v0.5.0 final pass: AI and Deck fixes (D565-D567), docs and site refresh

Fixes:
- D565: AI awareness no longer follows two player render settings. Fog
  distance is floored at 100 (below it the shortened clip hid guards from
  AI on-screen checks); the D466 gameplay fog cull is rescaled to the game's
  own FOV (identity at defaults).
- D566: Steam Deck Game Mode no longer shows the on-screen keyboard at
  launch (SDL text input stopped; screen-keyboard hint off).
- D567: opening PC Options from the front end with a pad no longer drags
  the game's crosshair to the top-left corner.

Docs and site:
- README News/Status/Features/controls brought up to date; the unpublished
  v0.4.1 work is folded into v0.5.0 everywhere; stats to v0.5.0.
- Release notes reordered: player-facing highlights first, finding labels
  and verification at the bottom.
- Site status rewritten; favicon is now the exe icon (make_icon.py writes
  docs/favicon.ico).
- ROADMAP: AI review results, update-check follow-up, stale rows closed.

Verified: Windows + Linux builds; Windows pixel gate Surface 1 PASS;
Deck build deployed for the maintainer's Game Mode checks.
This commit is contained in:
James Dansereau committed 2026-10-06 21:06:48 -04:00
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@@ -9,7 +9,7 @@ description: >-
# and the WebPage JSON-LD dates). Keep these equal to the last real content
# change of THIS page, not to the last release.
date: '2026-10-05'
modified_time: '2026-10-05'
modified_time: '2026-10-06'
locale: en_US
# The masthead is this page's title, so its first content h2 must NOT get the
# amber page-title look (double header). See the .flat-title rule in
@@ -32,26 +32,29 @@ Rare "Indy" engine family, one hardware generation apart.
<div class="cblock">
### v0.5.0 (2026-10-05) — the campaign and split-screen both run end to end.
### v0.5.0 (2026-10-06) — split-screen multiplayer, one options menu, closer to the N64.
- **Single-player campaign complete.** All 20 missions plus the
ending-credits sequence, completable end to end at a steady 60 fps.
- **2–4 player split-screen multiplayer.** Supported on every multiplayer
map; playtested on Windows, Linux and Steam Deck.
- **One real options system.** A single menu, laid out like the Perfect
Dark port's — plain-English wording, real-unit sliders, a one-line
description per option — with the game's own **N64 control styles as a
per-seat preset**.
- **Emulator save files load directly.** Copy a 1964 / Project64 save into
`data/` and it is converted on first launch.
- **A scalable HUD overlay**, fullscreen and window-centring controls, and
antialiased overlay controls.
- **A fidelity round checked frame-by-frame against the N64 game** (fog,
aspect-ratio letterboxing, the Watch menu's own settings), with the
reference-frame gate re-based on both platforms (21 levels, 63 frames
each).
- The small stuff: a menu wording, units and help-text pass, and
standardised menu spelling.
- **2–4 player split-screen multiplayer** on every multiplayer map, each
player with their own pad, controls and aim settings.
- **One options menu** for every setting, laid out like the Perfect Dark
port's, with the game's own crosshair as the mouse pointer. Pick the game's
own N64 control styles (1.1–2.4) per player, or the Xbox release's presets
with per-player pad rebinding; PlayStation and Nintendo pads show their own
button names.
- **Closer to the N64:** fog and haze (Surface 2's ground fog, the sky at the
horizon), automatic-weapon fire rate, sniper and camera zoom, Dam and
Caverns water, the Jungle boss fight's timing, guard visibility in
widescreen, and the Dam ending camera.
- **Fewer crashes and glitches:** a multiplayer crash with the crouched rifle,
rockets passing through the ground, and broken geometry around Aztec's
shuttle.
- **A steady 60 fps on low-end GPUs** (tested on an Intel HD 3000 laptop),
with lighter first-launch defaults on Atom/Celeron-class graphics.
- **Emulator saves load directly:** copy a 1964 or Project64 save in as
`data/ge007.eep` and it is converted on first launch.
- Also: more audio, video and control settings (master volume, audio device,
trilinear filtering, draw distance up to 800%, PC-friendly crouch and
look-ahead defaults), and controllers are picked up again when replugged.
</div>
@@ -72,7 +75,7 @@ single tracker for what comes next.
<li><strong>NTSC-U ROMs only in the release packages.</strong> PAL and JP ROMs convert, build and run from source, but release packages ship the US (NTSC-U) ROM. On the roadmap.</li>
<li><strong>Changing the aspect ratio in a level can briefly glitch the gun/hand model</strong> (cosmetic, one-off). Change the ratio from the front-end PC Options, or accept it (D509).</li>
<li><strong>No macOS or ARM builds yet.</strong> Today the release ships Windows, Linux and Steam Deck (keyboard, mouse and controller-button rebinding are all supported, defaults in the <a href="https://github.com/jkdansereau/goldeneye-pc-port#controls">README's Controls section</a>); macOS and ARM are on the roadmap.</li>
<li><strong>Saves from builds before v0.4.1 can hold fake unlocks from <code>All unlocked</code></strong> — <code>All unlocked</code> has not written your save since v0.4.1, but saves made while it was on in builds before v0.4.1 can hold fake unlocks and are not repaired; back up <code>data/ge007.eep</code> if you used it on an older build (D442, D387).</li>
<li><strong>Saves from v0.4.0 and earlier can hold fake unlocks from <code>All unlocked</code></strong> — <code>All unlocked</code> has not written your save since v0.5.0, but saves made while it was on in v0.4.0 and earlier can hold fake unlocks and are not repaired; back up <code>data/ge007.eep</code> if you used it on an older build (D442, D387).</li>
<li><strong>The first frame of a level takes a little longer</strong> while its textures upload — a brief FPS-counter dip; nothing to fix (D475, D480).</li>
<li><strong>In widescreen, far objects almost fully in fog can still show a faint distant building edge</strong> (4:3 matches the N64). Cosmetic (D503).</li>
</ul>
@@ -85,7 +88,7 @@ single tracker for what comes next.
<p class="warn"><strong>Warning:</strong> always use the latest release — earlier builds are kept in the release history for reference only; they lack the features and fixes of newer versions, so don't install an older release.</p>
<ul>
<li><strong>2026-10-05 — v0.5.0</strong>: what it adds is the Status list above. <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.5.0">Release notes</a>.</li>
<li><strong>2026-10-06 — v0.5.0</strong>: what it adds is the Status list above. <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.5.0">Release notes</a>.</li>
<li><strong>2026-09-28 — v0.4.0</strong>: native widescreen, a complete aim system for mouse and controller, in-game key rebinding, crosshair customization, rumble-pak haptics, a rebuilt options overlay, and a broad fidelity-fix pass. <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.4.0">Release notes</a>.</li>
<li><strong>2026-09-20 — v0.3.0</strong>: the first release with the complete campaign playable end to end at 60 fps on Windows, Linux, and Steam Deck. <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.3.0">Release notes</a>.</li>
<li><strong>2026-09-04 → 2026-09-16 — v0.1.0 – v0.2.2</strong>: the alpha and beta cycle — build chain, software RSP, first rendered frames, front end, and per-level stabilization across the campaign.</li>
@@ -234,7 +237,7 @@ architecture, the N64→PC bug catalogue, and how the project is developed.
"description": "A native PC build of GoldenEye 007 (Rare, 1997, Nintendo 64), compiled from the n64decomp/007 decompilation with the N64's RSP emulated in software. Ships no ROM and no game assets; you supply your own.",
"softwareVersion": "0.5.0",
"datePublished": "2026-10-05",
"dateModified": "2026-10-05",
"dateModified": "2026-10-06",
"operatingSystem": ["Windows", "Linux", "Steam Deck"],
"downloadUrl": "https://github.com/jkdansereau/goldeneye-pc-port/releases",
"distributionType": "Software-Offline",