forked from Ports/goldeneye-pc-port
D219/D252 M-158: fix §F table status cells (index CSV is generator-derived — update the source row, not the CSV)
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@@ -74,7 +74,7 @@ D215,FIXED,1P weapon viewmodel never drew in-level —,"FIXED (src/game/gunfire.
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D216,PARTIAL,"Game.SkipIntro — boot straight to the file-select menu (M-83, port + one #ifdef PORT game-code line, PD parity, Phase 4 quick win).",LANDED + VERIFIED this session.
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D217,FIXED,1P weapon viewmodel + 3P Bond model textures garbled —,FIXED + merged (PR #47 + PR #49); white residual split out as D228.
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D218,PROPOSED,Wide FOV exposes the per-level draw-distance / fog boundary —,"Logged (M-84), fix proposed + parked."
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D219,RESOLVED,"PPK explosions render purple on Dam (M-87, user QA, ""not 3D but noting"").","RESOLVED (M-115, 2026-09-12) —…"
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D219,RESOLVED,"PPK explosions render purple on Dam (M-87, user QA, ""not 3D but noting"").","RESOLVED (M-115, 2026-09-12) for the original PPK-purple symptom; note M-157/M-158 logged an adjacent *open* investigation under this label (bullet-spark rainbow, glass2.c path —"
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D220,PARTIAL,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL."
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D85,OPEN,Room primary/secondary DL → texLoadFromGdl garbage.,"OPEN (safety-netted; widen/pool fixes landed, geometry now renders)"
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D86 · D87,RESOLVED,modelInitRwData truncated ptr · attract-demo BE ramromfilestructure.,resolved
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@@ -147,7 +147,7 @@ D248,FIXED,"Port runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user a
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D249,OPEN,"LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —","OPEN — M-142 static review ruled out the unscaled-far-clip and LOD-multiplier suspects (both already correct); narrowed to the portal/room-visibility BFS, needs a live screenshot+location, not more c…"
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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."
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D251,FIXED,F10 options overlay QoL pass:,"FIXED (port-only, port/src/optionsoverlay.c)."
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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; M-158: not reproducible in 6 identical dev-box runs (flaky/environment-dependent) — GE_D157 probes (D157T/D157I) in tree to capture the full RGBA path on next occurrence (user Deck run with GE_D157=1):
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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; M-157 got the first visual capture (bullet-spark path, glass2.c) and M-158 found it NOT reproducible in 6 identical dev-box runs —"
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D253,FIXED,Facility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck —,FIXED — Deck-verified:
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D254,FIXED,Linux crash handler destroyed its own logs:,FIXED — field-verified.
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D255,FIXED,Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle; D253 fix confirmed working).,"FIXED (M-140) — D3x-class 32-bit pointer truncation (vtxstore_fix_refs read Model* through the mistyped ChrRecord.chrflags 4-byte-enum alias instead of ObjectRecord.model), not the destroy-path race…"
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@@ -459,7 +459,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
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| D216 | **`Game.SkipIntro` — boot straight to the file-select menu (M-83, port + one `#ifdef PORT` game-code line, PD parity, Phase 4 quick win).** — full `## D216` entry at file tail | **LANDED + VERIFIED this session.** Build clean.… |
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| D217 | **1P weapon viewmodel + 3P Bond model textures garbled — wrong/stale palette on model-DL CI textures (M-84).** Two defects: ① texpool arena misalignment (the green), ② CI texture-cache collision. — full `## D217` entries (M-86→M-97) at file tail | **FIXED + merged** (PR #47 + PR #49); white residual split out as D228. |
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| D218 | **Wide FOV exposes the per-level draw-distance / fog boundary — "blue artifacting" down long peripheral sightlines (M-84, user QA on the D211 FOV slider).** — full `## D218` entry at file tail | **Logged (M-84), fix proposed + parked.** Plan… |
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| D219 | **PPK explosions render purple on Dam (M-87, user QA, "not 3D but noting").** — full `## D219` entry at file tail | **RESOLVED (M-115, 2026-09-12)** —… |
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| D219 | **PPK explosions render purple on Dam (M-87, user QA, "not 3D but noting").** — full `## D219` entry at file tail | **RESOLVED (M-115, 2026-09-12)** for the original PPK-purple symptom; note M-157/M-158 logged an adjacent *open* investigation under this label (bullet-spark rainbow, `glass2.c` path — tracked OPEN in D252, non-reproducible as of M-158) —… |
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**M-111 (2026-09-12, live session, 6 build/relaunch cycles): G_LIGHTING lead RULED OUT; texture-cache-collision lead RULED OUT; ROOT CAUSE FOUND — R/B channel swap in the decoded fire particle texture data itself.** Live-captured 4 rounds against a real user playtest (not scripted) with the user confirming explosions were still blue/purple in every capture:
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1. **G_LIGHTING probe fired 5000+ times across a full playtest with explosions triggered, 100% `LIGHTING=off`, 0 `D219 SUSPECT` hits.** (First attempt used the original 40-hit cap from the D172 probe, which silently exhausted on ordinary bullet-impact particles before any explosion — fixed to exempt the lit case from the cap and add an always-on periodic counter, confirming the code path really was being hit throughout, not just early. See `port/fast3d/gfx_pc.cpp` `gfx_sp_tri1`'s D172/D219 probe block.) **G_LIGHTING is conclusively not the mechanism.**
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@@ -554,7 +554,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
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| 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 — M-142 static review ruled out the unscaled-far-clip and LOD-multiplier suspects (both already correct); narrowed to the portal/room-visibility BFS, needs a live screenshot+location, not more code reading.… |
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| 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. |
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| 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… |
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| 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. |
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| 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; M-157 got the first visual capture (bullet-spark path, `glass2.c`) and M-158 found it NOT reproducible in 6 identical dev-box runs — flaky/environment-dependent. GE_D157 probes (D157T/D157I) in tree to capture the full RGBA path on next occurrence (user Deck run with `GE_D157=1`). Cheap repro: bullet-impact sparks. Documented only for v0.2.0-pre per user instruction. |
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| 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). |
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| 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. |
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| D255 | **Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle; D253 fix confirmed working).** — full writeup directly below this table (row status was stale; see M-140 update) | **FIXED (M-140)** — D3x-class 32-bit pointer truncation (`vtxstore_fix_refs` read `Model*` through the mistyped `ChrRecord.chrflags` 4-byte-enum alias instead of `ObjectRecord.model`), not the destroy-path race originally suspected. Verified live on real Steam Deck hardware (Facility + Caverns, zero crashes); Windows 21-level sweep clean. |
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