diff --git a/.github/release-notes.md b/.github/release-notes.md index 7d92954b..73292b0d 100644 --- a/.github/release-notes.md +++ b/.github/release-notes.md @@ -68,10 +68,13 @@ (D371/D374/D383/D385). **Controllers** -- Crouch now uses the engine's real crouch input (D375); Xbox-variant - controller parity (D394); pad invert/deadzone/trigger rows (D237); the - F10 overlay is fully gamepad-driven with value-adjust and hold-to-repeat - (D347). +- The default pad layout now matches how the game is actually played: + **A uses / interacts, X reloads, Y cycles weapons** (previously two + buttons both crouched and there was no in-game use button) (D393); + crouch itself now uses the engine's real crouch input (D375); Xbox- + variant controller parity (D394); pad invert/deadzone/trigger rows + (D237); and the F10 overlay is fully gamepad-driven with value-adjust and + hold-to-repeat (D347/D395/D396). - **The N64 Rumble Pak now drives real gamepad haptics** on supported pads, with a `Rumble strength` slider (D401). @@ -83,14 +86,21 @@ normally first, and back up `data/ge007.eep` before enabling it** (D387). The in-game warning says the same. +**Performance** +- **The whole game now holds a steady 60 fps.** v0.3.0 could settle at 30 + fps game-wide on some setups; the cause was a geometry in the frame + timing chain, and it's root-caused and fixed (D248). Combined with the + v0.3.0 software-RSP work, the campaign runs at a steady 60 with audio. + **Audio** - Gunshot SFX cadence now matches the N64 original's rate, and the intermittent silence under sustained fire near a looping sound is gone (D240/D241). - Windows audio now prefers the DirectSound backend over WASAPI for lower, - more robust latency (D322), and long-session audio degradation (issue #87) - got pool hardening plus an optional `GE_D322=1` telemetry probe if it ever - recurs. + more robust latency (D322), long-session audio degradation (issue #87) got + pool hardening plus an optional `GE_D322=1` telemetry probe if it ever + recurs, and the silenced-PPK "slap" plus the broader real-time mixer + corruption behind it are fixed (D202). - The **particle "rainbow" effect is fixed** (D252): the intermittently recoloured explosion/spark particles from v0.3.0 no longer occur. @@ -111,7 +121,10 @@ narrowed to a subtle filtering residual and the Nintendo logo/copyright page renders correctly (D403/D75); the train-intro soldier pose is correct (D392); file-select background/gun-barrel comb rendering fixed (D397); - stale-texture artifacts after level transitions fixed (D235). + stale-texture artifacts after level transitions fixed (D235); the + randomly flickering F10 menu items are gone (D314); the watch's + controller-page graphic renders again (D290); and file-select folders + and Bond photos no longer vanish after backing out of a file (D342). - Distant-geometry dropout on the biggest open levels (Streets, Egyptian) is substantially improved at default settings (D249).