Video.CrosshairPersistent, F10 Game page after Show crosshair. Merged with
the 2026-10-01 review conditions: both display-mode presets set it off,
tip added, gunDrawSight change is draw-only (Rule 2 sign-off by the
maintainer, 2026-10-06). Default off is pixel-identical (Dam gate PASS).
Fixes:
- D565: AI awareness no longer follows two player render settings. Fog
distance is floored at 100 (below it the shortened clip hid guards from
AI on-screen checks); the D466 gameplay fog cull is rescaled to the game's
own FOV (identity at defaults).
- D566: Steam Deck Game Mode no longer shows the on-screen keyboard at
launch (SDL text input stopped; screen-keyboard hint off).
- D567: opening PC Options from the front end with a pad no longer drags
the game's crosshair to the top-left corner.
Docs and site:
- README News/Status/Features/controls brought up to date; the unpublished
v0.4.1 work is folded into v0.5.0 everywhere; stats to v0.5.0.
- Release notes reordered: player-facing highlights first, finding labels
and verification at the bottom.
- Site status rewritten; favicon is now the exe icon (make_icon.py writes
docs/favicon.ico).
- ROADMAP: AI review results, update-check follow-up, stale rows closed.
Verified: Windows + Linux builds; Windows pixel gate Surface 1 PASS;
Deck build deployed for the maintainer's Game Mode checks.
Deck/Windows playtest fixes: fog rework (D540) and RSP-style CPU near-plane
clip with per-vertex N64 fog (D543), with fog recomputed on near-plane-clipped vertices as the RSP does,
so the haze around the player stays steady (D553); colour-combiner clamp for banded walls
(D548); rocket and thrown-item stack overflows (D545, D549); menu
double-trigger mitigation (D541); Dam ending first-shot camera swivel
restored by removing an old port look-at workaround (D552); settings standardisation (D546), live
All unlocked (D547), F10 mouse (D544); static window title and the project
mark (the in-game crosshair shape, site gold) as window/taskbar icon and
favicon (D550). Reference frames re-based
on Windows, Linux and Steam Deck (A/B-confirmed); capture_p7.sh runs on
Windows. Opt-in update check, off by default (D551: one HTTPS request to
GitHub per launch when enabled; winhttp.dll loaded only then; the tag CI
job checks the tag against GE007_VERSION). Release notes, ROADMAP,
internals and security docs updated; tree-hygiene pass.
Refs: D540 D541 D543 D544 D545 D546 D547 D548 D549 D550 D551 D552 D553 D554 D555 D556 D557 D558 D559 D560 D561 D562 D563 D564
Public-copy language pass, homepage restructure and Documentation rename,
404 page, dead-anchor and permalink fixes, release-gate sign-off, and the
pre-release review fixes of the 2026-10-05 batch (probe-doc drift,
build-path hygiene, verify.sh and capture safety).
Refs: D533 D534
Linux reference-frame set for all 21 levels and the cross-platform golden
rule (D521); golden tooling made non-destructive (D524); the gate pins a
canonical in-tree save (D529) and the PRNG seed (D532); the capture tool's
per-level re-pin bug fixed and the Linux set re-captured under the
canonical save (D530, D531); no-arg verify.sh exits non-zero. README and
docs visual/consolidation passes; the 15 MB preview gif replaced by stills.
Refs: D521 D523 D524 D525 D526 D527 D528 D529 D530 D531 D532
PD-style F10 menu with six groups, checkbox/slider/dropdown controls (D504),
wording pass and real-unit sliders (D505-D509), overlay/FPS-counter window
scaling (D510, D512), small settings (D511), control scheme Ext/Original
(D513) with the game's own N64 styles (D516-D518), emulator-format save
import on first launch (D514), build arch tag (D515), converter argv quoting
and sidecar size check, one PC options UI (D519) with by-eye follow-ups,
antialiased overlay sliders (D520), README settings paths, ROADMAP trim,
D441 tier-1 all-level sweep (21/21 pass).
Refs: D503-D520 D349 D441
Virtual seats, per-seat camera and input routing, aim modes, hot-plugged
controllers reopening via a coalesced rescan (D450, dolent's PR #122,
merged as the original commit). Rule-2
sign-off for D417.
Refs: #99 D416 D417 D418 D419 D422 D428 D448 D450 #122
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>
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>
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)
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)
- v0.4.0 status framing (the most complete release to date; the common
defect classes fixed; a short list of known caveats) and the pre-1.0
note, on both the README and the Pages home page.
- Dated release news section with links to the GitHub release tags.
- Keyword-reinforced meta descriptions; site masthead tagline.
- Accuracy: options section list per the shipped overlay, Xbox 1.1 (Jinx)
controller roles (D394), Select opens the overlay, Deck 2x MSAA / 250%
preset, background stats, footer last-updated stamp.