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