release-notes/readme: cutscene fix covers all cutscenes (not just Dam); drop never-shipped locked-camera bullet; merge hipfire + F10 sensitivity into one mouse/input bullet

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James Dansereau committed 2026-09-20 17:35:16 -04:00
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### What's new since v0.2.2
- **The Dam end-of-level cutscene is fixed** — the most visible remaining
glitch in prior releases: Bond's animation no longer breaks or repeats,
and the camera correctly tracks him through all three scripted abseil
shots (D243). Root cause: a 32-bit-era struct-size constant in the
- **Bond is fixed in cutscenes** — the most visible remaining glitch in
prior releases: Bond no longer floats or glitches out during cutscenes,
his animation no longer breaks or repeats, and the camera correctly
tracks him through scripted sequences including all three Dam end-of-level
abseil shots (D243). Root cause: a 32-bit-era struct-size constant in the
cutscene body-model setup never accounted for 64-bit pointer widening,
corrupting the model's own animation-timing fields on creation. Fixing
that also fixed the associated camera shake, which had previously been
@@ -31,10 +32,6 @@
bug — Bond now ends up in the right place the large majority of the time,
with only a small positional drift on the rare occasion he's off (D173/
D292).
- **Mouse can no longer move the camera during locked cutscenes** — a
separate bug found while verifying the fix above: the intro flyover and
the Dam abseil-jump sequence are meant to be camera-locked, but mouse-look
was never actually gated during those states.
- **Particle colors mostly fixed**: bullet-impact sparks and lingering
smoke/explosion residue no longer cycle through a rainbow palette (D219) —
root cause was a hardcoded raw-memory-offset read into the spark's stored
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were the original N64 TV-safe-area margin, invisible on a CRT under real
overscan but visible on a PC monitor. New `Video.SafeAreaCrop` toggle
(default on) if you want the original framing back.
- **Hipfire mouse-look feels dramatically better**: slow mouse motion is no
longer barely recognized and fast motion no longer saturates almost
immediately — mouse look now writes the camera angle directly instead of
being routed through the N64 analog stick's turn curve (D300,
`Input.MouseDirectLook`, on by default).
- **Two more crash fixes**: a campaign-halting crash at the end of Control
Center on 00 Agent difficulty, which would then crash on every subsequent
relaunch until the save was reset (D295); and a crash selecting most save
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dereference a pointer without checking it was valid first). Live-verified
crash-free on real Steam Deck hardware, including with `All unlocked`
toggled on.
- **F10 mouse sensitivity simplified**: the separate aim-speed and turn-speed
sliders — which could be set to inconsistent values against each other —
are now a single `Mouse sensitivity` control with a wider range. Also
fixed three F10 menu bugs found along the way: clicking a row could
unexpectedly scroll the whole list, a click near certain rows could
silently activate a different option than the one you clicked (most
noticeably, clicking `All unlocked` could instead trigger `Quit to
desktop`), and the panel's bottom row no longer duplicates whatever item
is currently selected (D251).
- **Mouse input and F10 controls fixed**: mouse input was reworked to
follow the Perfect Dark PC port's architecture — slow mouse motion is no
longer barely recognized and fast motion no longer saturates almost
immediately (D300, `Input.MouseDirectLook`, on by default). The separate
aim-speed and turn-speed sliders — which could be set to inconsistent
values against each other — are now a single `Mouse sensitivity` control
with a wider range. Also fixed three F10 menu bugs found along the way:
clicking a row could unexpectedly scroll the whole list, a click near
certain rows could silently activate a different option than the one you
clicked (most noticeably, clicking `All unlocked` could instead trigger
`Quit to desktop`), and the panel's bottom row no longer duplicates
whatever item is currently selected (D251).
- **Random-number generation now matches the N64 original exactly** (D284) —
a shift-operation bug in the PRNG had desynced the PC's random stream from
N64's since the very first release, affecting loot placement, AI variance,
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playtested end to end at Agent difficulty); steady 60 fps
(software RSP off the presentation critical path); full audio: in-level music and SFX; keyboard + mouse (click-to-lock, proportional aim mode, a single
simplified sensitivity control) and a modern dual-stick controller layout;
automatic widescreen FOV scaling; the Dam end-of-level cutscene, and Bond's
third-person model positioning generally, are fixed (right the large
majority of the time now, at most a small drift when off — no more floating
or spin-glitching); file-backed saves; faithful N64 progression
automatic widescreen FOV scaling; Bond is fixed in cutscenes (no more
floating or spin-glitching) and his third-person model positioning generally
is right the large majority of the time now, at most a small drift when off; file-backed saves; faithful N64 progression
by default (F10 → *All unlocked* opens every level, 007 mode and the full
cheat menu); F10 in-game options overlay (resolution, frame cap, MSAA,
filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.