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v0.2.1 polish: pull Game.SkipIntro from the F10 menu (breaks audio)
User spot-check of the v0.2.1 draft found that enabling Skip intro breaks audio. It was already off by default (D216); removing the menu row so players can't enable it until the audio interaction is root-caused. The config var and lv.c hook are untouched (dead unless an existing ini already has it set). Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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@@ -30,6 +30,9 @@ Small hotfix batch from user playtest feedback on v0.2.0:
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confirmed it's proximity/line-of-sight-triggered exactly as on the N64
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(walk toward the room), not a port bug — the full scripted beat, including
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the execution shot, fires correctly (D263).
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- **Removed the `Skip intro` F10 toggle** — user testing found it breaks
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audio. It was already off by default; it's now also pulled from the menu
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entirely until root-caused (D216).
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### What's new since v0.1.0
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@@ -66,8 +69,8 @@ Small hotfix batch from user playtest feedback on v0.2.0:
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per-mission pickups, as on N64).
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- **Steam Deck first-run preset**: on SteamOS the first launch seeds
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Deck-friendly defaults (native 1280×800 fullscreen, VSync, MSAA 4, 150%
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draw/LOD distance); an existing `ge007.ini` always wins. Two more F10 rows:
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*No hit flash* (suppresses the damage-flash overlay) and *Skip intro*.
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draw/LOD distance); an existing `ge007.ini` always wins. One more F10 row:
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*No hit flash* (suppresses the damage-flash overlay).
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- **Modern dual-stick controller layout** (the scheme used by the console
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re-releases): left stick move/strafe, right stick look, right trigger fire,
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left trigger aim, A/X use, B/Y crouch/cancel, **RB/LB cycle weapons**.
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