Gameplay and rendering fixes D463-D468; D441 pointer-width sites

Zero-line tile texrect guard and texture-import skip (D463), stage-bank red
zone checker (D464), Dam/Caverns water slide (D465, #127), extended draw
distance no longer changing gameplay (D466, #125), player matrix pointers and
Model/PROMOTE/vtxstore rebase (D457 c/d), AI view clamp for ultrawide
(D468), fire-sound path audit (D433, D467 #130), italoarruda's #107 pointer-width
sites (two sites, credited).

Refs: D463 D464 D465 D466 D467 D468 D457 D433 #125 #127 #130 #107

Co-authored-by: italoarruda <3868006+italoarruda@users.noreply.github.com>
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James Dansereauanditaloarruda committed 2026-10-06 18:35:40 -04:00
1 parent 00fdd94c8d
commit 9dd98bdb20
27 files changed
+972 -39

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@@ -89,6 +89,10 @@ Two classes:
| `GE_PDMOUSEAIM` | `port/src/input.c:487` (`pdMouseAimEnabled`) | Force on/off the PD-style mouse-aim model (D194 lineage); unset = default (on in N64 aim mode unless legacy GEPD aim is selected). | **live** |
| `GE_QUITFRAME` | `port/src/video.c:966` | D344 harness clean self-quit: exits after frame `<n>` completes and swaps (replaces `timeout` kills; the host never exits under an in-flight frame). Cached. | **live** (harness) |
| `GE_D466LOG=<n>` | `port/src/drawdistgameplay.c` (`portD466FrameLog`, called from `bgDetermineVisibleRooms`) | D466 dev probe: every `<n>` calls (per player view) logs `D466 f=.. active= ext= auth= subset= hext= hauth= chrOn= chrGp= seen= hgame=` to stderr: extended vs authored room-set counts + hashes, ONSCREEN chrs vs gameplay-on-screen chrs, `HAS_BEEN_ON_SCREEN` count, and a chr-state hash. Cached. | **live** (D466 dev probe) |
| `GE_D468_SCALE=<0.05..1>` | `port/src/drawdistgameplay.c` (`portD468UpdateClamp`) | D468 dev falsifier: multiplies the AI-view-clamp fractions (and so turns the clamp on even at 16:9 / FOV 100), so a headless `GE_D466LOG` run can show the authored room set and gameplay on-screen chrs shrinking. Cached; out-of-range values ignored. | **live** (D468 dev probe) |
| `GE_D466_FORCE=1` | `port/src/drawdistgameplay.c` (`portD466Active`) | D466: run the authored-distance split even at DrawDistance 100% (identity test: authored set must equal extended). Cached. | **live** (D466 test hook) |
| `GE_D466_OFF=1` | `port/src/drawdistgameplay.c` (`portD466Active`) | D466 kill switch: disable the gameplay/render split (every gameplay reader falls back to the extended-range state, i.e. the pre-fix #125 behaviour). For A/B only. Cached. | **live** (D466 kill switch) |
| `GE_CRASHTEST` | `port/src/crash.c` (`crashTestMaybe`, called at the end of `crashInit`) | Deliberate-crash hook for verifying the crash handler: `GE_CRASHTEST=<N>` recurses N frames deep (capped at 64) right after the handler is installed and faults with a null write. `ge007.crash.log` should then show `#00`..`#N-1` in `crashTestRecurse`, then `SDL_main`, CRT and system frames; each frame line carries `va=0x…` for `addr2line -f -p -e build-pc/ge007.x86_64.exe <va>`. Unset/0 = no effect. | **live** (harness) |
| `GE_ROOMPOOL` | `port/src/video.c:371` (`portRoomPoolScale`) | Scales the port's room pool by a float factor — before/after captures, and a user opt-out if the larger pool ever causes trouble on a level. | **live** |
| `GE_BINDPROBE` | `port/src/input.c:885` | One-shot dump of the resolved PC bindings after setup (D383 bind-capture verification). | **live** (diagnostic) |