diff --git a/.github/release-notes.md b/.github/release-notes.md index 88d7c9c7..216ba42c 100644 --- a/.github/release-notes.md +++ b/.github/release-notes.md @@ -17,10 +17,11 @@ ### 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 @@ -57,11 +54,6 @@ 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 @@ -91,15 +83,18 @@ 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, diff --git a/README.md b/README.md index d6bcaf12..96936f9a 100644 --- a/README.md +++ b/README.md @@ -88,10 +88,9 @@ start), front-end menu navigation on the left stick to match the F10 overlay 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.