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release: comprehensive v0.4.0 notes - full v0.3.0..v0.4.0 arc (native widescreen, aim rework D332-D338/D404, HUD scale, rainbow fix, stability wave)
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### What's new since v0.3.0
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- **Water is fixed.** The shimmer/cross-fade on `IsWater` levels (Dam,
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Frigate, Surface 2, …) now matches the N64 original — the moving seam
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between two patterns and the pattern "resetting" as you moved are gone.
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Verified against an era-correct 1994 reference (D245).
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- **A modern, regrouped options experience.** Both options screens were
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reorganized into functional sections (video/graphics, sound, bond file)
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with per-section reset-to-defaults; a GE-style **F10 in-game overlay**
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covers video, input and the watch-backed settings; the front end gained a
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**PC Options** screen next to the file-select bar; and the confusing
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"save file" wording is now "profile". Options that only existed in the
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in-game watch (auto-aim, look-ahead and friends) are now editable from the
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PC options too — and they *stick*: the "auto-aim won't stay on" report is
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fixed (D330/D343/D350/D352–D356).
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- **Crosshair, your way (opt-in).** On/off, colour, size and style rows were
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added to the options. All default to the untouched N64 crosshair — nothing
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changes unless you ask (D373/D379/D381/D382).
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- **In-game key rebinding.** A two-slot key editor (PC layout + in-level
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layout) now lives in both options screens, alongside a GEPD-style preset
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layout that is the new default, and a crouch/reload binding set. INI-file
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bindings still work (D371/D383/D385).
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- **Controller support got a wave of fixes**: crouch now uses the engine's
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real crouch input (D375), Xbox-variant controller parity (D394), and —
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new — the N64 **Rumble Pak now drives real gamepad haptics** on supported
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pads, with a `Rumble strength` slider (D401).
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- **Aim mode finally works on every input device.** The "Aim style" toggle
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(N64: the crosshair deflects and the camera follows at the edge — vs
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Centred: the crosshair sits at screen center and your mouse *or* stick
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moves the camera directly) previously only functioned with a mouse; now it
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works with a controller too, with matched full-stick speed and new
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"Aim range"/sensitivity rows to dial it in (D404).
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- **`All unlocked` ships as a loudly-documented EXPERIMENTAL feature.** It
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works for its intended purpose (skip to any mission), but enabling it on a
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brand-new install with no prior save can still corrupt audio state and
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aim behaviour: **complete a level normally first, then toggle it on**
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(D387). The in-game warning says the same.
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- **Renderer robustness (community contribution, PR #106).** Setting MSAA
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above your driver's maximum no longer risks a black screen — the request
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is clamped to `GL_MAX_SAMPLES` — and two framebuffer-state bugs in the
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render/resolve paths were fixed. Affects both Windows and Linux builds
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(D405).
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- **Graphics fixes from the final playtest wave**: the file-select
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background / gun-barrel comb rendering (D397), the train-intro soldier
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pose (D392), the extra erroneous muzzle-flash on some guns (D303), the
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occasional z-fighting (D308), the backwards-facing security-camera props
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(D307), and the front-end logo/copyright page (D403). Distant-geometry
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dropout on the biggest open levels (Streets, Egyptian) is substantially
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improved at default settings (D249).
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- **Steam Deck / Linux**: the first clean SteamOS/glibc build, plus a
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first-launch preset (native 1280×800, 2× MSAA, vsync) for decks that don't
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have a config yet (D402/D283).
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- **Gunshot audio fixed**: cadence now matches the N64 original's rate, and
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the intermittent silence under sustained fire near a looping sound is gone
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(D240/D241). Long-session audio degradation (reported on issue #87) got
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pool hardening plus an optional `GE_D322=1` telemetry probe if it ever
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**Native widescreen**
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- **The world now renders natively at your display's aspect ratio**
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(D334/D335): undistorted world geometry at any aspect (wider view, same
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vertical FOV), the HUD keeps its shape and anchors to the screen edges,
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and the 4:3 front-end menus are pillarboxed. The ending-credits sequence
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wraps widescreen too. The F10 `Native widescreen` toggle restores the old
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stretched frame if you prefer it.
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**Aim, reworked for every input device**
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- **Reticule jitter in aim mode is gone**: mouse aim now uses the Perfect
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Dark PC port's aim model (D332) on top of v0.3.0's direct-look rework.
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- **New `Aim style` option** (D333/D337): N64 (the crosshair deflects and
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the camera follows at the edge; internally it runs on the PD aim model
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above) or Centred (crosshair fixed at screen center, input moves the
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camera directly). In v0.3.0 the centred mode only worked with a mouse;
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**v0.4.0 makes it work with a controller too**, with full-stick speed
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matching the N64 original's top turn rate (D404).
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- **New `Aim range` option** (D338): PC (full-screen feel, the default) or
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N64 (original 65% stick limits). A single mouse-sensitivity control with a
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wider range remains from v0.3.0.
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**A modern, regrouped options experience**
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- Both options screens were reorganized into functional sections (video/
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graphics, sound, bond file) with per-section reset-to-defaults, and the
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confusing "save file" wording is now "profile" — settings are scoped per
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profile (D353–D356).
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- The **F10 in-game overlay** got a GE-style refresh: category headers,
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controller value-adjust with hold-to-repeat, pointer/keyboard navigation
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fixes, plus five new settings — Skip Intro, Show FPS, and pad
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invert/deadzone/trigger rows (D237/D345–D347/D360–D370).
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- The front end gained a **PC Options screen** next to the file-select bar,
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and file-select Copy/Erase moves into the bottom bar (D343).
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- Options that only existed in the in-level watch (auto-aim, look-ahead and
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friends) are now editable from the PC options — and they *stick*: the
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"auto-aim won't stay on" report (issue #103) is fixed (D330/D350/D352/
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D354).
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- **New `HUD scale` option** (75–150%): scale the ammo counter, pickup
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text, and subtitle bars for smaller/larger displays (D226).
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**Crosshair, your way (opt-in)**
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- On/off, colour, size and style rows were added to the options. All default
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to the untouched N64 crosshair — nothing changes unless you ask
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(D373/D379/D381/D382).
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||||
|
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**Key rebinding + new default layout**
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- A two-slot key editor (PC layout + in-level layout) lives in both options
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screens, alongside a **GEPD-style preset layout that is the new default**
|
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and a crouch/reload binding set. INI-file bindings still work
|
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(D371/D374/D383/D385).
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||||
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**Controllers**
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- Crouch now uses the engine's real crouch input (D375); Xbox-variant
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controller parity (D394); pad invert/deadzone/trigger rows (D237); the
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F10 overlay is fully gamepad-driven with value-adjust and hold-to-repeat
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(D347).
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- **The N64 Rumble Pak now drives real gamepad haptics** on supported pads,
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with a `Rumble strength` slider (D401).
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**`All unlocked`, now a documented EXPERIMENTAL feature**
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- It works for its intended purpose (skip to any mission, 007 mode, full
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cheat menu) — including on a fresh install, which now yields the game's
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own fresh-slot layout instead of corrupting (D281). But enabling it can
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still leave odd audio/aim state in edge cases: **complete a level
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normally first, and back up `data/ge007.eep` before enabling it** (D387).
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The in-game warning says the same.
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**Audio**
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- Gunshot SFX cadence now matches the N64 original's rate, and the
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intermittent silence under sustained fire near a looping sound is gone
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(D240/D241).
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- Windows audio now prefers the DirectSound backend over WASAPI for lower,
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more robust latency (D322), and long-session audio degradation (issue #87)
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got pool hardening plus an optional `GE_D322=1` telemetry probe if it ever
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recurs.
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- The **particle "rainbow" effect is fixed** (D252): the intermittently
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recoloured explosion/spark particles from v0.3.0 no longer occur.
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**Graphics fixes from the final playtest wave**
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- **Water is fixed** (D245): the `IsWater` shimmer/cross-fade (Dam,
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Frigate, Surface 2, …) now matches the N64 original — the moving seam and
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the pattern "resetting" as you moved are gone, verified against an
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era-correct 1994 reference.
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- Surface 1/2: the tree backdrop that rendered as a solid wall of texture
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now renders as proper camera-facing tree cards (D236).
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- Frigate (and the rare "model briefly out of place" quirk): both were the
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same never-written-fields read in the head-bob animation; fixed
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(D336/D311).
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- Ejected shell casings now render (D331); the intro gun-barrel blood drip
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draws correctly (D341); the extra erroneous long muzzle-flash on some guns
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is gone (D303); the occasional z-fighting is fixed (D308); backwards-facing
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security-camera props fixed (D307); the front-end Rareware logo work
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narrowed to a subtle filtering residual and the Nintendo logo/copyright
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page renders correctly (D403/D75); the train-intro soldier pose is correct
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(D392); file-select background/gun-barrel comb rendering fixed (D397);
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stale-texture artifacts after level transitions fixed (D235).
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- Distant-geometry dropout on the biggest open levels (Streets, Egyptian) is
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substantially improved at default settings (D249).
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**Windows / PC stability**
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- Game exit is now orderly, so quitting no longer lands inside the graphics
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driver (a class of driver bugchecks seen during testing) (D344); an
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idle-then-click mouse-mode fix cleared a Windows non-self-recovering
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freeze (D287); plus a port-wide code audit (missing returns, prototypes,
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undefined-behaviour shifts).
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- The Facility execution-scene watchdog from v0.3.0 stays enabled as a
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safeguard; the animation-pinning that motivated it is root-caused and
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fixed at the tick level (D329).
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**Steam Deck / Linux**
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- The first clean SteamOS/glibc build (D402), plus a first-launch preset
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(native 1280×800, 2× MSAA, vsync) for decks without a config yet (D283).
|
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**Renderer robustness (community contribution, PR #106)**
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- Setting MSAA above your driver's maximum no longer risks a black screen
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(the request is clamped to `GL_MAX_SAMPLES`), and two framebuffer-state
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bugs in the render/resolve paths were fixed. Affects both Windows and
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Linux builds (D405).
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**Also this cycle (research, not yet features)**
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- ROM-level mod support was investigated and found viable (the game's file
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table lives in the ROM) (D325–D328); HD-texture packs and the drop-in-ROM
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flow are tracked post-1.0; a measured CPU budget on low-end hardware
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reshaped the #92 performance investigation toward the GPU (D339).
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### Known issues
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- **`All unlocked` is highly experimental — do not enable it until you have
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at least one save written.** Complete a level normally first (e.g. Dam on
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Agent), then turn the toggle on. Enabling it on a brand-new install with
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||||
no prior save can cause silent audio and odd right-mouse-aim behaviour
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(D387).
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- **No native widescreen render**: the automatic FOV scaling expands the
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*field of view* for 16:9+ displays, but the world geometry and HUD are
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still authored/laid out for 4:3 — this is not yet a true edge-to-edge 16:9
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render.
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- **The front-end Rareware logo has a texture-filtering residual** (D75);
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the Nintendo logo and copyright page render correctly.
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- **NTSC-U only**: PAL and JP ROMs boot but do not run correctly; asset
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repair for those regions is on the post-release roadmap (D258).
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- The Facility execution-scene watchdog from v0.3.0 remains enabled as a
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safeguard; the underlying animation-pinning cause it was guarding against
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is fixed in this release (D318/D329).
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- On Facility, if gas leaks during Ourumov's monologue he can pause for up
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to ~10 s before resuming the scripted shootout — a latent race that exists
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in the N64 original too (where it softlocks permanently); the port detects
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and auto-recovers it (D318).
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- **Native widescreen is new in v0.4.0**: the world renders undistorted at
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your display's aspect and the HUD keeps its shape; front-end menus are
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shown 4:3 with side bars. The F10 *Native widescreen* toggle restores the
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old stretched frame.
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- The front-end Rareware logo shows a subtle texture-filtering artifact
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(Nintendo logo and legal page are clean). Cosmetic only (D75).
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- This release ships NTSC (US) assets; PAL/JP ROMs are not supported in this
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version (D258).
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- **`All unlocked` is experimental: back up `data/ge007.eep` before
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enabling it.** Any save while ON — even a profile-settings change — can
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leave odd audio/aim state; completing a level normally first avoids the
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fresh-install case (D387).
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### Downloads
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