Commit Graph
5 Commits
Author SHA1 Message Date
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 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 416396e504 D302/D304/D225/D164/D252/D305: perf regression, F10 menu overhaul, small fixes pass
- D302: fix a reintroduced D250-class perf regression -- 4 uncached getenv()
  calls added by D236 diagnostic passes 10/12/14/16 were running on every
  triangle draw in gfx_sp_tri1; cached with the established pattern.
- D304: F10 mouse-sensitivity menu overhaul -- widened Input.AimModeSens'
  clamp to match Input.MouseTurnSpeed, then collapsed both plus the
  aim/turn link toggle into a single Input.MouseSensitivity control per
  user request (avoids decoupling into a confusing state). Fixed two real
  overlay bugs found along the way: overlayUpdateScroll() bottom-anchored
  the clicked row on every click (not just when off-screen), and
  overlayRowAtY()'s hit-test scanned rows past the last one actually drawn,
  letting a click near a scroll boundary silently hit the wrong row
  (reproduced as "All unlocked" triggering "Quit to desktop" instead).
- D225: GE_DEBUG_UNLOCKALL=1 dev-tooling toggle (file2.c), default off.
- D164/D76: docs-only correction -- the legal-screen one-line fix was
  already committed 8dfc578f4; findings.md just never caught up.
- D252: root-caused and fixed a 6+-session-old rainbow-particle bug --
  explosionRenderPart() wrote 5 vertices into a 4-vertex allocation,
  corrupting the next particle/effect's data in the shared vertex pool.
  User-confirmed live: "Rainbow went away."
- D305: Steam Deck SIGSEGV recurrence past D285's own fix -- sndHandleEvent's
  preempt-scan dereferenced its list-walk pointer before checking it for
  NULL. Added the missing guard. User-verified crash-free on the Deck
  across multiple sessions, including toggling Game.AllUnlocked off/on.

D236 pass-16 diagnostic (GE_D236RAW, bg.c) carried along from a prior
session's in-progress investigation; unchanged, env-gated, zero-cost unset.
2026-09-18 09:56:23 -04:00
KholdFuzion cc14d64e7d for england james? 2026-08-16 17:30:25 -04:00
KholdFuzion 9fbe1fd5a8 sync. run make forceextractassets to re extract everythig to c files properly 2026-04-13 09:11:43 -04:00