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
This commit is contained in:
James Dansereau committed 2026-09-20 10:09:33 -04:00
1 parent 448444ed38
commit 63315030f8
7 files changed
+134 -62

No files matched your search

+20 -1
View File
@@ -2,7 +2,7 @@
<p align="center">
<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v0.3.0/docs/media/goldeneye-gh-preview.gif" width="480"
alt="~32 s gameplay montage from live play sessions (no audio track)">
alt="~12 s gameplay montage from live v0.3.0 play sessions (no audio track)">
</p>
> The full single-player campaign runs at a steady 60 fps with audio (music +
@@ -64,6 +64,15 @@
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
slots with `Skip Intro` enabled (D299).
- **The elusive complete freeze is root-caused and fixed.** Players had hit
a total, non-self-recovering lockup (most recently when returning from
Caverns to the intro screen) that was real but never reproduced on demand.
It turned out to be a latent defect in the original game's own AI command
stream — a record type the engine mis-measures, which our level-teardown
timing can trigger and the N64 never presents. Fixed with a minimal change
under the project's game-code exception process (D309/D310); a second,
unrelated freeze mechanism found during the same playtest is now guarded
as well (D311).
- **A NULL-pointer guard was added** around a save-data lookup that two
players hit with an identical crash address (GitHub #87, D301) — this
should close that crash, though we weren't able to reproduce the exact
@@ -139,6 +148,16 @@
(the wrong direction) on some levels, seen on Bunker — this is the
gameplay security-camera object, not the player's own view (D307). Not
investigated for this release.
- **A rare, self-clearing visual quirk**: on an occasional animation
transition, Bond's model can briefly render out of place. It has no effect
on gameplay or your save, and it clears on its own or by re-entering the
level; a safeguard added this release guarantees it can never affect game
stability (D311).
- **Two collision oddities found in final playtesting**: throwable items
(mines, grenades) can occasionally clip through walls in certain spots
(D312), and bullet impacts don't appear on some surfaces — doors and
windows are unaffected (D313). Both are queued for the next release; if
you hit either, an issue with the level and spot helps a lot.
### Downloads