runtime-decompressed ones did not). **M-114 — REGRESSION, reverted.** User playtest after M-113 landed reported 1P muzzle flash rendering blue and the ammo HUD counter rendering pink — colors inverted on textures that were fine before. Root cause: M-113's `PORT_PIXEL16`/`PORT_PIXEL32` swap is applied unconditionally to every call site in `texReadUncompressed`, `texChannelsToPixels`, `texInflateLookup`, and `texInflateLookupFromBuffer` — i.e. to every RGBA16/RGB15/IA16/RGBA32/RGB24 texture decoded through these shared functions, not just `IMAGE_FIRE_N`. This is the exact failure mode already logged above against the sibling function ("do NOT attempt a blanket R/B swap in `import_texture_rgba16` — it's shared by the whole game and would break every correctly-rendering RGBA16 texture"), just repeated one file over. Muzzle flash and the ammo HUD icon evidently decode through this same shared path without needing the swap. **Fix applied:** `PORT_PIXEL16`/`PORT_PIXEL32` reverted to identity (no-op) in `src/game/image.c`; the macro/call-site wrapping is left in place as scaffolding. **D219 is OPEN again** — the fire-particle color bug is unfixed. **Next, concrete, not yet done:** find the actual property that distinguishes `IMAGE_FIRE_N`'s decode from a working same-format sibling (M-112 already narrowed one candidate: FIRE is baked directly into a DL rather than going through the `sImageTableEntry` table that flare/ammo/impact sprites use — confirm whether that DL-embedded path is what needs the swap, or whether it's specifically `compmethod`, per M-112's still-open next step) and scope the macro to that property, not to a hardcoded texnum range. Not runtime-verified this session (static revert only, done to stop an active regression fast) — a human should confirm muzzle flash/ammo colors are back to normal on this build. **M-115 (2026-09-12, delegated session, 3 build/run cycles): fix RE-APPLIED, scoped by GBI pixel format — the M-114 regression resolved by construction, fire fixed again.** Per M-114's brief, found the property that distinguishes `IMAGE_FIRE_N`'s decode from working same-format siblings and scoped the macros to it. (1) **The discriminator is the decoded pixel FORMAT, not compmethod or texnum.** Full offline census of all 2698 ROM image-table entries (`scratch/d219_headers.py`, parsing real bitstream headers with the same MSB-first `texReadBits` contract as `src/game/image_bank.c`; zlib images skipped after the 2-byte `rz` preamble per `decompressdata`): only 94 non-zlib wide-pixel images exist — RGBA16=19, RGB15=14, IA16=1, RGBA32=60. The fire frames span compmethods RLE(4)/LOOKUP(5)/RLELOOKUP(7)/HUFFMANBLUR(8) (confirmed offline AND at runtime), so compmethod cannot scope the fix; a texnum range is a hardcoded landmine. Format IS structural: every 16-bit GBI-size format (RGBA16/RGB15/IA16) is consumed by importers that read the pool as **manually big-endian bytes** (`import_texture_rgba16`: `col16=(addr[0]<<8)|addr[1]`; `import_texture_ia16`: `intensity=addr[0], alpha=addr[1]`), while every 32-bit format (RGBA32/RGB24) is consumed by `import_texture_rgba32`, which does `PD_BE32()` on a **native** u32 load — it expects host-order words. So bswap-at-store is required for exactly the 16-bit family and must be identity for the 32-bit family; M-113's blanket swap hit both (M-114), M-114's full revert broke the 16-bit family again. (2) **Change (`src/game/image.c`, `#ifdef PORT` only, no call-site edits):** `PORT_PIXEL16(x)` = `__builtin_bswap16((unsigned short)(x))`; `PORT_PIXEL32(x)` = `(x)`. Every existing call site Line truncated
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| D220 | **1P muzzle flash position shifts upward at higher `Video.FovScale` (M-87, user QA, Jungle/M16).** — full `## D220` entry at file tail | **ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL.** The 1P hand + flash are model nodes in ONE gun DL (`gunfire.c` builds `rwmtx[1..4]` for hammer/flash/billboard nodes) drawn through the single per-frame projection from `viSetupCurrentPlayerView` —… |
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| D220 | **1P muzzle flash position shifts upward at higher `Video.FovScale` (M-87, user QA, Jungle/M16).** — full `## D220` entry at file tail | CLOSED — merged into D303 (2026-09-26, user: the M16/AR15 muzzle flash rises regardless of FOV, so the FOV framing was wrong; tracked as D303 with a 1964 comparison). Earlier: **ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL.** The 1P hand + flash are model nodes in ONE gun DL (`gunfire.c` builds `rwmtx[1..4]` for hammer/flash/billboard nodes) drawn through the single per-frame projection from `viSetupCurrentPlayerView` —… |
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| D85 | **Room primary/secondary DL → `texLoadFromGdl` garbage.** — see §H (D85 entries: root cause + widen/texture-pool fixes) | CLOSED (2026-09-26, user-approved: widen + texture-pool fixes landed long ago, safety net in place, no current symptoms). Earlier: OPEN (safety-netted; widen/pool fixes landed, geometry now renders) |
|
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| D86 · D87 | **modelInitRwData truncated ptr · attract-demo BE `ramromfilestructure`.** — see §H (D86, D87) | resolved |
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||||
| D88.1–D88.3 · D88.5–D88.6 | `Usetup*Z` header + sub-table width/endian conversion (`d88_emit.py`) | resolved |
|
||||
@@ -546,7 +546,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
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| D239 | **QoL ask (M-106, user QA): click-to-lock vs always-grab parity.** — full `## D239` entry at file tail | CLOSED — executed in the v0.2.0 prep pass (port-only)… |
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||||
| D240 | **Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).** — full `## D240` entry at file tail | **OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment.** Confidence LOW-MEDIUM that this is a *new* bug distinct from the D155/D186/D193/D204/D209 timing-keystone family (all of which gate the identical `deltaFrames→speedgraphframes→g_ClockTimer→g_GlobalTimer` chain this SFX trigger consumes).… |
|
||||
| D241 | **Player gunshot SFX goes silent under some conditions — reported on Bunker with the alarm sounding, "or some other factor" — but only for PP7 and AK47, Klobb…** — full `## D241` entry at file tail | **OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug.** Recommend folding this repro into D207 (or closing D241 as a duplicate once D207 is reopened) rather than tracking separately.… |
|
||||
| D242 | **Player-death sequence UX regression vs N64 original: PC requires an LMB click to proceed to the mission-failed/file-select screen; user recalls N64 auto-plays…** — full `## D242` entry at file tail | **NOT A PORT-LOGIC BUG as far as static analysis can tell.** Confidence HIGH that the LMB-click skip path is faithful original behavior (Z_TRIG-mapped, exists unmodified in `bondview2.c`), not a defect to remove.… |
|
||||
| D242 | **Player-death sequence UX regression vs N64 original: PC requires an LMB click to proceed to the mission-failed/file-select screen; user recalls N64 auto-plays…** — full `## D242` entry at file tail | OPEN — 1964 comparison owed (2026-09-26, user). Earlier: **NOT A PORT-LOGIC BUG as far as static analysis can tell.** Confidence HIGH that the LMB-click skip path is faithful original behavior (Z_TRIG-mapped, exists unmodified in `bondview2.c`), not a defect to remove.… |
|
||||
| D243 | **Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject): the camera violently shakes/"spazzes" during each of the scripted camera-angle…** — full `## D243` entry at file tail | **FIXED, live-confirmed by the user (M-189/M-190, 2026-09-18).** Root cause found: `bondview2.c:598-599`'s manual buffer-layout math for Bond's third-person cutscene body model reserved space using a hardcoded 32-bit `sizeof(Model)` literal (`0xfb`) that never accounted for pointer widening — real 64-bit `sizeof(Model)` is 232 bytes, 44 more than reserved, so the animation-data buffer placed right after it overlapped the model's own `playspeed`/`animrate`/`unkac`/`unkb0`/`unkb4` fields, corrupting them (this is what M-183/M-185's clamps were band-aiding). Fixed by computing the real `sizeof(Model)` instead of the stale literal, matching the identical idiom already used one line above for `ModelFileHeader`. **M-190 follow-up:** M-170's camera-shake freeze was replaced with a filter re-seed-on-teleport (camera now tracks Bond continuously within each shot instead of holding a frozen angle), and an unrelated bug in the same review pass — mouse-look never gated during scripted/no-control camera states (D300's own documented-but-unimplemented safety gate) — was found and fixed in `port/src/input.c`. User confirmed both fixes live, full intro-flyover + Dam abseil playthrough: "ok yeah looks good." |
|
||||
| D245 | **IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) — "looks almost exactly like skybox" (M-116, user…** — full `## D245` entry at file tail | OPEN — REOPENED, M-142 headless probe found the tc-shift `k` measurably flips during ordinary view rotation (new root-cause evidence); an opt-in `GE_D245_FIXEDSHIFT` candidate is build-verified but needs a live A/B, not shipped as default.… |
|
||||
| D246 | **Tiny pixel strips at the left and right edges of the screen, "like overscan" — look like raw pixels, not 3D graphics (M-116, user QA report).** — full `## D246` entry at file tail | **FIXED (2026-09-18 session, port-only, `Video.SafeAreaCrop`).** Measured precisely (exactly 1.0 logical unit missing on both edges, every resolution); underlying clip-precision root cause not isolated, but `gfx_adjust_viewport_or_scissor` now trims a fixed 1-unit margin from both edges — same toggle/mechanism as D247. Live user playtest confirmed clean edges. |
|
||||
@@ -584,12 +584,12 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D295 | **Campaign-halting crash at the end of Control Center on 00 Agent difficulty, then a crash on every subsequent relaunch/resume (GitHub #87, user campaign playtest).** — full `## D295` entry at file tail | FIXED (M-149) — M-148 root-caused + reproduced on HEAD; fix landed: port-side JPN-cache seed (`port/src/main.c`) + `#ifdef PORT` buffer widen in `front.c` (D8 class). Verified: previously-crashing input now clean, 21/21 sweep PASS. Companion save-wipe regression → D297. History — M-148 fully root-caused + **reproduced on current HEAD**: `difficultytext[4]` (`front.c:2616`) overflow — `strcpy("00 Agent")`/`strcat("\n")` spills onto `textpos.p[0]` (y, ≥0x80 in normal geometries) → high-bit byte → `langGetJpnCharPixels` NULL deref (`language.c:320`, `g_JpnCacheCacheItems` NULL outside JPN mode — likewise unallocated on N64 non-JP builds, crash potential is decomp-native). The user's save is a *valid pre-D284* save (all 5 slot CRCs bit-exact under the old PRNG); post-fix builds wipe it at validation, which is why the unmodified artifact no longer triggers it — NOT a fix. No OOB exists (M-147 guess retracted: 007 difficulty has no stored times). Fix options flagged for sign-off (port-side JPN-cache init preferred; `difficultytext` enlarge = D8 class). Side finding: v0.3.0 silently wipes all pre-fix saves on first launch (D284 side effect — own D entry owed). Separate still-open issue found: unconditional `[EVTQ-DROP]` audio-pool-exhaustion logging, `src/libultra/audio/event.c:92`.… |
|
||||
| D296 | **Control Center, 00 Agent: noticeable stutter, user's own read is "maybe from the drone guns" (M-146, same D295 investigation session).** — full `## D296` entry at file tail | CLOSED (2026-09-26, user-approved: stutter seen only under gdb (debug.ps1); D302, fixed two days later, removed a per-triangle uncached getenv costing ~15 fps; reopen if seen on a normal build). Earlier: OPEN — single live report, un-triaged; observed only under a gdb-attached debug-harness launch (`tools_pc/debug.ps1`), not the packaged release artifact — user flagged that harness overhead has caused false stutter before. Needs a plain-exe / real-release repro check before any perf tracing.… |
|
||||
| D297 | **v0.3.0 silently wipes ALL pre-fix player saves on first launch (D284 side effect; found during D295/M-148).** — full `## D297` entry at file tail | FIXED (M-150) — migration shim landed: `port/src/legacycrc.c` (isolated, deliberately-wrong pre-D284 PRNG, reviewer-verified bit-exact against `0de99b4d^`) + eeprom-shim read-path hook in `libultra.c` (block 4 only; persists pristine+migrated bytes before the read-time-only AllUnlocked patch). Verified: user's #87 artifact → `D297-migrated 5`, all slots OK, idempotent on relaunch; native post-fix save untouched; corrupt slot left to the game's own wipe path; fresh eep untouched; 21/21 sweep PASS. Block-0 header needed no migration (factory seal, verified). |
|
||||
| D298 | **Full HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build — user suspects a debug-launch artifact and asked NOT to raise it until seen in a regular release-targeted build; parked** — full `## D298` entry at file tail |s — regression reported 2026-09-16 during v0.3.0 work (build ce8427cf); user says "don't fix, just for context"; not yet investigated** — full `## D298` entry at file tail |
|
||||
| D298 | **Full HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build — user suspects a debug-launch artifact and asked NOT to raise it until seen in a regular release-targeted build; parked** — full `## D298` entry at file tail | CLOSED (2026-09-26, user: HUD is fine now). Earlier: s — regression reported 2026-09-16 during v0.3.0 work (build ce8427cf); user says "don't fix, just for context"; not yet investigated** — full `## D298` entry at file tail |
|
||||
| D299 | **Game.SkipIntro crashed selecting any save slot except one — reproduced on a fresh save and on a clean Release rebuild, ruling out stale save data (found + fixed 2026-09-17).** — full `## D299` entry at file tail | FIXED — `fileValidateSaves()` (only called from the skipped legal screen) never ran under `SkipIntro`, leaving `saves[]` all-zero; added the missing call to the `SkipIntro` shortcut (`src/game/lv.c`, `#ifdef PORT`, zero game-logic change). Build-verified both `RelWithDebInfo`/`Release`; live user re-test confirms all 4 slots now selectable with `SkipIntro=1`. Not yet run through a full 21-level sweep. |
|
||||
| D300 | **Hipfire look feels non-uniform (issue #89): mouse px routed through the N64 analog stick's quadratic natural-turn curve, so slow motion is "almost unrecognised" and fast motion saturates at full turn speed by ~13 px/poll.** — full `## D300` entry at file tail | FIXED, user-confirmed live — WI-1 per `docs/dev/GEPD-INPUT-PLAN.md`: new `hipDirectCompute()` (`port/src/input.c`) writes `vv_theta`/`vv_verta` directly, mirroring GEPD's hipfire formula and D194's existing aim-mode direct-write pattern — linear px→degree, FOV-scaled, dt-normalized, bypassing the stick curve entirely. Safety-gated on `bonddead`/`outside_watch_menu`/`pause_state` plus (M-190, 2026-09-18) the scripted-camera-mode check the original safety-gates writeup named but never implemented — mouse could freely move the camera during POSEND/INTRO cutscenes until this session. `Input.MouseDirectLook` (default 1) is the escape hatch back to the legacy stick path. Build/link-verified; user playtested live: "input already feels better," then again post-M-190: "ok yeah looks good." |
|
||||
| D301 | **`fileGetIsCheatUnlocked()` NULL-deref, unguarded on every call site, not just the D299/SkipIntro one (GitHub #87, two reports with an identical crash PC/fault address).** — full `## D301` entry at file tail | FIXED locally on `release/v0.3.0` (not pushed) — NULL-guarded `fileGetIsCheatUnlocked()` itself (`src/game/file2.c`, `#ifdef PORT`) rather than only its one known trigger route; build-verified, crash-free smoke test. Live confirmation against the actual #87 repro still owed — a synthetic `GE_STARTMENU=6` repro attempt did not reproduce the crash even pre-fix, so the exact #87 trigger condition (why the save lookup fails) remains unconfirmed. |
|
||||
| D302 | **Render FPS regression to ~40-45fps on release/v0.3.0 (user QA on the local v0.3.0 pre-release build, 2026-09-18) — a reintroduction of D250's own uncached-`getenv()`-in-the-hot-path bug class.** — full `## D302` entry at file tail | FIXED — 4 uncached `getenv()` calls added by D236 passes 10/12/14/16 directly inside `gfx_sp_tri1` (`port/fast3d/gfx_pc.cpp`, per-triangle) cached with the same `static int x = -1` pattern D250 established elsewhere in the file. Verified via `GE_D193=1 -level_33` (Dam): rock-steady `render=59-61` post-fix, matching D250's own post-fix baseline exactly (pre-fix D250 pinned this level at 45-50fps). Not yet re-confirmed by the user's own hands-on playtest. |
|
||||
| D303 | **Some muzzle flashes (M16 named specifically, "and some others") draw wrong — the flash renders very long, extending straight up from the gun (user QA on the v0.3.0 pre-release build, 2026-09-18).** — full `## D303` entry at file tail | OPEN — investigated: pipeline + weapon stats + model conversion ruled out; GE_D303 capture probe in-tree (`port/fast3d/gfx_pc.cpp`), blocked on a live firing repro. |
|
||||
| D303 | **Some muzzle flashes (M16 named specifically, "and some others") draw wrong — the flash renders very long, extending straight up from the gun (user QA on the v0.3.0 pre-release build, 2026-09-18).** — full `## D303` entry at file tail | OPEN — 1964 comparison owed; absorbs D220 (user 2026-09-26: M16/AR15 flash rises regardless of FOV). Earlier: OPEN — investigated: pipeline + weapon stats + model conversion ruled out; GE_D303 capture probe in-tree (`port/fast3d/gfx_pc.cpp`), blocked on a live firing repro. |
|
||||
| D304 | **Mouse sensitivity menu overhaul (user request, 2026-09-18): aim speed/turn speed sliders weren't "1:1", had too little range, and (follow-up) risked decoupling into a bad state; F10 menu also had a click-jump bug.** — full `## D304` entry at file tail | FIXED — see full entry for both the range/parity pass and the same-day follow-up (collapsed to a single `Input.MouseSensitivity` menu row + fixed `overlayUpdateScroll()`'s unconditional bottom-anchor, the actual cause of the reported "menu jumps to the setting below on click"). Build-verified (Windows) both passes; headless overlay smoke test clean after each. **Live F10 playtest done (2026-09-18): user confirmed the collapsed single-sensitivity menu works, the click-jump is gone, and the D251 bottom-row duplication no longer occurs.** |
|
||||
| D305 | **Steam Deck SIGSEGV on the v0.3.0 pre-release build (Cavern, early in the level, `Game.AllUnlocked` previously enabled on the session/save) — same exact FAULT ADDR 0x62 / `sndHandleEvent` signature as D285, reproduced AFTER D285's own lock fix was already live-verified crash-free on real hardware.** — full `## D305` entry at file tail | FIXED (defensive guard) — `sndHandleEvent`'s preempt-scan (`src/snd.c`) dereferenced its list-walk pointer before ever checking it for NULL (a do-while always runs its body once); D285's `osSetIntMask` lock only prevents another thread from emptying the list mid-scan, not a scan that starts with an already-empty list, so the crash could still happen even with that fix in place. Added the missing `iterState != NULL` guard before the loop, matching D255's established skip-instead-of-dereference precedent. Root desync mechanism (why pool-exhaustion accounting and the list can disagree) still not identified; `Game.AllUnlocked` correlation not proven, only reported. **Live-verified on the Deck (2026-09-18):** user ran two test sessions on Cavern with the updated build, plus toggled `Game.AllUnlocked` off then back on and relaunched — no crash in any of them. |
|
||||
| D306 | **Dam intro/truck wheels render with odd transparent-looking areas, possibly z-fighting (user QA, 2026-09-18).** — full `## D306` entry at file tail | CLOSED — faithful, confirmed on 1964 (M-201): all PC-specific leads refuted (FOV, depth precision, depth state, near plane, wheel transforms); it is the authored truck geometry seen from intro camera 5 under the truck. Absorbs D291. Earlier GE_ZF "real fighting" was a probe-quantisation artefact. |
|
||||
@@ -601,7 +601,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D312 | **Throwable items (mines, grenades, etc.) can clip through walls in certain spots (user report, v0.3.0 pre-release playtest, 2026-09-18).** — full `## D312` entry at file tail | FIXED — `bgBuildRoomVtxBounds` mis-reads the G_VTX vertex count on PC (`Gfx_le.dma.par` bit-layout shift): n=16 batches collapse to single-point bounds and fail the per-batch AABB pre-test, so their wall triangles are never ray-tested. One-line `#ifdef PORT` fix; verified by repro. |
|
||||
| D313 | **Bullet impacts do not appear on some walls/surfaces — the projectile appears to pass through them; impacts DO work on some surfaces such as doors/windows (user report, v0.3.0 pre-release playtest, 2026-09-18).** — full `## D313` entry at file tail | FIXED — same root cause as D312, merged diagnosis; same one-line fix. Doors/windows use the separate working `bgTestHitOnObj` path, hence the "surface-dependent" appearance. |
|
||||
| D314 | **F10 menu items flicker randomly/intermittently (reported on the main-menu context, user report, v0.3.0 playtest build, 2026-09-18).** — full `## D314` entry at file tail | FIXED (user playtest 2026-09-26) — M-200 wheel-queue race fix + D287 window-thread cursor calls. Earlier: confirmed still present post-D316 fix (2026-09-18). Diagnostic probe (`GE_D314=1`) landed in `optionsOverlayHandleInput()` if revisited. |
|
||||
| D315 | **Menu scaling differs between main menu and in-game — main menu scales OK, in-game menu "seems kinda big sometimes" (user report, v0.3.0 playtest build, 2026-09-18).** — full `## D315` entry at file tail | OPEN — disclosed as a known issue, deferred to v0.3.1 (bigger design question, not a mechanical fix). |
|
||||
| D315 | **Menu scaling differs between main menu and in-game — main menu scales OK, in-game menu "seems kinda big sometimes" (user report, v0.3.0 playtest build, 2026-09-18).** — full `## D315` entry at file tail | CLOSED (2026-09-26, user: menu scaling looks fine; likely resolved by the v0.4.0 widescreen/HUD-scale work D334/D335/D226). Earlier: OPEN — disclosed as a known issue, deferred to v0.3.1 (bigger design question, not a mechanical fix). |
|
||||
| D316 | **Mouse-clicking some menu items glitches and lands on the item below instead (user report, v0.3.0 playtest build, 2026-09-18).** — full `## D316` entry at file tail | FIXED — root-caused to two compounding bugs (naive mouse->logical mapping ignoring the safe-area crop; asymmetric row hit-test band) in `port/src/optionsoverlay.c` + `port/fast3d/gfx_pc.cpp`. Build-verified (golden diff PASS, worst_cell=0); interactive click verification owed. |
|
||||
| D317 | **Crash when toggling Game.AllUnlocked back and forth in-game (user report, v0.3.0 playtest build, 2026-09-18) — no dump left behind.** — full `## D317` entry at file tail | CLOSED — symptom of D316 (confirmed instant window close, no WER report; the D316 hit-band bias let a click on "All unlocked" fall through to the adjacent "Quit to desktop" row). Same fix resolves it. |
|
||||
| D318 | **Facility (regular play path): after Objective C (destroying the bottling tanks) completes, Ourumov freezes and does not shoot Trevelyan as he should (user report, 2026-09-18).** — full `## D318` entry at file tail | FIXED via D329 (2026-09-26 bookkeeping: tick-granularity root cause; Rule-2 fix in model.c, user-verified 2026-09-23). Earlier: OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped. Earlier resolution text kept in the full entry. |
|
||||
|
||||
Reference in new issue
Block a user