From b0b5f948f1d26d8f9e02bd6956f8c74eeaeeea70 Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Tue, 8 Sep 2026 19:57:22 -0400 Subject: [PATCH] chore(D209): regen findings index gen_findings_index.py --check gate was red on the new D209 entry. --- docs/dev/findings-index.csv | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/docs/dev/findings-index.csv b/docs/dev/findings-index.csv index 94804f33..54522708 100644 --- a/docs/dev/findings-index.csv +++ b/docs/dev/findings-index.csv @@ -19,7 +19,7 @@ D188,FIXED,Linux -O2 boot crash:,"FIXED (src/libultrare/libc/xprintf.c, src/spri D189,FIXED,Linux -fstack-protector aborts on the decomp's latent stack-buffer overruns (M-48) —,"FIXED (CMakeLists.txt, src/game/stan.c #ifdef PORT); PR #23" D190,OPEN,"Linux -level_45 SIGSEGV at load in add_ptr_to_objective (objective.c:64) (M-48, open).",OPEN — not investigated (M-48) D191,FIXED,Windows -O2 release-bundle crash:,FIXED + PLAYTEST-VERIFIED (M-79). -D193,OPEN,NPC AI locomotion is too slow —,"OPEN — root-cause hypothesis (timing family), not investigated (M-49)." +D193,FIXED,NPC AI locomotion is too slow —,FIXED + user-playtest-verified (M-81) — D194,OPEN,Mouse input needs another tuning pass —,"OPEN — root-caused, not fixed (M-49)" D195,OPEN,"Transparency / alpha surfaces broken on Control (M-49, user playtest) —","OPEN — not investigated (M-49), needs a capture" D197,OPEN,"Character face/head textures wrap around the head, seen on Silo (M-49, user playtest).","OPEN — not investigated (M-49), needs a capture" @@ -35,6 +35,7 @@ D202,RESOLVED,"Silenced PPK plays a ""slap"" instead of a gunshot, PLUS user rep D206,FIXED,PC played every SFX one bank slot too high —,"FIXED (M-76, src/snd.c:1001, #ifdef PORT → soundArray[soundIndex - 1], N64 line verbatim under #else)." D207,PROPOSED,Alarm klaxon starves combat SFX and (per user) doesn't recover after it stops —,MONITORING (M-77c: user reports the alarm is acceptable in play after D206; no fix shipped) — D208,FIXED,Player weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) —,FIXED + user playtest-verified (M-78d) — +D209,FIXED,Every AI character in the game is locked to a *walk* animation regardless of the speed the ailist commands —,FIXED + user-playtest-verified (M-81). D205,RESOLVED,PC plays wrong/extra SFX for gameplay events the user can A/B against N64:,CLOSED (M-78) — root cause was D206; all four symptoms resolved + user-confirmed by ear vs N64. D152+,FIXED,D152 addendum (M-31):,"FIXED (src/snd.c, port/src/libultra.c, #ifdef PORT) —" D168,FIXED,GE_PCDUMP / F12 PPM captures were vertically flipped —,FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below).