Commit Graph
5 Commits
Author SHA1 Message Date
dolentandClaude Fable 5.1 17891cc468 feat: D436 -- persistent crosshair, opt-in (Video.CrosshairPersistent; F10 > Gameplay > HUD > "Crosshair when not aiming")
The native sight is drawn at crosshair_angle outside aim mode too: one
masked condition in gunDrawSight (#ifdef PORT, beside the D373/D381
hooks) ignores GUNSIGHTREASON_NOTAIMING when the option is on; every
other reason and the MP menu still hide it. Default off is byte-identical
(frames 600/1200/1800); hipfire on/off differ only in the sprite region;
aim mode on/off identical. Findings D436.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-29 13:26:21 -07:00
dolentandClaude Fable 5.1 05af6d4e0d fix: D435 -- replugged controllers never reopened (render-thread event pump swallowed hot-plug events)
SDL_CONTROLLERDEVICEADDED / REMOVED are dequeued by whichever of the two
event pumps polls first; fast3d's gfx_sdl_handle_events had no case for
them and dropped them, so inputRescanPads never ran after a replug (the
stale handle later aborted in malloc). Both pumps now post a request and
inputUpdate() consumes it on the pad-reading thread. Findings D435.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-29 13:26:20 -07:00
dolentandClaude Fable 5.1 d954dfb581 docs: D420 findings entry (crouched-rifle firing animation table: linker adjacency)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-29 13:26:20 -07:00
dolent 4705b0e4e8 fix: D430 -- stale per-texture anisotropy on recycled GL ids made watch text layout-dependent
gfx_opengl_set_sampler_parameters set GL_TEXTURE_MAX_ANISOTROPY only for
mipmapped samplers and never reset it. GL ids freed by
gfx_texture_cache_delete_range are recycled in unordered_map order (keyed by
texture address), so a non-mipmapped glyph could inherit a world texture's
4x anisotropy depending on the binary's data layout -> +-1-2 per channel on
the MP pause-menu text in couch 2P (frame 2400). Now always written (level
when mipmapped, 1 otherwise). #ifdef PORT, render-only.

Verified: couch 2P frames 2300-2500 fix vs fix+3KB array 0/21 differ
(before: 13/21); base vs fix: couch 2P 0/21, solo -level_09 f1800 and couch
4P f2400 byte-identical; netplay 2P SH identical (2 671 ticks).
Findings D430 + index row, porting note.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit ec5057f026259f35d4075833e89bf6fd0b6c467f)
2026-09-29 13:26:20 -07:00
dolent 8e5d4bcd5a fix: D420 -- crouched-rifle firing animation never resolved on PC (linker adjacency) -> SIGSEGV in MP matches
crouched_rifle_firing_animation_group1 (chr.c) has one entry and no
terminator; on the N64, .data is in source order, so
crouched_rifle_firing_animation_groupA follows it and the single
initResolveAnimGroupTable pass over group1 also resolves groupA (len 2).
GCC places groupA below group1, so groupA[0] kept the raw anim offset
0xB84 (PTR_ANIM_fire_kneel_left_leg). playerTick (bondview2.c:11021) passes
it to modelSetAnimation for a player's crouched rifle fire
(firing_animation_groups[1][5]) -> SIGSEGV in modelConstrainOrWrapAnimFrame
(fault 0xb88). Crouching rifle guards also saw len 1 instead of 2.

#ifdef PORT: one array {right_leg, left_leg, terminator} (the N64 layout),
groupA = &group1[1] (chr.h). ABI/layout exception, porting-notes D5 class
(D164 precedent). Verified: 4-seat repro (M16, Complex, frame 5030) runs
5 min x3 SH-identical, no crash; gdb scan of all firing_animation_groups
entries: 1 bad pointer before, 0 after; P1 corpus (1324 recordings) verdicts
identical; solo/couch frames byte-identical; netplay 2P/4P identical.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit 8595a06edd40ca22ac9ba4955b13a9ce61064475)
2026-09-29 13:23:47 -07:00