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v0.3.0 release review: watchdog re-arm, rule-2 sign-offs, GPL source removal, repo hygiene
Per the 2026-09-19 adversarial pre-ship review (findings.md M-192): - d318watchdog.c: one-shot per OCCURRENCE, not per process -- re-arm after 600 ticks of signature absence so a Facility replay in the same session (AllUnlocked) is still covered. - model.c: RULE-2-SIGNOFF records for the retained M-183/M-185 and D311 defensive clamps (user-approved retention as the stability-maximizing option; stale 'Threshold: 50.0' comment corrected to 10.0f; both marked post-release removal candidates pending full cutscene re-verification). - reference/mouse-injector/: removed from the public repo (GPLv2 source + prebuilt discord-rpc.lib in an MIT project; never compiled here). Provenance stub README remains; path gitignored for local re-vendoring. AGENTS.md / GEPD-INPUT-PLAN.md / optionsoverlay.c refs updated. - scratch/: untracked + gitignored (19 session logs/probe sources were committed in the release window). - findings-index.csv: D317 (and 5 other stale rows) now CLOSED -- added CLOSED to gen_findings_index.py's verdict vocabulary. - docs: D310 perf gauge (no change warranted), GE_DEBUG_UNLOCKALL noted in security-and-fidelity-status.md, release notes gain the missing D318 watchdog bullet + FOV-clamp clarification. Build verified: ./build-pc.sh ntsc-final clean; gen_findings_index.py --check and gen_env_probes.py --check pass.
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@@ -48,8 +48,10 @@
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- **Automatic widescreen FOV scaling**: the game now scales its field of
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view to match your display's aspect ratio automatically, instead of
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requiring the old manual FOV-scale slider. Toggle off in the F10 overlay
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(`Widescreen Auto`) if you prefer the original 4:3 framing. (This is FOV
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scaling, not a native 16:9 world/HUD re-render — see Known Issues.)
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(`Widescreen Auto`) if you prefer the original 4:3 framing. The scaled
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vertical FOV is clamped to a 20°–160° range as a guard against degenerate
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values on unusual aspect ratios. (This is FOV scaling, not a native 16:9
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world/HUD re-render — see Known Issues.)
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- **TV overscan artifacts removed**: the black bars top/bottom and the thin
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pixel strips left/right of the gameplay view are gone (D247/D246) — both
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were the original N64 TV-safe-area margin, invisible on a CRT under real
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@@ -77,6 +79,13 @@
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players hit with an identical crash address (GitHub #87, D301) — this
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should close that crash, though we weren't able to reproduce the exact
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trigger condition ourselves to confirm it end-to-end.
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- **Facility's execution softlock is caught and recovered from**: a rare
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race in the original game's own AI script (present on the N64 too) could
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leave Ourumov frozen mid-execution after Objective C, with no way out short
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of reloading. A port-side watchdog now detects the exact unrecoverable
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state and re-seeds the attack so the scene plays out as authored; it
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re-arms once the scene has cleared, so replaying Facility later in the
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same session is still covered (D318).
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- **A Steam Deck crash is fixed**: an audio-thread bug could crash the game
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early in a level (`sndHandleEvent`'s sound-preemption scan could
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dereference a pointer without checking it was valid first). Live-verified
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