Commit Graph
1029 Commits
Author SHA1 Message Date
James Dansereau 3c3ba4b5fd F10: rename to "Crosshair always on" (D436), off by default; tip and docs 2026-10-06 21:27:20 -04:00
James Dansereau 4ab2b96a54 Docs: crosshair when not aiming (#123, D436) and PD-style crosshair colour (D569) in README, release notes and ROADMAP 2026-10-06 21:23:01 -04:00
James Dansereau afd86cd7f8 Merge PR #123 from dolent: opt-in crosshair when not aiming (D436)
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).
2026-10-06 21:22:17 -04:00
James Dansereau fadc0d6d33 F10: dropdown popup stays on screen (D568); Crosshair color is Original/Custom with 0-255 sliders, PD style (D569) 2026-10-06 21:20:22 -04:00
James Dansereau 1d15e5695a v0.5.0 final pass: AI and Deck fixes (D565-D567), docs and site refresh
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- README News/Status/Features/controls brought up to date; the unpublished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.
2026-10-06 21:06:48 -04:00
James Dansereau 4b710728bf v0.5.0 playtest fold-in: fog and near-plane clip, crash fixes, polish (D540-D564)
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
2026-10-06 18:35:44 -04:00
James Dansereau d7b9371afb Docs: public copy, site presentation, release-gate review (D533, D534)
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
2026-10-06 18:35:44 -04:00
James Dansereau 452fa1025a Golden gate: Linux baselines, canonical save, gate hardening (D521-D532)
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
2026-10-06 18:35:43 -04:00
James Dansereau aa5a1b81fe v0.5.0: settings UI, control styles, save import, documentation
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
2026-10-06 18:35:43 -04:00
James Dansereau daa2522511 D489-D502: settings persistence, collision, A/B harnesses, D441 census
F10 pad slider persistence (D489), glass collision hull (D490), A/B input
harnesses (1964 virtual pad, GE_INPUTSCRIPT, live one-pad launcher), adjacent
global struct reads (D491), vibration percent, D441 complete pointer-width
census with high-arena tier-1 build, fix batches 1-5 and an ABI warning
ratchet, playtest verification of D493-D502.

Refs: D489 D490 D491 D492-D502 D441
2026-10-06 18:35:42 -04:00
James Dansereau 4b38c2566e D478-D490: crash log, session start, performance, fidelity, regions
Crash-log snprintf (D478), start-mp folder (D479), shader pre-warm (D480),
render worker thread (#92 low-end 45 to 60 fps, D481), lighter first-launch
defaults (D482), sniper crouch/zoom fixes (D483-D485, #136), Rareware text
TMEM swap (D75), D173 residual, turret/explosion fidelity (D486, #126),
21-level Windows golden rebase with a two-tier gate, PAL and JP convert/build/
boot (D258) with PAL frame height (D487) and osTvType (D488).

Refs: D478 D479 D480 D481 D482 D483 D484 D485 D486 D75 D173 D258 D487 D488 #136 #126
2026-10-06 18:35:42 -04:00
James Dansereau 88bcef32a3 Performance work D473-D477; scaffolding batches 3-4
Uncached getenv per vertex batch (D473), fast3d micro-optimisations (D474),
hitch diagnosis (D475), CI4 palette-bank cache key (D476), spike counters,
CI8 palette churn measurement (D477). Dead diagnostic probes removed.

Refs: D473 D474 D475 D476 D477 GE_PERFSTAT
2026-10-06 18:35:41 -04:00
James Dansereauanditaloarruda b735190fd9 Input and audio features D469-D472
Gamepad presets and per-seat rebinding (D469, building on
italoarruda's #109), master volume and output
device (D470), controller-family button names and player LEDs (D471), F10
owner-pad input and widescreen pillarbox polish (D472).

Refs: D469 D470 D471 D472

Co-authored-by: italoarruda <3868006+italoarruda@users.noreply.github.com>
2026-10-06 18:35:41 -04:00
James Dansereauanditaloarruda 9dd98bdb20 Gameplay and rendering fixes D463-D468; D441 pointer-width sites
Zero-line tile texrect guard and texture-import skip (D463), stage-bank red
zone checker (D464), Dam/Caverns water slide (D465, #127), extended draw
distance no longer changing gameplay (D466, #125), player matrix pointers and
Model/PROMOTE/vtxstore rebase (D457 c/d), AI view clamp for ultrawide
(D468), fire-sound path audit (D433, D467 #130), italoarruda's #107 pointer-width
sites (two sites, credited).

Refs: D463 D464 D465 D466 D467 D468 D457 D433 #125 #127 #130 #107

Co-authored-by: italoarruda <3868006+italoarruda@users.noreply.github.com>
2026-10-06 18:35:40 -04:00
James Dansereau 00fdd94c8d 2-4 player split-screen (#99): D416-D419, D422, D428, D448, D450
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
2026-10-06 18:35:40 -04:00
James Dansereau 41d690f7ca 32-to-64-bit pointer-width fixes D451-D462; scaffolding removal batch 1
Tick-based auto-fire gate (D451), knife keyframe pointers (D454), font/text
slots (D456), memp arena start (D453), exe-address truncation census (D455),
global bank/RDRAM and background slots (D457 a/b), item-slot allocation
stride (D461), vtxstore table stride (D462). Mechanical, semantics-preserving
ABI/layout edits only. Diagnostic probes removed (batch 1).

Refs: D451 D453 D454 D455 D456 D457 D461 D462 D408 D294
2026-10-06 18:35:39 -04:00
James Dansereau ad3856892a v0.4.1 sync: build and CI fixes, settings presets D440-D447, outside PRs
build-pc.sh Windows temp-dir re-exec fixes; CI pin actions and no-cache ROM
handling; original-N64 and Deck presets; D440 preset labelling; D442 All
unlocked as a RAM/query-time override; D443 settings values (MSAA 16x,
Restart game); D444 front-end Previous/Next paging; D447 Original-aspect
pillarbox/letterbox. Outside contributions by dolent: PRs #120 and #121 (relabelled D445,
D446), merged as dolent's original commits.

Refs: D440 D441 D442 D443 D444 D445 D446 D447 D387 D283 #120 #121
2026-10-06 18:35:39 -04:00
James Dansereau 811e9a62cf Bug-fix pass for reported issues #114-#119 (D424-D434)
Recoil byte order, crouch-tank interactions, auto-fire cadence in ticks,
hipfire turret tracking, light-fixture Gfx index parsing, hit-type byte
reads. Rule-2 sign-offs recorded for D424 and D427. Documentation re-triaged
onto a single tracker (docs/ROADMAP.md).

Refs: D424 D425 D426 D427 D428 D430 D431 D432 D434 #114 #115 #116 #117 #118 #119
2026-10-06 18:35:38 -04:00
dolentandClaude Fable 5.1 17891cc468 feat: D436 -- persistent crosshair, opt-in (Video.CrosshairPersistent; F10 > Gameplay > HUD > "Crosshair when not aiming")
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>
2026-09-29 13:26:21 -07:00
dolentandClaude Fable 5.1 05af6d4e0d fix: D435 -- replugged controllers never reopened (render-thread event pump swallowed hot-plug events)
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>
2026-09-29 13:26:20 -07:00
dolentandClaude Fable 5.1 d954dfb581 docs: D420 findings entry (crouched-rifle firing animation table: linker adjacency)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-29 13:26:20 -07:00
dolent 4705b0e4e8 fix: D430 -- stale per-texture anisotropy on recycled GL ids made watch text layout-dependent
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)
2026-09-29 13:26:20 -07:00
dolent 8e5d4bcd5a fix: D420 -- crouched-rifle firing animation never resolved on PC (linker adjacency) -> SIGSEGV in MP matches
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)
2026-09-29 13:23:47 -07:00
James Dansereau 0e8c2ce213 docs: fix reconciliation date in GE-ENV-PROBES.md (2026-09-28, not 10-07) v0.4.0 2026-09-28 10:29:52 -04:00
James Dansereau 500b83dfdb README: final Background stats for the v0.4.0 tag (1005 commits) 2026-09-28 10:28:04 -04:00
James Dansereau 8e4c3cfce2 Merge pull request #112 from jkdansereau/release/v0.4.0
release/v0.4.0: v0.4.0 feature + fidelity release (widescreen, aim system, rebinding, crosshair, rumble, options rebuild, 60 fps fix)
2026-09-28 10:27:40 -04:00
James Dansereau d267d2311e docs: reconcile GE-ENV-PROBES.md for v0.4.0 (31 new rows); fix env-drift checker to see envflag.h wrapper reads; drop README hero row 2026-09-28 10:25:31 -04:00
James Dansereau 7dd7b819e3 release notes: add Tank aim speed (Input.TankAimScale) to the options reference table — it was described in the tanks bullet but missing from the table 2026-09-28 10:11:27 -04:00
James Dansereau 668a2b629b gallery: drop the four v0.2.0 playtest stills (Facility, Bunker 1, Silo, Bunker 2) — gallery is now all-v0.4.0 attract (12 shots); manifest + contact sheet refreshed; readme link count 16 -> 12 2026-09-28 10:09:24 -04:00
James Dansereau 48c37a3c7e readme: trim hero row to a single caption — drop the second caption line, fold the stills link into the gif caption 2026-09-28 10:07:42 -04:00
James Dansereau e7f4540b15 release: v0.4.0 screenshot set — 12 intro-attract stills (3072x1728 widescreen) downscaled to 1600px JPG, replacing the v0.2.0 playtest shots per level; Control/Streets/Jungle added; 6 superseded duplicates dropped; manifest + contact sheet refreshed; README gains a press-kit hero row (Streets/Dam/Runway/Aztec); preview gif re-cut at 400px/15fps/128c (smoother, 15 MB vs 23.6) 2026-09-28 10:06:52 -04:00
James Dansereau efef63fd7f release: v0.4.0 preview media — 24 s montage from live v0.4.0 play sessions (Runway tank opener, Dam, Caverns, Aztec, Bunker 2, Surface 2); release-notes image ref re-pointed to the v0.4.0 tag; README/index captions refreshed 2026-09-28 09:52:52 -04:00
James Dansereau 4f66db12d6 v0.4.0 wrap-up: D407 RESOLVED — tank board-ordering fix, board-animation lockout, menu-accept B gate, in-tank aim routing + Input.TankAimScale; PC Options wheel direction fixed (D407(b)); all 10 TANKDBG probes stripped (src/game zero-diff); D408 logged (SkipIntro skips the failure dossier — Skip intro marked EXPERIMENTAL); release notes + readme stats 2026-09-28 09:28:28 -04:00
James Dansereau 76e9202dfd release: v0.4.0 notes — tank board/exit bullet + PC Options paging follow-up; readme final stats (995 commits, 285 findings D1-D407) 2026-09-28 08:26:09 -04:00
James Dansereau 2b75f3ed8e findings: D407 logged — tank board/exit dead on PC after the D378/D393 use/reload split (port-only fix; live tank drive owed for sign-off) 2026-09-28 08:26:09 -04:00
James Dansereau 460cfd77e0 port: D407 — tank board/exit via the B bit in tank states; PC Options page-edge highlight clamp + mouse-wheel/W-S paging (D407(b)) 2026-09-28 08:26:09 -04:00
James Dansereau a8a9f2932e readme: final project stats (992 commits, 284 findings D1-D406); mark the agentic-development case study as a v0.3.0-era snapshot (through 20 Sep / D321), with the README carrying the final numbers 2026-09-28 02:31:31 -04:00
James Dansereau 9e71e7990b release notes: page indicator wording matches the shipped UI (Page p/N marker + bottom hint) 2026-09-28 02:27:56 -04:00
James Dansereau 73dd0c4ca0 readme and docs site: v0.4.0 release status, release news section, masthead tagline, and accuracy pass
- 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.
2026-09-28 02:27:56 -04:00
James Dansereau ebf8e4c05d findings: D406 resolved -- front-options pagination validated on the Steam Deck 2026-09-28 02:26:56 -04:00
James Dansereau a5924517fc port: front-options page hint one row below the last entry (D406d) -- pitch-aligned, not floating at the paper edge 2026-09-28 02:25:51 -04:00
James Dansereau 0c4b60e440 findings: D406c -- page hint on every page (11 rows/page), chevron wording dropped 2026-09-28 02:25:00 -04:00
James Dansereau 4b66494813 port: front-options page hints on every page, clearer wording (D406c)
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'.
2026-09-28 02:24:36 -04:00
James Dansereau 58691e5c5e port: front-options slider bars clear long labels; explicit page indicators (D406b)
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).
2026-09-28 02:21:22 -04:00
James Dansereau 8e58376d46 port: front-end PC Options pagination for long sections (D406)
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.
2026-09-28 02:09:03 -04:00
James Dansereau 82476f3dd2 readme: v0.4.0 voice pass over a web-1.0 structure
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.
2026-09-28 01:34:43 -04:00
James Dansereau 1b290b2012 findings: D405 table row 4-cell -> 3-cell (pointer merged into title cell) so the index generator buckets it; D405 now indexes as CLOSED 2026-09-28 01:32:13 -04:00
James Dansereau 64913054ce release: v0.4.0 site/README consistency + Web 1.0 re-skin
- Docs site: drop jekyll-theme-cayman for a hand-rolled _layouts/default.html
  (masthead band + middot text nav + footer with last-updated stamp and legal
  line; head re-plumbed with {% seo %}, viewport, favicon); head-custom.html
  fully rewritten to the chosen design tokens - charcoal/off-white/amber,
  Libre Baskerville headings over system sans, square corners, 1px borders,
  flat (no gradients/shadows), mermaid wrapper re-skinned.
- docs/index.md: v0.4.0 status (native widescreen, aim system, rebinding,
  crosshair, rumble, rebuilt overlay); Honest status replaced by the v0.4.0
  release-notes known issues; body anchor-nav line; legal footer moved to
  layout.
- security-and-fidelity-status.md: front matter so {% seo %} titles it.
- README.md: v0.4.0 truth pass (status, Working/Known issues, Deck preset
  2x MSAA / 250% per code, background stats 981 commits / 283 findings,
  comparison table, GEPD-default controls paragraph, earlier builds) plus
  markdown-native motifs matching the site: top anchor-nav line, --- section
  rules, last-updated footer stamp, license badge in the amber accent.
- release-notes: SFTP sideload mention (leftover from the Deck session).
2026-09-28 01:32:13 -04:00
James Dansereau ad20cf210a release: v0.4.0 notes as source of truth - feature-organized, every claim code-verified (labels, options, defaults, D248 root cause) 2026-09-28 01:17:59 -04:00
James Dansereau 889f2e5d5e release: notes logic pass - rainbow fix moved to Graphics; Known issues = actual residuals only (D335b F10 overlay stretch replaces the widescreen heads-up) 2026-09-28 01:15:27 -04:00