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docs: v0.3.0 release prep — final review pass
- GE-ENV-PROBES.md reconciled (18 new vars documented, GE_D243X3 tombstoned after the M-170 permanent fix removed it) — CI gen_env_probes.py --check passes - release notes gif alt text: ~32 s -> ~12 s (matches README/index captions) - agentic-development.md stats regenerated for the month-one milestone - docs/index.md status bumped to v0.3.0, honest-status synced with README - .gitignore: local/ working-junk dir
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@@ -2,7 +2,7 @@
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<p align="center">
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<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v0.3.0/docs/media/goldeneye-gh-preview.gif" width="480"
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alt="~32 s gameplay montage from live play sessions (no audio track)">
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alt="~12 s gameplay montage from live v0.3.0 play sessions (no audio track)">
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</p>
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> The full single-player campaign runs at a steady 60 fps with audio (music +
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@@ -64,6 +64,15 @@
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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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slots with `Skip Intro` enabled (D299).
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- **The elusive complete freeze is root-caused and fixed.** Players had hit
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a total, non-self-recovering lockup (most recently when returning from
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Caverns to the intro screen) that was real but never reproduced on demand.
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It turned out to be a latent defect in the original game's own AI command
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stream — a record type the engine mis-measures, which our level-teardown
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timing can trigger and the N64 never presents. Fixed with a minimal change
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under the project's game-code exception process (D309/D310); a second,
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unrelated freeze mechanism found during the same playtest is now guarded
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as well (D311).
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- **A NULL-pointer guard was added** around a save-data lookup that two
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players hit with an identical crash address (GitHub #87, D301) — this
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should close that crash, though we weren't able to reproduce the exact
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@@ -139,6 +148,16 @@
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(the wrong direction) on some levels, seen on Bunker — this is the
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gameplay security-camera object, not the player's own view (D307). Not
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investigated for this release.
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- **A rare, self-clearing visual quirk**: on an occasional animation
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transition, Bond's model can briefly render out of place. It has no effect
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on gameplay or your save, and it clears on its own or by re-entering the
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level; a safeguard added this release guarantees it can never affect game
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stability (D311).
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- **Two collision oddities found in final playtesting**: throwable items
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(mines, grenades) can occasionally clip through walls in certain spots
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(D312), and bullet impacts don't appear on some surfaces — doors and
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windows are unaffected (D313). Both are queued for the next release; if
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you hit either, an issue with the level and spot helps a lot.
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### Downloads
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