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v0.6.0: issue fixes and v0.7.0 roll-ins before release
Issue fixes: - D643 (#145 b/c, #149): Original control style is a strict virtual N64 pad (native buttons in stage/menu/watch/tank, per-seat Input.N64Pad remap, Input.N64StickFeel) - D605 + D645 (#145 a): Invert look reaches the original styles; in Original it is the game's own Look up/down, synced with the F10 row - D606 (#144): optional always-visible mission timer - D644 (#146): IA4 decodes as the RDP's I3:A1 (file-select crest drew on a dark square) - D581 (#151): open on the real primary monitor (SDL display 0) and centre every window placement in the display's global bounds; the earlier "display at (0,0)" rule still picked the left monitor - D580 (#153, #156): runtime check of the propDef type/end-of-list fix - D646: F10 dropdown popup stays inside the settings box Frame rate (#148): - D578: Auto follows the display up to 240 (4 presents per sim tick, the renderer's ceiling); 165 and 240 in the Frame rate cap row Rolled in from release/v0.7.0: - D632: release the GL context + window before exit (BSOD 0x119) - D626: Windows per-monitor DPI awareness - D639: exclusive fullscreen uses the desktop mode - verify.sh: a frame-size mismatch fails; demobatch/flicker_scan harness Release gate, licenses, docs: - NOTICE: macOS packaging and pi/ coverage; runtime libraries bundled in the downloads (SDL2/SDL3, zlib, MinGW runtime, macOS GCC runtime) - macOS package ships SDL3, GCC COPYING.RUNTIME and the GPL-3.0 text (tools_pc/dist/GPL-3.0.txt) - README: release date 2026-10-13, "Why play this port", Legal (Apple, runtime licenses), frame-rate text; site date tokens - tools_pc/release_gate.sh: one-command win/deck/mac release checks - release notes, findings D578/D580/D581/D643-D646 + index, porting notes
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@@ -10,6 +10,9 @@ repository:
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* the port layer port/
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* the PC build system CMakeLists.txt, cmake/, build-pc.sh
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* PC-port tooling tools_pc/
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* macOS packaging scripts/package-macos.sh, scripts/gen_macho_syms.py,
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scripts/strip_weak_pragmas.py
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* agent-development tooling pi/ (not part of the game build)
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* documentation docs/, README.md
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Third-party code vendored into the port layer keeps its own license:
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@@ -18,6 +21,17 @@ Third-party code vendored into the port layer keeps its own license:
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libultraship / sm64-port lineage; see port/fast3d/LICENSE.txt.
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* port/fast3d/glad/ - generated OpenGL loader (glad), public domain / MIT.
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Runtime libraries bundled in the downloads (not in this repository) keep
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their own licenses; each license text ships in the download's licenses/ folder:
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* SDL2 (all platforms) and SDL3 (macOS, loaded by sdl2-compat) - zlib license.
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* zlib - zlib license.
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* Windows: the MinGW-w64 runtime (libwinpthread, libgcc, libstdc++).
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* macOS: the GCC runtime (libgcc_s, libstdc++) - GPL-3.0 with the GCC
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Runtime Library Exception 3.1. The GPL-3.0 text the macOS package ships
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is tools_pc/dist/GPL-3.0.txt (the Homebrew gcc keg carries only the
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exception text and GPL-2.0).
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Vendored build tooling keeps its own license (none of it is compiled or linked
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into the PC port; it belongs to the N64 decompilation build):
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