Release notes: finalize for v0.2.0 final (#81)

* Release notes: finalize for v0.2.0 final (CI re-stamps the body on tag cut)

- Drop '(pre-release)' from the title; <version> stamps to 0.2.0, so the
  Downloads/Verify tables already name the final assets correctly.
- Blockquote rewritten: no more 'cut is for playtesting'. Claims what is true
  (21 missions load and run crash-free) without claiming an end-to-end
  completable campaign; adds the first-public-release note, hedged with
  'to our knowledge'.
- New What's-new bullets: Everything-unlocked-by-default (D257, ON by default,
  F10 opt-out, no active cheats) and the Steam Deck first-run preset + the two
  new F10 rows (No hit flash / Skip intro).
- Known issues unchanged — all eight walked with the user and confirmed still
  open; wording already matches the latest reports.
- Preview montage GIF at the top of the body (release pages can't play mp4);
  raw URL pinned to the v0.2.0 tag, so it resolves once PR #80 has merged and
  the tag is cut.

* Release notes: campaign-completed claim + D255 register-capture diagnosis

- Blockquote: full campaign playtested end to end (all 21 missions, Agent
  difficulty) per the v0.2.0-pre PC playtest
- D255 bullet: updated from 'narrowed to a stale model reference' to the
  pinned diagnosis (NULL ObjectRecord.model on an active record during
  mid-firefight destruction; repros on Bunker + Frigate)
This commit is contained in:
James Dansereau authored and GitHub committed 2026-09-13 22:12:43 -04:00
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## GoldenEye 007 PC Port — <version> (pre-release)
## GoldenEye 007 PC Port — <version>
> **Pre-release.** The full single-player campaign runs at a steady 60 fps,
> audio (music + SFX) playing throughout. This cut is for playtesting: a full
> end-to-end confirmation that all 21 missions are completable on this build
> is still owed, and the known issues below are real.
<p align="center">
<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v0.2.0/docs/media/goldeneye-gh-preview.gif" width="480"
alt="~32 s gameplay montage from live play sessions (no audio track)">
</p>
> The full single-player campaign runs at a steady 60 fps with audio (music +
> SFX) playing throughout, on Windows and Linux including Steam Deck — and it
> is completable end to end: the whole campaign has been playtested through
> all 21 missions (Agent difficulty). To our knowledge this is also the first
> open-source port of the original N64 game to ship as a public release. It's
> an early public cut: all 21 solo missions load and run crash-free, but the
> known issues below are real — feedback is very welcome.
### What's new since v0.1.0
@@ -26,6 +34,15 @@
- **QoL**: F10 in-game options overlay (fullscreen, resolution, frame cap,
MSAA, texture filtering, FOV/draw distance, sensitivity), mute-on-focus-loss,
F12 screenshot.
- **Everything unlocked by default** — all 21 solo levels are selectable at
every difficulty from the first launch, 007 mode is available, and the cheat
menu is fully populated. No *active* cheats are enabled (weapons remain
per-mission pickups, as on N64); F10 → *All unlocked* switches back to
faithful N64 progression.
- **Steam Deck first-run preset** — on SteamOS the first launch seeds
Deck-friendly defaults (native 1280×800 fullscreen, VSync, MSAA 4, 150%
draw/LOD distance); an existing `ge007.ini` always wins. Two more F10 rows:
*No hit flash* (suppresses the damage-flash overlay) and *Skip intro*.
- **Modern dual-stick controller layout** (the scheme used by the console
re-releases): left stick move/strafe, right stick look, right trigger fire,
left trigger aim, A/X use, B/Y crouch/cancel, **RB/LB cycle weapons**.
@@ -57,11 +74,12 @@
fullscreen ghost of the top row.
- **Steam Deck: one intermittent crash remains** — the v0.1.0-era Facility
crash is confirmed fixed on Deck hardware, but a SIGSEGV can occasionally
occur during heavy firefights (D255); diagnosis has narrowed it to a stale
model reference hit while vertex batches merge mid-destruction, and current
builds capture full faulting registers in `ge007.crash.log` for a
definitive pin. More Deck playtime across levels is welcome — please report
any Deck-specific faults.
occur during heavy firefights (D255; seen on Bunker and Frigate). The
faulting-register capture in `ge007.crash.log` has pinned it: an object
record whose model reference is NULL while the record is still active —
i.e. something in a mid-firefight destruction leaves the record live one
tick too long. We're tracking down the exact destruction path; more Deck
playtime across levels is welcome — please report any Deck-specific faults.
### Downloads