From 44ea596411e86c9abc4e66162caa76cba6d3ab1e Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Tue, 15 Sep 2026 22:24:48 -0400 Subject: [PATCH] =?UTF-8?q?findings:=20validation=20fixes=20=E2=80=94=20D2?= =?UTF-8?q?52=20derived=20status=20now=20reflects=20M-141=20(both=20hypoth?= =?UTF-8?q?eses=20refuted,=20root=20cause=20open);=20normalize=20D221/D227?= =?UTF-8?q?=20append=20flags=20to=20'appended=202026-09-15=20ctx-opt'?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/dev/findings-index.csv | 2 +- docs/dev/findings.md | 6 +++--- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/docs/dev/findings-index.csv b/docs/dev/findings-index.csv index 6a4aec91..9fb147f7 100644 --- a/docs/dev/findings-index.csv +++ b/docs/dev/findings-index.csv @@ -147,7 +147,7 @@ D248,FIXED,"Port runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user a D249,OPEN,"LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —",OPEN — not investigated.… D250,FIXED,"FPS is inconsistent/low on many levels after 60 Hz shipped (M-119, user QA; D248 follow-on).","FIXED — per-call getenv() cost was the bottleneck; rock-steady 60-61 fps after, user re-tested 1440p/4K clean." D251,FIXED,F10 options overlay QoL pass:,"FIXED (port-only, port/src/optionsoverlay.c)." -D252,OPEN,"Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).","OPEN — documented only per user instruction for v0.2.0-pre (known issue); prime suspect = import_texture_rgba16 width/height derivation, unconfirmed." +D252,OPEN,"Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).",OPEN — root cause genuinely open as of M-141: D253,FIXED,Facility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck —,FIXED — Deck-verified: D254,FIXED,Linux crash handler destroyed its own logs:,FIXED — field-verified. D255,OPEN,Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle; D253 fix confirmed working).,OPEN — NULL-model deref in vtxstore_fix_refs confirmed; suspected modify-during-iterate; fix needs rule-#2 sign-off; GE_D255=1 probes in tree. diff --git a/docs/dev/findings.md b/docs/dev/findings.md index 19decb7c..be598ae0 100644 --- a/docs/dev/findings.md +++ b/docs/dev/findings.md @@ -554,7 +554,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121). | D249 | **LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV — far-away geometry has visible culling issues (M-119…** — full `## D249` entry at file tail | OPEN — not investigated.… | | D250 | **FPS is inconsistent/low on many levels after 60 Hz shipped (M-119, user QA; D248 follow-on).** — full `## D250` entry at file tail | FIXED — per-call `getenv()` cost was the bottleneck; rock-steady 60-61 fps after, user re-tested 1440p/4K clean. | | D251 | ****F10 options overlay QoL pass:** — full `## D251` entry at file tail | **FIXED (port-only, `port/src/optionsoverlay.c`).** (a) The panel now computes how many rows fit the *actual* current 2D height (`maxVisibleRows()` from `viGetY()`) and scrolls… | -| D252 | **Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).** — full `## D252` entry at file tail | OPEN — documented only per user instruction for v0.2.0-pre (known issue); prime suspect = `import_texture_rgba16` width/height derivation, unconfirmed. | +| D252 | **Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).** — full `## D252` entry at file tail | OPEN — root cause genuinely open as of M-141: both named hypotheses refuted (width/height derivation; byte-group order); unverified new lead = shared TMEM slot 0x188 / GL-cache key reuse across the 15 fire records. Cheap repro: bullet-impact sparks. Documented only for v0.2.0-pre per user instruction. | | D253 | **Facility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck — `stanCheckLinkedSpecialTile` stores to a garbage…** — full `## D253` entry at file tail | FIXED — Deck-verified: user got past the crouch tile with the re-cut bundle (a *new*, later crash is D255). | | D254 | **Linux crash handler destroyed its own logs: `ge007.crash.log` only ever contained the SIGABRT block, never the original SEGV.** — full `## D254` entry at file tail | FIXED — field-verified. | | D255 | **Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle; D253 fix confirmed working).** — full `## D255` entry at file tail | OPEN — NULL-model deref in `vtxstore_fix_refs` confirmed; suspected modify-during-iterate; fix needs rule-#2 sign-off; `GE_D255=1` probes in tree. | @@ -9079,7 +9079,7 @@ that explains every reported symptom, and the user has eyeballed the fixed frame. Also worth re-measuring the scroll rate against M-98's ~7 px/tick baseline: it should now be ~0.2 px/tick. -**Human play-test (from the §F row, post-M-100b):** confirmed by the user on +**Human play-test (from the §F row, appended 2026-09-15 ctx-opt; post-M-100b):** confirmed by the user on the previously-failing levels — closes the "still owed" above. ## D227 — M-100: ROOT CAUSE FOUND AND PROVEN — `s16` texture-coordinate overflow. Not a crack, not view-dependence, not a quantization mismatch. Fix not yet implemented (design decision open). @@ -9897,7 +9897,7 @@ button press on both sides — only the box changed. eyeball owed: normal mouse play through file select (hover highlight, select/copy/delete options) — the headless test proves the hit-test fires where the visible wallet is, but the highlight/selection *feel* is a human -check. **Human mouse-playtest (M-91 session, from the §F row):** confirmed +check. **Human mouse-playtest (M-91 session, from the §F row, appended 2026-09-15 ctx-opt):** confirmed clicking directly over each visible file wallet selects it immediately, no aiming low required; consistent across all slots and the Copy/Erase icons; no crash. D192 (mode-0 clamp range) is a separate bug and remains open.