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v0.2.1 hotfix batch: D259 audio silence, D260 wheel direction, D261 watch-nav repeat, D263 script order, D264 watch preview model
User playtest reports against v0.2.0: - D259: geEepromPatchAllCheats left an all-zero fresh save at volume 0 (silence) instead of seeding max volume like fileResetSave would. - D260: swap wheel-up/wheel-down to match the PC wheel-menu's on-screen order (was inverted vs. user expectation). - D261: watch-menu stick-held navigation had no repeat past the smooth-scroll band, so holding W/S or a pegged stick crawled one item per tap; added a bounded auto-repeat. - D263: GE_INPUTSCRIPT stick tokens were applied after the stick was already written out and silently discarded (test-harness fix, kept from the D263 Facility/Ourumov investigation, which itself found no port bug). - D264: watch item-preview ModelRenderData template read across two globals that no longer sit adjacent on PC, zeroing renderdata.flags and gating all geometry emission in the preview's subdraw pass. Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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@@ -12,6 +12,25 @@
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> missions load and run crash-free, but the known issues below are real;
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> feedback is very welcome.
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### What's new since v0.2.0
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Small hotfix batch from user playtest feedback on v0.2.0:
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- **Fixed: `All unlocked` + a fresh save produced silent music/SFX** (D259).
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A brand-new save now seeds max volume the same way the N64 does, whether
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or not `All unlocked` is on.
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- **Mouse wheel weapon cycling now matches the on-screen wheel-menu order**:
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scroll up = previous weapon, scroll down = next (D260).
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- **Watch menu: holding a direction now auto-repeats** instead of crawling
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one item per key press/notch (D261).
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- **Fixed: the watch menu's item-preview 3D model wasn't rendering** —
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weapons now show their model when selected on the watch inventory page
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(D264).
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- Investigated the Facility report of Ourumov never executing Trevelyan:
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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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### What's new since v0.1.0
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- **Drop-in ROM, no tooling**: unpack the bundle, drop your NTSC-U (US) ROM
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@@ -77,6 +96,9 @@
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selected** (e.g. the MSAA value appears both on its own row and again at
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the panel bottom); earlier builds showed it as an intermittent 4K-
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fullscreen ghost of the top row.
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- **Surface 1: the 2D billboard trees near the start render as a solid wall
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of tree texture** instead of discrete sprites (D236). Under active
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investigation; no fix in this release.
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- **Steam Deck: one intermittent crash remains**: the v0.1.0-era Facility
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crash is confirmed fixed on Deck hardware, but a SIGSEGV can occasionally
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occur during heavy firefights (D255; seen on Bunker and Frigate). The
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