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- README News/Status/Features/controls brought up to date; the unpublished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.
11 rows per page now (was 13) so the bottom line of the paper is always
free for the page hint -- page 1 of a multi-page section shows
'Down: next page' after all (a full 13-row page had no room and no
hint, reported from the Deck). Hint wording drops the confusing
chevrons: 'Down: next page' / 'Up: previous page'.
Per user reports on the v0.4.0 front screen: the X/Y axis look
sensitivity (controller) labels ran into the fixed 232px slider track.
Bars now start 10px past each row's measured label (rows too long for
any track show the value only); drag hit-test and A-hold mapping use
the same per-row origin. Page 2 of a multi-page section now carries an
explicit dim 'Page p/N' marker right of the title plus a bottom hint
('Down: more rows >' / 'Up: previous page <') wherever the page has
room below; the (p/N) title suffix is retired. GE_FRONTOPTS_WIDTHS
one-shot label-metrics log added (same env-gated diagnostic
convention).
INPUT (17 visible rows) outgrew the fixed 440x330 paper: the 18px pitch
was sized before the D356 profile row, so a full page's last row landed
at y=335 (off the bottom of the screen) and rows past the silent 14-row
cap (Crouch mode, Reset to defaults, Bindings...) were unreachable from
the front screen. Sections now page at 13 rows (the largest that fits);
the vertical stepper crosses page boundaries in both directions and the
title carries a (p/N) marker. F10 overlay untouched (it scrolls its own
window). Headless verification (SkipIntro boot + scripted D-pad stepping
+ GE_FRONTNAVLOG): page 1 -> page 2 down and back up, all 17 rows
reachable. GE_FRONTOPTIONS_AUTO test hook added (diagnostic-only, same
convention as GE_FRONTOPTIONS_SECTION). Findings D406 + index; release
notes: options section list corrected to the shipped Input/Gameplay/HUD/
Graphics/Audio/Display and the D406 line added.
Plain declarative prose throughout the overview and section intros - no
product-page register, no first-person winks. Structure carries the period
feel: top anchor-nav line (middot separators), a dated news line for the
release, --- section rules, and a last-updated footer stamp.