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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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@@ -17,10 +17,11 @@
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### What's new since v0.2.2
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- **The Dam end-of-level cutscene is fixed** — the most visible remaining
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glitch in prior releases: Bond's animation no longer breaks or repeats,
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and the camera correctly tracks him through all three scripted abseil
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shots (D243). Root cause: a 32-bit-era struct-size constant in the
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- **Bond is fixed in cutscenes** — the most visible remaining glitch in
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prior releases: Bond no longer floats or glitches out during cutscenes,
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his animation no longer breaks or repeats, and the camera correctly
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tracks him through scripted sequences including all three Dam end-of-level
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abseil shots (D243). Root cause: a 32-bit-era struct-size constant in the
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cutscene body-model setup never accounted for 64-bit pointer widening,
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corrupting the model's own animation-timing fields on creation. Fixing
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that also fixed the associated camera shake, which had previously been
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@@ -31,10 +32,6 @@
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bug — Bond now ends up in the right place the large majority of the time,
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with only a small positional drift on the rare occasion he's off (D173/
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D292).
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- **Mouse can no longer move the camera during locked cutscenes** — a
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separate bug found while verifying the fix above: the intro flyover and
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the Dam abseil-jump sequence are meant to be camera-locked, but mouse-look
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was never actually gated during those states.
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- **Particle colors mostly fixed**: bullet-impact sparks and lingering
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smoke/explosion residue no longer cycle through a rainbow palette (D219) —
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root cause was a hardcoded raw-memory-offset read into the spark's stored
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@@ -57,11 +54,6 @@
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were the original N64 TV-safe-area margin, invisible on a CRT under real
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overscan but visible on a PC monitor. New `Video.SafeAreaCrop` toggle
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(default on) if you want the original framing back.
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- **Hipfire mouse-look feels dramatically better**: slow mouse motion is no
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longer barely recognized and fast motion no longer saturates almost
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immediately — mouse look now writes the camera angle directly instead of
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being routed through the N64 analog stick's turn curve (D300,
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`Input.MouseDirectLook`, on by default).
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- **Two more crash fixes**: a campaign-halting crash at the end of Control
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Center on 00 Agent difficulty, which would then crash on every subsequent
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relaunch until the save was reset (D295); and a crash selecting most save
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@@ -91,15 +83,18 @@
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dereference a pointer without checking it was valid first). Live-verified
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crash-free on real Steam Deck hardware, including with `All unlocked`
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toggled on.
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- **F10 mouse sensitivity simplified**: the separate aim-speed and turn-speed
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sliders — which could be set to inconsistent values against each other —
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are now a single `Mouse sensitivity` control with a wider range. Also
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fixed three F10 menu bugs found along the way: clicking a row could
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unexpectedly scroll the whole list, a click near certain rows could
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silently activate a different option than the one you clicked (most
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noticeably, clicking `All unlocked` could instead trigger `Quit to
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desktop`), and the panel's bottom row no longer duplicates whatever item
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is currently selected (D251).
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- **Mouse input and F10 controls fixed**: mouse input was reworked to
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follow the Perfect Dark PC port's architecture — slow mouse motion is no
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longer barely recognized and fast motion no longer saturates almost
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immediately (D300, `Input.MouseDirectLook`, on by default). The separate
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aim-speed and turn-speed sliders — which could be set to inconsistent
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values against each other — are now a single `Mouse sensitivity` control
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with a wider range. Also fixed three F10 menu bugs found along the way:
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clicking a row could unexpectedly scroll the whole list, a click near
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certain rows could silently activate a different option than the one you
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clicked (most noticeably, clicking `All unlocked` could instead trigger
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`Quit to desktop`), and the panel's bottom row no longer duplicates
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whatever item is currently selected (D251).
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- **Random-number generation now matches the N64 original exactly** (D284) —
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a shift-operation bug in the PRNG had desynced the PC's random stream from
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N64's since the very first release, affecting loot placement, AI variance,
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