# GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit. # Grep this to pick which findings.md entries to read; it is not authoritative. label,bucket,one_liner,status_raw D24-D30,RESOLVED,green threads / kernel / crash handler,resolved D31-D42,RESOLVED,"boot ABI: ANIM_DATA, music seq-table, libaudio banks, Globalimagetable rebase, GL context, rsp toggle",resolved D43-D50,RESOLVED,"model-file loading → offline sidecar ""Plan B"" (d43_emit.py); D50.6 texCopyGdls full-slot copy",resolved D51-D58,RESOLVED,"font pixeldata, osGetCount tick rate, model RW pools, cseq BE header, synth slots, RLE menu bg, watch raw offsets, gun-barrel DL",resolved D59-D68,RESOLVED,"intro render: blood-RLE clobber, DMA validate, OSMesgQueue, HEADS/BODIES sentinels, romCopy width, image_entry, Globalimagetable BE→LE",resolved D70-D74,RESOLVED,"intro-logo pixels: C-array bswap, UV path, sinf/cosf DVAL(), texture-import truncation",resolved D75,FIXED,front-end 3D model transforms (D77 audio split out below —,FIXED 2026-10-02 (branch fix/fidelity-gaps; by-eye check owed): D76 · D164,FIXED,Legal screen only draws line 1 —,"FIXED — this row and the ## D164 entry below were stale; the proposed one-line #ifdef PORT fix was actually committed 8dfc578f4 (2026-08-31), well before this correction (2026-09-18)." D159,FIXED,"front-end wallet-Bond photo ""interlaced""/combed (RC1 / D149) —",FIXED (#ifdef PORT no-op the swap in image.c) D161,FIXED,Depot (-level_30) ceiling = bright-blue speckle + radial rays (B2).,FIXED (port/fast3d/gfx_pc.cpp) D165 · D166,FIXED,"Input-layer polish (M-31, port-only):",FIXED D180 · D181,FIXED,Native-PC input pass (QoL run):,FIXED (2026-09-26 bookkeeping: D186,CLOSED,"Video.FpsCap throttles the sim, not just presentation (M-39 diag, M-42 clamp).",CLOSED (2026-09-28 bookkeeping: D187,FIXED,"HUD ammo-type/weapon icon vanished at -O2 (M-46 root-cause, M-47 fix + verify).","FIXED (src/game/gunfire.c, #ifdef AVOID_UB); PR #19" D188,FIXED,Linux -O2 boot crash:,"FIXED (src/libultrare/libc/xprintf.c, src/sprintf.c, #ifdef PORT); PR #22" 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,CLOSED,"Linux -level_45 SIGSEGV at load in add_ptr_to_objective (objective.c:64) (M-48, open).","CLOSED — not a port bug; level 45 is MP-only and has no solo setup file in the ROM (root-caused M-105, reproduced on Windows)." D191,FIXED,Windows -O2 release-bundle crash:,FIXED + PLAYTEST-VERIFIED (M-79).… D193,FIXED,NPC AI locomotion is too slow —,FIXED + user-playtest-verified (M-81) —… D194,FIXED,Mouse input needs another tuning pass —,FIXED (2026-09-26: user reports the v0.3.0→v0.4.0 mouse changes feel solid and glitch-free; code-side validation owed). D195,FIXED,"Transparency / alpha surfaces broken on Control (M-49, user playtest) —","FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_vertex) —…" D197,CLOSED,"Character face/head textures wrap around the head, seen on Silo (M-49, user playtest).",CLOSED — user playtest v0.2.0-pre D198,FIXED,alAdpcmPull/_decodeChunk used K0_TO_PHYS (an unconditional & 0x1FFFFFFF mask) on 64-bit heap pointers (src/libultra/audio/load.c).,FIXED (src/libultra/audio/load.c) — D199,FIXED,Phase-3 software audio mixer:,FIXED (2026-09-26 bookkeeping: D200,FIXED,-level_09 segfault: reverb's ALDelay.input/output are u32 —,FIXED — 5-line cast in reverb.c (this session) D196,FIXED,"OS mouse cursor stays visible after closing the F10 options overlay in click-to-lock mode (M-49, user playtest).","FIXED (6e758f1d, merged to main) —…" D192,CLOSED,Front-end mission/level-select grid pointer still can't reach the outer cells —,"CLOSED — the buggy mode 0 was removed entirely in the v0.2.0 prep pass (see D239); click-to-lock is now the only capture mode, so the unreachable-cells path no longer exists" D221,FIXED,SELECT FILE mouse hit-box offset —,"FIXED (M-91) — explicit {min,max} coord2d pairs under #ifdef PORT; human mouse-playtest confirmed." D222,FIXED,High Video.FovScale breaks culling —,"FIXED, awaiting visual verification (M-121)." D223,FIXED,QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter —,"FIXED (M-105, port/src/input.c) —…" D224,CLOSED,"QoL gap (M-87, from a PD-PC-port survey):",CLOSED (2026-09-28 bookkeeping: D225,FIXED,"Dev-tooling QoL (M-87, user ask):","FIXED (2026-09-18) — GE_DEBUG_UNLOCKALL=1 short-circuits fileGetIsCheatUnlocked() (src/game/file2.c, #ifdef PORT, cached getenv) to always return TRUE; default off, no save mutation." D226,FIXED,"QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.","FIXED (2026-09-24): Game.HudScale 75–150% (user-verified, capped at 150) via fast3d G_HUDSCALE_EXT rect scaling about per-element anchors; dialogue/bottom messages width-capped." D227,FIXED,Sky renders as two independently-moving halves —,"FIXED (M-100b, PR #43) —" D229,FIXED,"IsWater-level water renders green, pulses blue<->green (M-101; Frigate -level_26).","FIXED (port-layer) — ZLIB+CI8 water image now imports via the CI8 palette path (gfx_pc.cpp); Frigate verified live (""looks better""); sweep + Surface 2 by-eye still owed." D230,FIXED,In-level music quality:,"FIXED (M-121, v0.2.0) —" D231,CLOSED,"QoL batch: mute-on-focus-loss + screenshot-hotkey productization (M-105, roadmap Tier 3, port-only).","CLOSED — PARKED/DEPRIORITIZED (user, 2026-09-25)." D233,FIXED,All levels (intermittent):,"FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_tri1) —…" D234,FIXED,"Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).",VISUALLY VERIFIED FIXED (M-108) —… D244,OPEN,Self-hosted CI runner link failure:,"OPEN, not yet fixed. Next…" D228,FIXED,AK47 white missing-texture patches after D217's texpool fix —,"FIXED (port/fast3d/gfx_pc.cpp, palette_to_rgba32) —" D204,FIXED,PC audio ran ~2 % below real time permanently (AI feedback loop's 3 ms setpoint vs PC jitter).,"FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) —" D203,CLOSED,"Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle:",CLOSED — root cause + fix in D253. D201,FIXED,"src/libultra/audio/bnkf.c bank/instrument/sound/wavetable relocation offsets were s32, truncating the real 64-bit base pointer.",FIXED (src/libultra/audio/bnkf.c) — D202,FIXED,"Silenced PPK ""slap"" + broader real-time mixer corruption (M-52→M-67).","FIXED (2026-09-26, user by-ear:" D206,FIXED,PC played every SFX one bank slot too high —,"FIXED (M-76, src/snd.c:1001, #ifdef PORT) —" D207,CLOSED,"Alarm klaxon starves combat SFX and doesn't recover after it stops (surfaced by D206, M-77).",CLOSED (2026-09-28 bookkeeping: 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). D210,FIXED,chrToPatrol() leaves act_patrol.lastvisible60 uninitialised on PC —,"FIXED (chraction.c:3872, #ifdef PORT → self->act_patrol.lastvisible60 = -1;, N64 line under #else).…" D205,CLOSED,"PC plays wrong/extra SFX for gameplay events (gunfire slap layer, explosion→scream, armour pickup, melee→Klobb idx 106) —",CLOSED (M-78) — root cause was D206; all four symptoms resolved + user-confirmed by ear. 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). D169,FIXED,Front-end mouse pointer can't reach the outer cells of the mission/level-select grid —,"FIXED (M-33, port/src/input.c, port-only, no #ifdef PORT)." D178,FIXED,Pre-mission briefing screen:,FIXED (M-36) — high confidence D175,CLOSED,In-game stutter / brief hang during normal play —,"CLOSED (v0.4.0 campaign sign-off 2026-09-28, user:" D176,FIXED,"Surface exterior renders wrong (-level_36), two independent defects.",FIXED (2026-09-29 bookkeeping: D177,FIXED,Ladders non-functional —,"FIXED (M-36) — high confidence; interactive climb test owed Owed climb test considered cleared by the 2026-09-28 v0.4.0 campaign sign-off (ROADMAP §3 bookkeeping, 2026-10-01); reopen if seen." D172,FIXED,"Bullet-impact / blood / spark particles render magenta or cyan instead of dark red (M-82, ROOT CAUSE FOUND + FIXED).",FIXED (port/fast3d/gfx_pc.cpp gfx_lod_tile_offset)… D174,CLOSED,"""No blood effect"" (user QA report).","CLOSED — faithful (2026-09-26, user side-by-side on 1964:" D183,CLOSED,"M-36 Family A (""texture line/pitch shear"") is DISPROVEN for the Surface repro (-level_36).","CLOSED (2026-09-26, user-approved:" D173,PARTIAL,Third-person Bond model spawns too high —,PARTIAL (2026-09-29 bookkeeping: D179,FIXED,Packaged build crashes after the logos —,"Diagnosed, not fixed —" D180,FIXED,"Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).",FIXED (2026-09-26 bookkeeping: D181,FIXED,Game.ScreenShakeIntensity —,FIXED (2026-09-26 bookkeeping: D184,FIXED,F10 port-layer options overlay —,FIXED (2026-09-26 bookkeeping: D211,FIXED,"PC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4).",FIXED (2026-09-26 bookkeeping: D212,FIXED,Anisotropic-filtering config wiring —,FIXED (2026-09-26 bookkeeping: D213,FIXED,On-screen FPS readout —,FIXED (2026-09-26 bookkeeping: D214,FIXED,"Keyboard rebinding — [Input.Bind] config section (M-83, port-only, PD parity, Phase 4 debt).",FIXED (2026-09-26 bookkeeping: D215,FIXED,1P weapon viewmodel never drew in-level —,"FIXED (src/game/gunfire.c, #ifdef PORT)." D216,FIXED,"Game.SkipIntro — boot straight to the file-select menu (M-83, port + one #ifdef PORT game-code line, PD parity, Phase 4 quick win).",FIXED (2026-09-26 bookkeeping: D217,FIXED,1P weapon viewmodel + 3P Bond model textures garbled —,FIXED + merged (PR #47 + PR #49); white residual split out as D228. D218,FIXED,Wide FOV exposes the per-level draw-distance / fog boundary —,FIXED (2026-09-26 reclassified; 2026-09-29 default corrected: 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." D220,CLOSED,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","CLOSED — merged into D303 (2026-09-26, user:" D85,CLOSED,Room primary/secondary DL → texLoadFromGdl garbage.,"CLOSED (2026-09-26, user-approved:" D86 · D87,RESOLVED,modelInitRwData truncated ptr · attract-demo BE ramromfilestructure.,resolved D88.4,RESOLVED,propDefs polymorphic record stream not byteswapped → setupDoor crash.,resolved (d88_propdefs.py); layout audit M-20 → D132 D132,CLOSED,D88 propDefs layout audit (M-20):,CLOSED (2026-09-28 bookkeeping: D157,FIXED,"Campaign never unlocks the next level (M-30, user bug —","FIXED (src/bondtypes.h, #ifdef PORT —…" D160,FIXED,Dam level-end cutscene (Bond off the dam / bungee) never plays —,"FIXED (user, 2026-09-26:" D89-D92,RESOLVED,"stage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrs",resolved D93-D102,RESOLVED,struct-pun / hardcoded-size pass:,resolved (D95 pool bump partial) D103-D107,RESOLVED,"BUNKER1 viewport height, depth-buffer clear (G_CLEAR_DEPTH_EXT), portal near-plane, LOD mip tile",resolved D108-D112,RESOLVED,skeletal models: d43_emit.py put_f32 byte-reversal bug,resolved D113-D116,FIXED,portal BFS ok · matrix chain ok · player raw-offset audit + gunfire.c THROW* · HUD text X-mirror,"D114/D116 CLOSED — NOT A BUG (M-33, see D168):" D117,CLOSED,"Frame nondeterminism root-caused; GE_DETERM attempted, not achieved.",CLOSED (2026-09-28 bookkeeping: D118,RESOLVED,"SDL input layer; M-24 mouse-look rework (mode-aware map, real INI); D118b/c FIXED.",resolved (D118a residual) D150,FIXED,watch OBJECTIVES / BRIEF page crash:,"FIXED (src/str.c #ifdef PORT); interactive re-verify pending Owed re-verify considered cleared by the 2026-09-28 v0.4.0 campaign sign-off (ROADMAP §3 bookkeeping, 2026-10-01); reopen if seen." D260-D265,CLOSED,"v0.2.1 hotfix batch: D260 wheel direction swap (fixed) · D261 watch-menu nav auto-repeat (fixed, feel-check owed) · D262 watch item-preview model missing → roo…",CLOSED (2026-09-26 bookkeeping: D266-D269,CLOSED,"D236/D265 wall, second pass:",CLOSED (2026-09-26 bookkeeping: D270,CLOSED,Backfilled (M-132) — this label was never given its own row; only code comments and the HANDOFF archive documented it.,CLOSED (2026-09-26 bookkeeping: D271,CLOSED,"D236 wall, third pass —",CLOSED (2026-09-29 bookkeeping: D276,CLOSED,"D236 wall, eighth pass —",CLOSED (2026-09-26 bookkeeping: D279,CLOSED,Backfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in scratch/ (d279_run.log… —,CLOSED (2026-09-26 bookkeeping: D281,FIXED,"Game.AllUnlocked (D257) still breaks audio, and can also break right-mouse aim, when enabled before any save has ever been written (v0.2.1 user testing… —","FIXED (2026-09-23, port/src/libultra.c):" D282,FIXED,"QoL ask (v0.2.1 user testing, 2026-09-15):","FIXED (port/src/input.c, #ifdef not needed —" D283,FIXED,"Steam Deck first-run preset (D-unnumbered in port/src/video.c/main.c, videoApplySteamOSDefaults()) did not apply for a user who added the game via Steam… —","FIXED (2026-09-30, port-only) —" D280,CLOSED,"D236 wall, ninth pass —",CLOSED (2026-09-26 bookkeeping: D275,CLOSED,"D236 wall, eighth pass —",CLOSED (2026-09-26 bookkeeping: D274,CLOSED,"D236 wall, seventh pass —",CLOSED (2026-09-26 bookkeeping: D273,CLOSED,"D236 wall, fifth pass —",CLOSED (2026-09-26 bookkeeping: D272,CLOSED,"D236 wall, fourth pass —",CLOSED (2026-09-26 bookkeeping: D137,FIXED,right-mouse (aim-sight) crash:,FIXED (src/game/gunfire.c #ifdef PORT — D119 · D120,FIXED,guard-attack weapons_held[]->chr pun crash · blood-stain PointUsage[] chain hang,D119 fixed · D120 FIXED (M-30) D120,FIXED,Blood-decal PointUsage[] chain —,FIXED (tools_pc/d43_emit.py). D121,RESOLVED,WS1 frictionless per-level boot (bare -level_XX injects its -m* row).,resolved D122,FIXED,per-level prop/item model-load crash (Dam/Facility/Runway modelLoad/modelInitRwData):,converter fixed; residual chr/fast3d crashes on those levels are separate D123,FIXED,crash class C1: chrIsNotDeadOrShot NULL deref on 6 levels (Dam/Runway/Frigate/Statue/Streets/Cradle).,"converter fixed (OBJ_ID_WORDS); C1 cleared on all 6, residual crashes are fast3d (C2)" D125,RESOLVED,crash classes C3+C6 (Aztec/Bunker2/Surface2):,resolved (M-16b) — line 374 → 8 NULs; all 21 sidecars regen'd; Aztec -level_28 now PASSES (was C3 CRASH). D126,RESOLVED,"crash classes C3r/C4/C6 (Bunker2 -level_27 door7F054FB4 propobj.c:13523, Depot -level_30 prop.c:902, Surface2 -level_43 loadobjectmodel.c:393):",resolved — d88_propdefs.py PROPDEF_PC_BYTES[30/32/33/35]=24 + typed handler; loadobjectmodel.c sizepropdef PORT returns 6. D124,FIXED,crash class C2: fast3d bad texture pointer.,Jungle fixed (port/src/gimgfixup.c); Facility → D130 D131,RESOLVED,crash class C2m (Jungle -level_37):,"resolved — seg_addr() restores the module high word for any fallthrough w1 in [0x40000000, 0x70000000) (module fixed-based at 0x140000000, no ASLR; DRAM/KSEG0/segmented/phys all handled earlier).…" D133,RESOLVED,intro render triage (M-20):,"RESOLVED — not a regression, parked (D75/D76, GRAPHICS-BACKLOG.md)" D134,FIXED,"Frame-2 boot hang / sweep ""NO-FRAMES"" flakiness —",FIXED (port/src/libultra.c) D135,FIXED,"Firefight crash — bgTestHitOnObj (propobj.c:8446) is an unported N64 GBI parser (M-22, WS6 playtest).","FIXED (src/game/propobj.c, #ifdef PORT —…" D136,RESOLVED,"Stage-unload crash — objFree obj->prop reads float garbage (M-22, WS6 Facility playthrough).",ROOT-CAUSED → D139 (it was NOT a layout bug — D139,FIXED,Stage-unload crash root cause + fix (M-23).,"FIXED (src/game/cleanup_objects.c, #ifdef PORT —…" D140,FIXED,Pause-menu crash (M-23 open → M-27 fixed).,"FIXED (src/game/bondview.h, src/game/bondview2.c; #ifdef PORT)." D141,FIXED,"Watch-menu item-model crash (M-27), exposed by D140.","FIXED (src/game/gunfire.c, #ifdef PORT)." D152,FIXED,"Mission-failed / objective-failed → permanent black screen (M-28, user bug report —","FIXED (user, 2026-09-26:" D154,CLOSED,"bg.c room-geometry ray/hit-test GBI parser port (M-28, WRITTEN / UNVERIFIED / UNCOMMITTED).",CLOSED (2026-09-28 bookkeeping: D156,FIXED,"Facility outro-cutscene ""hang"" —","FIXED (user, 2026-09-26:" D155,FIXED,"Facility outro-cutscene end → ""hang"" = unclamped deltaFrames spiral (M-29, user bug report).","FIXED (src/game/frametiming.c, #ifdef PORT —…" D153,RESOLVED,"-level_09 frame ~900–1400 0xc0000005 = D117/D134 load flakiness, NOT a bug (M-28).",NOT A BUG — closed. Run anchors on a quiet machine. D151,FIXED,Watch data all blank —,"FIXED (src/bondtypes.h, #ifdef PORT —…" D130,RESOLVED,"crash class C2 (Facility -level_34, Runway -level_35):",resolved — stage all 6 N64 fields in a local f[6] before writing any. D164,FIXED,"Disclaimer / legal screen only draws the first line (D76 root cause, M-31).",FIXED — corrected 2026-09-18: D165,FIXED,"Front-end menu cursor doesn't feel like a mouse pointer (M-31, user bug B5 follow-up).","FIXED (port/src/input.c; Input.MenuPointerMode, Input.HipfirePitchSpeed added)." D166,FIXED,Hipfire mouse pitch is digital while yaw is analog —,FIXED (port/src/input.c).… D235,CLOSED,Wrong textures load after dying/restarting a level —,"CLOSED (user, 2026-09-26:" D236,CLOSED,"Surface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).","CLOSED (M-198, pass 26, 425237f9; probes stripped 0503d335):" D237,FIXED,"QoL ask (M-106, user QA):","FIXED (2026-09-23): category headers + 5 more settings (SkipIntro, Show FPS, pad invert/deadzone/trigger); wheel scroll already existed." D238,FIXED,"QoL ask (M-106, user QA):",FIXED (2026-09-26: covered by D337/D338 aim work; user reports mouse feel good; code-side validation owed). D239,CLOSED,"QoL ask (M-106, user QA):",CLOSED — executed in the v0.2.0 prep pass (port-only)… D240,CLOSED,"Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).","CLOSED (v0.4.0 campaign sign-off 2026-09-28, user:" D241,CLOSED,Player gunshot SFX goes silent under some conditions —,"CLOSED as the D207 family (v0.4.0 campaign sign-off 2026-09-28, user:" D242,FIXED,Player-death sequence UX regression vs N64 original:,"FIXED/CLOSED (2026-09-26, user:" D243,FIXED,"Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject):","FIXED, live-confirmed by the user (M-189/M-190, 2026-09-18)." D245,FIXED,IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) —,"FIXED (M-201, 2026-09-26, user-verified vs 1964):" D246,FIXED,"Tiny pixel strips at the left and right edges of the screen, ""like overscan"" —","FIXED (2026-09-18 session, port-only, Video.SafeAreaCrop)." D247,FIXED,Black bars top and bottom of screen —,"FIXED (2026-09-18 session, port-only, Video.SafeAreaCrop)." D248,FIXED,"Port runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user asked to verify FPS after the D209 timing-keystone fixes).","FIXED, root-caused to a genuine pointer-width ABI bug in src/sched.c (compiled for the PC build, not excluded)." D249,CLOSED,"LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —",CLOSED (2026-09-28 bookkeeping: 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." D251,FIXED,F10 options overlay QoL pass:,"FIXED (port-only, port/src/optionsoverlay.c)." D252,FIXED,"Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).","FIXED (M-201, 2026-09-26, user-verified):" D253,FIXED,Facility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck —,FIXED — Deck-verified: D254,FIXED,Linux crash handler destroyed its own logs:,FIXED — field-verified. 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…" D256,FIXED,Saves (and config) silently failed to persist on Linux whenever the game was not launched from the directory containing data/ —,FIXED (path half) — save-flow detail still owed from the user. D257,FIXED,New Game.AllUnlocked option (F10; default flipped OFF for v0.2.0 —,FIXED — verified by user playtest (PR #79 merged); default flipped OFF for v0.2.0 (D259). D259,FIXED,Game.AllUnlocked (D257) breaks audio on a fresh save:,FIXED in v0.2.1 —… D260,FIXED,v0.2.1 (user request):,"FIXED — build green; one-line branch swap, trivially reviewable." D261,FIXED,v0.2.1 (user request:,FIXED — feel-check received; W/S sensitivity follow-up logged above. D262,FIXED,v0.2.1 (user report):,"FIXED (primary cause, D264) —" D264,FIXED,"D262's root cause (ABI/layout class, cf.","FIXED — build green, probes removed; visual confirmation pending." D263,RESOLVED,v0.2.1 (user report):,"RESOLVED (not a bug), refined (v0.2.1 further user testing, 2026-09-15)." D265,CLOSED,"D236 investigation (port-layer, port/fast3d/gfx_pc.cpp):",CLOSED (2026-09-26 bookkeeping: D258,DEFERRED,PAL/JP asset conversion is broken at the source-data level —,DEFERRED (user call 2026-09-28: D284,FIXED,port/src/random.c's MIPS64 dsll32/dsrl32 shift helpers were backwards —,"FIXED, 21-level sweep clean, no crashes —" D285,FIXED,Steam Deck SIGSEGV during D255 live-testing = SEPARATE bug:,"FIXED (user, 2026-09-26:" D286,CLOSED,"User-confirmed real ~8s frame freeze on Caverns, Steam Deck —","CLOSED (2026-09-26, user-approved:" D287,FIXED,"User-confirmed real, non-self-recovering freeze on Windows (M-141, 2026-09-15/16) after ~15-20 minutes with no input, triggered by clicking back into the… —",FIXED (user playtest 2026-09-26: D288,CLOSED,"Silo intro: a huge, flat-shaded, untextured brown/tan triangle sweeps across the frame during the camera pan down the missile shaft (M-141, user report —… —","CLOSED — not reproduced on the current build (2026-09-23 capture) and the 2026-09-25 user Silo playtest confirms it gone (""silo fixed"")." D289,FIXED,"Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).","FIXED (user, 2026-09-26:" D290,FIXED,"Watch's in-game ""controller"" section shows no control-pad graphic (M-141, Steam Deck user playtest).","FIXED (2026-09-23): D264-pattern template read in watchRenderController (flags read 0), plus 3 pointer-width/raw-Gfx sites on the same path; controller model verified rendering on Windows." D291,CLOSED,"Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).","CLOSED — duplicate of D306, faithful (M-201, 2026-09-26:" D292,FIXED,Death animations are glitched —,"MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed alongside D173) —" D293,FIXED,"QoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest —","FIXED (M-141) — ""Quit to desktop"" row added to the F10 overlay; build-verified Win+Linux, not yet live-confirmed.…" D294,PARTIAL,"Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later… —",PARTIAL -> fix landed pending by-eye check (2026-10-03: D295,FIXED,"Campaign-halting crash at the end of Control Center on 00 Agent difficulty, then a crash on every subsequent relaunch/resume (GitHub #87, user campaign playtes…",FIXED (M-149) — M-148 root-caused + reproduced on HEAD; fix landed: D296,CLOSED,"Control Center, 00 Agent:","CLOSED (2026-09-26, user-approved:" D297,FIXED,v0.3.0 silently wipes ALL pre-fix player saves on first launch (D284 side effect; found during D295/M-148).,FIXED (M-150) — migration shim landed: D298,CLOSED,Full HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build —,"CLOSED (2026-09-26, user:" D299,FIXED,Game.SkipIntro crashed selecting any save slot except one —,"FIXED — fileValidateSaves() (only called from the skipped legal screen) never ran under SkipIntro, leaving saves[] all-zero; added the missing call to the SkipIntro shortcut (src/game/lv.c, #ifdef PO…" D300,FIXED,Hipfire look feels non-uniform (issue #89):,"FIXED, user-confirmed live —" D301,FIXED,"fileGetIsCheatUnlocked() NULL-deref, unguarded on every call site, not just the D299/SkipIntro one (GitHub #87, two reports with an identical crash PC/fault ad…",FIXED locally on release/v0.3.0 (not pushed) — D302,FIXED,"Render FPS regression to ~40-45fps on release/v0.3.0 (user QA on the local v0.3.0 pre-release build, 2026-09-18) —","FIXED — 4 uncached getenv() calls added by D236 passes 10/12/14/16 directly inside gfx_sp_tri1 (port/fast3d/gfx_pc.cpp, per-triangle) cached with the same static int x = -1 pattern D250 established e…" D303,FIXED,"Some muzzle flashes (M16 named specifically, ""and some others"") draw wrong —","FIXED (M-201, 2026-09-26):" D304,FIXED,"Mouse sensitivity menu overhaul (user request, 2026-09-18):","FIXED — see full entry for both the range/parity pass and the same-day follow-up (collapsed to a single Input.MouseSensitivity menu row + fixed overlayUpdateScroll()'s unconditional bottom-anchor, th…" D305,FIXED,"Steam Deck SIGSEGV on the v0.3.0 pre-release build (Cavern, early in the level, Game.AllUnlocked previously enabled on the session/save) —",FIXED (defensive guard) — D306,CLOSED,"Dam intro/truck wheels render with odd transparent-looking areas, possibly z-fighting (user QA, 2026-09-18).","CLOSED — faithful, confirmed on 1964 (M-201):" D307,FIXED,"In-level security camera entities can be flipped facing the wrong direction (backwards) on some levels, e.g.","FIXED (M-201, 2026-09-26, user-verified):" D308,CLOSED,"Occasional z-fighting confirmed on some levels' geometry, general/broader than the D306 truck-wheel instance (user QA, 2026-09-18).","CLOSED — faithful (2026-09-26, user:" D309,FIXED,Complete non-self-recovering freeze (Windows) returning from Caverns to the intro screen —,FIXED via D310 — user-playtest-confirmed 2026-09-18 (Caverns→intro clean; the spin record itself observed resuming correctly in the post-fix probe log). D310,FIXED,"RULE-2-SIGNOFF: chraiitemsize() mis-sizes 1-byte AI_PRINT records (NUL-scans forward), corrupting AI execution for any list containing an active PRINT —",FIXED — user-playtest-confirmed 2026-09-18 (v2: D311,FIXED,Complete freeze in modelSetAnimFrame2WithChrStuff root-motion loop —,FIXED — root cause D336 (bheadAdjustAnimation read never-written placeholder fields); the #ifdef PORT guard is retained as a safety net. D312,FIXED,"Throwable items (mines, grenades, etc.) can clip through walls in certain spots (user report, v0.3.0 pre-release playtest, 2026-09-18).",FIXED — bgBuildRoomVtxBounds mis-reads the G_VTX vertex count on PC (Gfx_le.dma.par bit-layout shift): D313,FIXED,Bullet impacts do not appear on some walls/surfaces —,"FIXED — same root cause as D312, merged diagnosis; same one-line fix." D314,FIXED,"F10 menu items flicker randomly/intermittently (reported on the main-menu context, user report, v0.3.0 playtest build, 2026-09-18).",FIXED (user playtest 2026-09-26) — D315,CLOSED,Menu scaling differs between main menu and in-game —,"CLOSED (2026-09-26, user:" D316,FIXED,"Mouse-clicking some menu items glitches and lands on the item below instead (user report, v0.3.0 playtest build, 2026-09-18).",FIXED — root-caused to two compounding bugs (naive mouse->logical mapping ignoring the safe-area crop; asymmetric row hit-test band) in port/src/optionsoverlay.c + port/fast3d/gfx_pc.cpp. D317,CLOSED,"Crash when toggling Game.AllUnlocked back and forth in-game (user report, v0.3.0 playtest build, 2026-09-18) —","CLOSED — symptom of D316 (confirmed instant window close, no WER report; the D316 hit-band bias let a click on ""All unlocked"" fall through to the adjacent ""Quit to desktop"" row)." D318,FIXED,Facility (regular play path):,FIXED via D329 (2026-09-26 bookkeeping: D319,FIXED,"Frame cap slider was mostly a dead zone; replaced with a plain 30/60 toggle (user ask, 2026-09-18).",FIXED — new ROW_FPSCAP cycle (30/60 only) in port/src/optionsoverlay.c; default changed to 60 in port/src/video.c. D320,FIXED,"D318-class sweep: aim-hold → _update AI lists in 8 levels carry the same as-authored softlock race (static analysis, 2026-09-20).",FIXED via D329 (2026-09-26 bookkeeping: D321,FIXED,D318 trigger chain fully mapped:,FIXED via D329 (2026-09-26 bookkeeping: D322,FIXED,Long-session audio degradation:,"FIXED (Windows) for the periodic ""garbled"" bursts —" D323,CLOSED,G_TL_LOD bindings of explicit-LOD textures:,"CLOSED — parked as a fidelity enhancement, not a bug (2026-09-26, user-approved:" D324,FIXED,"GE's stub declares nothing, so TUs that include it get NO CRT prototypes —",FIXED (2026-09-22) — proven impact: D325,CLOSED,ROM-mod (xdelta) compatibility:,CLOSED as a question — D326,CLOSED,Random Eye randomizer repacks the ROM too —,CLOSED as a question — D327,RESOLVED,"Mod support, resolved plan:",RESOLVED — superseded by D328; approach (a) is NOT ruled out (these scans missed the 1172-compressed data segment). D328,CLOSED,"Mod support is viable and D327's ""ruled out"" was wrong:",CLOSED as a question — D329,FIXED,The D318/D320 guard anim pin is a tick-granularity divergence:,"FIXED — Rule-2 high-FPS fix in model.c; clk=1 no longer pins (WSL + native Windows), 0 triggers at clk=2; bunker1 golden failure predates it (on/off A/B); user playtest confirms N64-matching Ourumov…" D330,FIXED,"#103 (v0.3.0, Win 11):",FIXED (port/src/input.c) — D331,FIXED,Ejected shell casings never rendered on PC:,"FIXED (gunfire.c #ifdef PORT, explicit template); PP7 casing verified on native Windows (before:" D332,FIXED,Reticule jitter in aim mode (RMB) —,FIXED (fix/mouse-pd-model) — D333,FIXED,"#104 (v0.3.0, Linux):",FIXED (2026-09-26 bookkeeping: D334,FIXED,"Native widescreen, world side (WIDESCREEN-FOV-PLAN Option B Phase 2):",FIXED (2026-09-26 bookkeeping: D335,FIXED,"Native widescreen, HUD + front end (WIDESCREEN-FOV-PLAN Phase 3):",FIXED (2026-09-26 bookkeeping: D336,FIXED,"Frigate (and any level) ""all polygons break except the gun"" after turning:","FIXED (src/game/bondhead.c #ifdef PORT, ABI/layout); headless repro (Runway → exit → Frigate → turn, D294 2× room pool) clean, D156 0 fires; golden 3/3; Win + Linux builds." D337,FIXED,Aim modes folded (user decision):,FIXED (2026-09-26 bookkeeping: D338,FIXED,"Input.AimRange (F10 ""Aim range""):",FIXED (2026-09-26 bookkeeping: D339,OPEN,"#92 (low-end ~30 fps, Celeron N3060 / HD 400) —","OPEN (2026-09-26, user:" D341,FIXED,"Intro gun-barrel blood drip draws as static blocks/lines instead of dripping (user, v0.4.0, 2026-09-26; death blood fine).","FIXED (M-201, user-verified 2026-09-27):" D342,FIXED,"File select: folder bodies and Bond photos vanish after selecting a file and backing out (user, v0.4.0, 2026-09-26).","FIXED (M-201, user-verified):" D343,FIXED,"File select: PC ""Options"" label opens the settings overlay (v0.4.0 feature, M1 of the route-B options screen, 2026-09-27); also fixes F10 on file select jumpin…","FIXED (M1, closed): one Rule-2 #ifdef PORT draw hook (user sign-off 2026-09-27); headless + user-verified (mouse, F10, >30 s, widescreen, physical controller on the bottom-bar label and options scree…" D344,FIXED,Host PC bugchecks (BSOD 0x119 VIDEO_SCHEDULER_INTERNAL_ERROR) during game test runs; probable cause:,"FIXED (probable cause; orderly quit + GE_QUITFRAME), headless + user-verified; no dump, watch for recurrence." D345,FIXED,"Front-end crosshair snaps away from the pointer on screen/page changes (file select → mode select setCursorPOSforMode(0), front.c:2516; every MENU_PC_OPTIONS p…","Port-only, user-verified (parts a–g):" D346,CLOSED,PC-settings wording pass:,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D347,FIXED,F10 overlay controller:,"FIXED (port-only, optionsoverlay.c):" D348,CLOSED,"File-select ""PC Options"" label:",CLOSED (2026-09-28 bookkeeping: D349,CLOSED,GE watch settings ARE saved to the Bond file when the watch closes:,"SUPERSEDED (2026-10-04, P2b correction):" D350,CLOSED,Watch-backed PC options:,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D351,FIXED,Existing D346 value/unit rows had positional initializers shifted into hidePtr:,"FIXED (port-only): designated row initializers restore unit, deadzone divisor and hide-if-auto fields; build clean, headless smoke clean." D352,FIXED,D350 review of 1303c0eb:,"FIXED (port-only, port/src/watchsettings.c):" D353,FIXED,Turok-style settings regrouping:,"FIXED (port-only, optionsoverlay.c/frontoptions.c):" D354,FIXED,Front-end F10 Bond rows silently disabled:,"FIXED (port-only, port/src/watchsettings.c):" D355,FIXED,F10/options Music slider inaudible in-stage:,"FIXED (port-only, port/src/watchsettings.c):" D356,FIXED,"Settings regroup: Turok-style pages renamed to functional sections (INPUT/GAMEPLAY/GRAPHICS/AUDIO/VIDEO) with PD-style ""(File N)"" scoping annotations, the redu…","FIXED (port-only, port/src/optionsoverlay.{h,c} + port/src/watchsettings.{h,c} + port/src/frontoptions.c; plan docs/dev/D356-SETTINGS-REGROUP-PLAN.md):" D358,FIXED,D356 level-1 overlap:,"FIXED (port-only, port/src/frontoptions.c):" D359,CLOSED,"Settings UI file terminology settled on the end-user term ""Profile"":",CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D360,CLOSED,F10 INPUT heading scrolled away; F10 navigation and distance defaults (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D361,FIXED,Main-menu F10 Audio freezes the game:,"FIXED (port-only, port/src/watchsettings.c + F10 probe in optionsoverlay.c):" D362,CLOSED,F10 GoldenEye dossier-style visual refresh (2026-09-27).,CLOSED (superseded by D363 after user playtest): D363,FIXED,F10 return to a dark overlay with the N64 watch's green/Bank Gothic visual language (2026-09-27).,"FIXED (palette/font user-approved, 2026-09-27); D364 follows up on profile tags, click alignment and slider calibration." D364,FIXED,Settings UI feedback:,FIXED (user mostly accepted; D365 follows up on annotation size and click targets). D365,CLOSED,F10 annotation hierarchy and visible mouse change targets (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D366,CLOSED,Input calibration label:,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D367,CLOSED,F10 full-width control boxes misaligned with their contents (2026-09-27).,CLOSED (2026-09-28 bookkeeping: D368,CLOSED,Simplify F10 click targets:,CLOSED (2026-09-28 bookkeeping: D369,FIXED,Remove F10 row boxes/strips entirely (2026-09-27).,FIXED (awaiting live acceptance): D370,CLOSED,F10 distance/volume drags hurt frame rate (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D371,FIXED,"GEPD key-layout preset + reload/crouch bindings, v0.4.0 modern options wave M3 (2026-09-27).",FIXED (headless-verified; awaiting user live accept): D372,FIXED,"Low-end perf preset (v0.4.0 modern options wave M5, 2026-09-27).",FIXED (headless-verified; awaiting user live accept): D373,FIXED,"In-game crosshair on/off + colour (v0.4.0 modern options wave M2, 2026-09-27).",FIXED (user live-tested; rule-2 sign-off recorded 2026-09-27): D374,FIXED,"GEPD becomes the default key layout; preset layering fix (v0.4.0 M3 playtest feedback, 2026-09-27).",FIXED (headless + user live-tested): D375,CLOSED,Crouch wired to the wrong pad bit:,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D376,CLOSED,Crouch follow-up + modern-options spot check (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D377,FIXED,GEPD independent crouch (2026-09-27).,FIXED (2026-09-28 bookkeeping: D378,FIXED,GEPD use/reload separation (2026-09-27).,FIXED (2026-09-28 bookkeeping: D379,FIXED,Crosshair colour: authored texture is red (2026-09-27).,FIXED (2026-09-28 bookkeeping: D380,FIXED,One PC keyboard layout; PD-style rebind design (2026-09-27).,FIXED (follow-up D383): D381,CLOSED,"RULE-2-SIGNOFF: opt-in RGB, size and Beta crosshair (2026-09-27).",CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D382,CLOSED,Crosshair menu placement and slider hitches (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D383,CLOSED,PD-style keyboard rebinding in both options UIs (2026-09-27).,CLOSED (2026-09-28 bookkeeping: D384,CLOSED,Front PC Options key-bind navigation feedback + two-slot UI (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D385,CLOSED,Real mouse 1–5 action rebinding in the two-slot editor (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D386,CLOSED,Correct Aim default from SDL middle (Mouse 2) to right (Mouse 3) (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D387,FIXED,M7 AllUnlocked's read-time fake unlocks leak into saved EEPROM (2026-09-27).,"FIXED 2026-09-30 (port-only per-slot raw/seen merge on EEPROM write, libultra.c geD387MergeSlotWrite; isolated ON-vs-OFF byte-identity matrix passed)." D388,CLOSED,Nest functional binding/HUD menus and remove redundant M5 toggle (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D389,CLOSED,F10 footer clipping and ambiguous submenu links (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D390,CLOSED,F10 pinned Back selection did not visibly change (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D391,CLOSED,F10 click at glyph bottom could select next row (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest. D392,FIXED,Train intro soldier hunched; hand intersects torso vs 1964 —,FIXED (#ifdef PORT ABI/layout in chraction.c); Train aim-angle probe confirms correction; user visually verified the soldier looks fixed against 1964. D393,FIXED,Controller B/Y both crouch; no in-game use button —,FIXED + user live-tested A use / X reload / Y weapon cycle. D394,PARTIAL,Xbox 1.1 Jinx controller parity —,PARTIAL (2026-09-28). D395,RESOLVED,Controller trapped in keyboard/mouse-only binding capture —,"RESOLVED (v0.4.0 campaign sign-off 2026-09-28, user:" D396,RESOLVED,"F10 pad B/A used as slider decrement/increment, not back/select —","RESOLVED (v0.4.0 campaign sign-off 2026-09-28, user:" D397,RESOLVED,SELECT FILE background + intro gun-barrel show an interlaced/comb look —,RESOLVED (2026-09-28): D398,CLOSED,PC Options label: D348's procedural slider glyph replaced with an existing mainfolderimages texture (2026-09-27).,"SUPERSEDED by D400 (icon removed, text-only label; purple-hover bug moot; the D400 textMeasure arg-swap bug was found and fixed there)." D399,CLOSED,File-select bottom row (SELECT FILE text + Copy/Erase + PC Options dot/label) shifted 15px left as a block (user sign-off 2026-09-27).,CLOSED (2026-09-28 bookkeeping: D400,CLOSED,"File-select ""PC Options"" label:",CLOSED (2026-09-28 bookkeeping: D401,CLOSED,Rumble Pak → real gamepad haptics (re-promotes D224/M-87):,CLOSED (2026-09-28). Rumble shipped in v0.4.0 (D401); Steam Deck real-pad validation: D402,RESOLVED,First clean Linux (glibc / SteamOS) build of release/v0.4.0 broke in two port-layer include-resolution spots MinGW tolerated (bondconstants.h first-include cyc…,RESOLVED (Linux/Ubuntu-24.04 build → glibc-2.41-compatible binary for the Steam Deck): D403,RESOLVED,Deck v0.4.0-pre test:,"RESOLVED (2026-09-27, user-confirmed on the Deck:" D404,RESOLVED,"""Aim style: Centred (PC)"" (Input.AimMode=1, D333/D337) has no effect when aiming with a gamepad; the row's own doc comment over-promises (""applies to every aim…","RESOLVED (2026-09-28, port-layer only):" D405,CLOSED,"fast3d/OpenGL: MSAA above the driver max black-screens; two glBindFramebuffer calls pass an index where a GL name is required (PR #106, italoarruda, 2026-09-25…","CLOSED (2026-09-28). Merged from PR #106 (code file only; security-reviewed clean - port-layer GL state fixes, no external input, no allocations)." D406,RESOLVED,front-end PC Options screen:,"RESOLVED (2026-09-28, port-layer only, Steam Deck-validated):" D541,PARTIAL,One A press advanced two menu screens on the Steam Deck (Desktop Mode) —,"PARTIAL 2026-10-05 (mitigation landed, port-only:" D542,OPEN,"Stray polygons left of Bond's gun, frequent on foggy levels (Streets, Surface 2) —",OPEN 2026-10-05 (triage: D543,FIXED,Surface 2: lit area following Bond brighter than 1964 —,"FIXED 2026-10-06 (CPU RSP-style near clip in gfx_sp_tri1 + per-vertex fog default; build-verified, by-eye vs 1964 at next playtest)" D544,FIXED,OS cursor flickers with F10 open on the main menu —,"FIXED 2026-10-05 (port-only, input.c; build-verified, maintainer mouse check owed)" D545,FIXED,Player rockets can pass through the ground when fired near Bond's feet —,"FIXED 2026-10-06 (AVOID_UB array, gun.c; maintainer Archives preset A/B:" D546,FIXED,PC settings standardization:,FIXED 2026-10-05 (port-only; build + maintainer check owed; golden re-base batched with D543) D547,FIXED,Game.AllUnlocked applies live (no restart) —,"FIXED 2026-10-05 (port-only, main.c/optionsoverlay.c; build-verified, maintainer mission-select check owed)" D548,FIXED,Walls near rocket fire/explosions banded black/white/yellow/blue (Aztec dark corridor; also seen on Deck) —,FIXED 2026-10-06 (gfx_opengl.cpp input clamp; root fix = D543 CPU near clip; maintainer Aztec re-check owed) D549,FIXED,Thrown grenade/knife/object:,"FIXED 2026-10-06 (AVOID_UB coord3d, gun.c x3; build-verified)" D550,FIXED,"Static title bar (no more per-second ""NN fps"" refresh) + project mark as favicon / window / taskbar icon —","FIXED 2026-10-17 (port + tooling only, video.c/gfx_sdl2.cpp/make_icon.py; ninja-command-verified + full build 249/249; maintainer live window/taskbar check owed)" D551,?,"Opt-in update check (Game.CheckUpdates, default off):",ADDED 2026-10-06 (port layer only; live-verified Windows/Linux/Deck + F10 UI capture; security review fixes applied) D552,FIXED,Dam ending cutscene: the first camera shot no longer swivels up onto Bond —,FIXED 2026-10-06 (port-only addition removed; code path back to the decomp; maintainer-verified live) D553,FIXED,Surface 2: the haze around Bond brightened/darkened as he moved —,FIXED 2026-10-06 (fast3d: D554,OPEN,F10 settings menu: wording/casing pass + two-line tips —,DONE 2026-10-06 (port/src/optionsoverlay.c; maintainer by-eye check owed) D555,OPEN,Crosshair mouse pointer over the F10 / PC Options overlay —,"DONE 2026-10-06 (port/src/input.c, optionsoverlay.c, tools_pc/make_icon.py; maintainer by-eye check owed)" D556,OPEN,"F10 feedback pass (tips trimmed, conditional-row order, wording fixes) + mouse scrollbar —","DONE 2026-10-06 (port/src/optionsoverlay.c; build only, by-eye check owed)" D557,FIXED,"New/blank profiles start with Look ahead OFF on PC (Rule-2 sign-off, maintainer 2026-10-06) —",FIXED 2026-10-06 (src/game/file2.h DEFAULT_OPTIONS under #ifdef PORT; existing saves untouched; win gate 21/21) D558,FIXED,F10 overlay tips cut off in a level (not on the front end) —,FIXED 2026-10-06 (optionsoverlay.c textRenderWide; verified by in-level capture) D559,FIXED,"Look ahead off for untouched existing folders (maintainer-approved, port layer only) —",FIXED 2026-10-06 (watchsettings.c migrateUntouchedLookAhead) D560,FIXED,F10 copy pass 3 (maintainer line review) —,FIXED 2026-10-06 (optionsoverlay.c tips/labels/value names; display text only) D561,FIXED,"F10: ""Menu pointer"" row removed (front-end-only legacy option; confused players) —","FIXED 2026-10-06 (row/tip/names removed; Input.MenuPointerMode ini key, Direct default and the legacy code path kept for one release)" D562,FIXED,F10 crosshair pointer hidden while a pad/keyboard drives the menu —,FIXED 2026-10-06 (drawCrosshairPointer draws only while s_mouseActive) D563,FIXED,F10 root hub: Left/Right no longer open pages; held nav inputs latched on open/page change —,FIXED 2026-10-06 D564,FIXED,"F10: game's own ""Look up/down"" row removed (dead for mouse and centred pad, stacked with Invert look); value pinned to factory; tip polish —","FIXED 2026-10-06 (port only; Mouse / Controller ""Invert look"" are the inversion controls)" D565,FIXED,AI awareness followed two player render settings:,FIXED 2026-10-06 (maintainer decision: D566,FIXED,Steam Deck Game Mode showed the on-screen keyboard at every launch (SDL text input left on) —,FIXED 2026-10-06 (port only: D567,FIXED,Front-end PC Options with a pad pulled the game's crosshair to the top-left (overlay synced the cursor to the untouched OS mouse) —,FIXED 2026-10-06 (port only: D568,FIXED,F10 dropdown popup drawn empty and misplaced for a long list on a mid-page row (negative top) —,FIXED 2026-10-06 (port only: D569,?,Crosshair color follows the PD port:,CHANGED 2026-10-06 (maintainer request; old presets migrate to Custom RGB) D570,FIXED,Scaled crosshair (Crosshair size != 100%) showed a faint copy of the top bar's tip under the bottom bar (WRAP tile flags) —,FIXED 2026-10-06 (port only: D571,?,"Project icon restyled to the in-game sight red as pixel art (exe, window, favicon) —",CHANGED 2026-10-06 (maintainer request; make_icon.py; social preview unchanged) D407,CLOSED,Tanks cannot be boarded/exited on PC —,CLOSED (2026-09-28 bookkeeping: D408,FIXED,Game.SkipIntro skips the post-mission failure dossier:,FIXED 2026-09-30 (SkipIntro hook gated to first boot; live dossier check owed). D415,FIXED,"Shooting a light fixture does not ""kill"" its flickering light (Bunker, Caverns):",FIXED (2026-09-29 bookkeeping: D416,RESOLVED,"2-player split-screen crashes (issue #99, v0.3.0 4827bc8, fault addr 0xa43a0ed4, PC 0x14009e758):",RESOLVED in-harness (converter + D417 + D418 fix the 2P crash and split-screen flicker; 18/18 2P/3P/4P x 6-stage load runs clean; live pad play still owed). D417,RESOLVED,enum PROP unsigned on GCC:,"RESOLVED (src/bondconstants.h PROP__PORT_SIGNED = -1, D3/D142 precedent; Rule-2 review done 2026-10-06:" D418,RESOLVED,"Split-screen: fast3d safe-area crop stretched the last-set (half-height) viewport over the whole window, so each player's view filled the screen and the last-d…","RESOLVED (gfx_set_split_screen, port-only)." D419,RESOLVED,Split-screen input shared between players / P1 lost solo controls:,"RESOLVED (per-slot slotPlayer(), port-only; no current-player swaps from the poll thread; live-tested OK)." D420,FIXED,MP score / stats screen shows an odd big number (issue #99) —,FIXED 2026-10-01 (mp/virtual-seats); 2P/3P/4P watch-menu runs show 0s. D421,CLOSED,Gadget cycling (pad B / gadget key) disabled in 2+ player matches —,"CLOSED 2026-10-01: moot, no MP inventory holds a gadget (mp_weapon.c); hook reviewed + reverted." D422,FIXED,P2+ have no centred-aim mode in split-screen (single-slot aim state) —,FIXED in tree (commit ac92e0ab: D423,CLOSED,Unidentified black arrowhead in P2's split-screen view (stage 38) —,"CLOSED 2026-10-01: faithful (level shadow at a doorway top), maintainer-confirmed live." D424,FIXED,WeaponStats.RecoilSpeed/b44[] byte order:,"FIXED in tree (WS_B44, port-guarded); user-verified vs GEPD/1964 2026-09-29." D425,FIXED,Tank run-over death sound loops:,FIXED (2026-09-29 bookkeeping: D426,RESOLVED,Tank cannot be steered with the mouse out of aim mode (issue #116).,RESOLVED (user 2026-09-29: D427,FIXED,"Automatic fire cadence is frame-counted, ~2-3x faster than N64 at 60 fps (issue #114).","FIXED in tree (modulus scaled by ticks/frame; measured 6 ticks/shot at 30 and 60 cap); user-verified vs GEPD/1964 2026-09-29 (AK47 mag empties in ~3 s, Klobb normal)." D428,FIXED,No gun turn-sway with direct mouse look (issue #117).,FIXED in tree (2nd pass: D429,CLOSED,Tank full pass: aim-mode (RMB) mouse behaviour and tank sticking forward/back (follow-up to D426).,CLOSED faithful (user 2026-09-29: D430,FIXED,Shot light fixtures do not go dark:,FIXED in tree (D154-style words.w0/.w1 decode); user-verified vs GEPD/1964 on Caverns 2026-09-29. D431,FIXED,Light fixtures never reached lightFixtureBreak on PC:,FIXED in tree (fixture table records the image id; bg.c hit code looks it up; free-slot guard); user-verified vs GEPD/1964 2026-09-29. D432,FIXED,"Gunshot sounds ""off"" after D427:",FIXED in tree (gate offset rounded to odd at 1 tick/frame); measured shot/sound cadence identical to N64 rules; residual audible difference vs 1964 tracked as D433. D433,OPEN,"Slight audible difference in automatic-gun shot sound vs GEPD/1964 after cadence was matched (user by-ear, Caverns).",OPEN (not a timing issue; audio layer suspected). D434,FIXED,Raw ((u8*)&g_Textures[n])[0] & 0xf hit-type reads are wrong on PC; latent OOB once D431 returned real texture ids (found by sub-agent review).,"FIXED (.hitTexture at 3 sites, port-guarded); live check owed." D440,FIXED,"""Original N64"" / ""Port defaults"" one-press presets in the F10 overlay and front-end PC Options (+ -n64preset/-portpreset).",FIXED (port-only; headless-verified; user live accept owed). D441,PARTIAL,64-bit pointer-width sweep (part 1):,"PARTIAL (census + GE_HIGHARENA_BASE tier-1 build + 35 sites fixed + CI ratchet, 2026-10-03; tier-1 all-level sweep 21/21 PASS, 0 crashes, 2026-10-05; the above-4-GiB tier still owed)." D442,FIXED,Game.AllUnlocked reworked into a pure RAM/query-time override:,"FIXED; verified 2026-10-03 headless (mission select all 20 / only real progress when OFF, full cheat menu, eep byte-identical)." D443,FIXED,"D357 settings-display cleanup (mouse ×, whole-% deadzone and volume steps, FOV in horizontal degrees, MSAA 16×) plus a ""Restart game"" action (orderly D344 quit…",FIXED (port-only; reset probes pass; both-UI visual check and one Restart click owed; Linux relaunch path not compiled). D454,FIXED,Knife slash crashed on Windows:,FIXED (verified by maintainer live: D461,FIXED,Item-slot allocation overran into the next stage-bank block:,FIXED (maintainer-verified: D462,FIXED,vtxstore.c sized its two record tables with the N64 stride 0x14 for a 24-byte struct unk_09B7A0_struct_parent on PC (Vertex* unk00 widened); both are indexed a…,FIXED (build + solo -level_09 and 4P GE_STARTMP=4 smoke runs exit clean; no crash; by-eye owed in solo). D444,FIXED,Front-end PC Options:,FIXED (build-verified; human mouse test owed) D455,FIXED,Binary-first census of exe-static addresses truncated to 32 bits (D454 class) (2026-09-30).,FIXED/CLEAN (no further REAL site beyond D454) D447,FIXED,Pillarbox output mode (Video.AspectMode = Original) for the Original N64 preset; crop overscan no longer cancels Wide/Cinema.,"FIXED (build + 3 captures verified; Wide/Cinema, 16:9 Ratio, mouse and 1964 comparison owed to a human)" D445,FIXED,Crouched-rifle firing animation (crouched_rifle_firing_animation_groupA) never resolved on PC -> SIGSEGV in modelConstrainOrWrapAnimFrame when an MP player cro…,"FIXED — layout only (§D5 linker adjacency, D164 class):" D446,FIXED,Couch 2P watch-menu text (the MP pause page) differs by +-1-2 per channel between builds whose only difference is data layout (2026-09-29).,FIXED — port-only (fast3d): D448,PARTIAL,Split-screen pad seats:,"PARTIAL (committed 918ac5f9 on feat/mp-splitscreen-99, build + 2P smoke OK; plug/unplug behaviour not exercised at runtime)." D456,?,"Font-pointer / text-string-pointer slots retyped from s32 to real pointers (ABI/layout exception; front.c, options.c, language.c, bondview*, mpmenu.c, propobj.…", D457,?,64-bit ABI retypes part 2:, D453,?,"memp allocator API made 64-bit clean (D441 step 0; ABI/layout exception, §A1).",2026-09-30 D451,FIXED,Automatic-fire gate at unsteady frame rates (D427 follow-up) and D173 residual.,"FIXED (RULE-2-SIGNOFF, maintainer 2026-09-30:" D463,FIXED,fast3d divided by zero (0xc0000094) importing a texture for a zero-area TextureRectangle on a tile with line = 0:,FIXED (port-layer guard in import_texture; 8 repeats of the crashing config + the 18-run sweep + solo -level_09 + menu boot all rc=0 with no crash; the guard fired in 3 of 8 repeats). D464,PARTIAL,"GE_MEMPREDZONE=1: 64-byte red-zone checker for the memp bump allocator (all banks), side table + checks at level unload / every 60 frames / orderly quit; re-in…","TOOL LANDED (local, feat/memp-redzone); MP sweep owed." D465,FIXED,#127 Dam/Caverns/Complex water slid side to side:,"FIXED 2026-10-01 (fix/d465-water-primlod, local); rate measured = N64; maintainer by-eye on Dam:" D466,FIXED,#125 Xenia's boss fight on Jungle triggers early:,"FIXED 2026-10-01 (fix/d466-drawdist-gameplay, local); RULE-2-SIGNOFF (port-feature leak fix; design-review approval); verified headless (room sets, on-screen counts), player-facing shot/autoaim/use/p…" D467,CLOSED,#130 Golden Gun empty click with each shot:,CLOSED: faithful by code + log (audited 2026-10-01; by-ear check of held-trigger behaviour vs 1964 is maintainer-owned) D468,FIXED,AI view clamp: under ultrawide (> 16:9) or Video.FovScale > 100 the AI's on-screen tests used the wider rendered frustum; they now keep the cartridge-widest vi…,"FIXED 2026-10-01 (feat/d468-ai-view-clamp, local); RULE-2-SIGNOFF (policy approved by the maintainer 2026-10-01); verified headless (clamp on/off switching + falsifier)." D469,FIXED,Gamepad presets + per-seat controller rebinding (ROADMAP 5a; supersedes outside PR #109):,"FIXED 2026-10-01 (merged into release/v0.4.1, local); preset 0 == old mapping proven (20,971,520 cases); live pad test owed (maintainer); Jinx 1.2/1.3 undefined (gap)" D470,FIXED,Audio master volume + output-device selection (ROADMAP 5a):,FIXED (live listening test owed) D471,FIXED,Controller-family button names (no glyphs) in the PC menus + player-index LEDs:,FIXED 2026-10-01 (local); headless captures for Xbox/PS/Nintendo; live PS/Nintendo pad check owed D472,FIXED,"F10 overlay polish: multi-pad ownership (audit G1-G3), widescreen pillarbox (D335b), red EXPERIMENTAL rows, unknown-ini-key warning.","FIXED 2026-10-01 (merged; port-only, no src/game)." D473,FIXED,"Uncached getenv(""GE_D75V"") on every G_VTX:",FIXED 2026-10-01 (local); Statue display-list CPU about -55% in steady windows D474,FIXED,fast3d micro-optimisations:,FIXED 2026-10-01 (local); output-identical by construction; measured gain on the dev machine within noise D475,OPEN,Statue/Cradle hitches diagnosed:,OPEN (diagnosed 2026-10-01): D476,FIXED,CI4 textures keyed on their own 16-entry palette bank instead of the whole 256-entry table (D217 hash):,FIXED 2026-10-02 (local); Statue sweep CI4 cache misses 189 -> 36 D477,?,CI8 palette re-imports measured and ruled out as a CPU-side hitch cause:,MEASURED 2026-10-02 (local); premise of the D475/D476 follow-up refuted on the dev box; GPU/driver-side cost unmeasured D478,FIXED,"D441 read-side census re-run (319 warnings, 129 outside the chr.c D34 initialisers) triaged against the current tree:","FIXED 2026-10-02 (local; snprintf bound); census triage recorded, Stage B items listed" D479,FIXED,Split-screen GE_STARTMP harness hid the ammo counter:,"FIXED 2026-10-02 (local); harness-only, 2P frame shows the counter in both halves" D480,FIXED,"Shader pre-warm: every created shader pair (shader_id0, shader_id1) is remembered in $S/ge007.shaders and compiled at the first frame of the next session, so a…","FIXED 2026-10-02 (local, perf/shader-prewarm); output-identical (menu frame exact), 0 in-play compiles on the warm run" D481,FIXED,Low-end ~45/30 fps (#92):,"FIXED 2026-10-02 (local, perf/render-worker); X220 (HD 3000) 44-46 -> 60.0 fps, GE_RENDERINLINE=1 falsifier restores 45.9" D482,FIXED,Lighter first-launch defaults on Atom/Celeron-class GPUs (#92 follow-up):,"FIXED 2026-10-02 (local, perf/lowend-defaults); X220 forced-path:" D483,FIXED,#136: the PC crouch key stood Bond up when he switched to the sniper rifle; the N64 keeps the stance (the weapon's DISABLE_CROUCH flag blocks both crouch-down…,"FIXED 2026-10-02 (local, fix/d483-sniper); scripted crouch -> switch -> release keeps SQUAT" D484,FIXED,"#136: portScaleFovY's 20-degree floor raised the game's own zoom FOVs, capping sniper/camera magnification at 20 degrees instead of the N64's 7 (about a third…","FIXED 2026-10-02 (local, fix/d483-sniper, maintainer-approved 2026-10-02); full zoom renders at 7 degrees, normal views pixel-identical" D485,FIXED,"#136: sniper/camera zoom stepped once per game frame with no tick scaling, so at the port's 1 tick/frame it zoomed 2x faster in real time than the N64 at 2 tic…","FIXED 2026-10-02 (local, fix/d483-sniper); 15 -> 7 takes 16 frames at 60 fps (was 8) = the N64 at 30 fps" D486,FIXED,#126: explosions dropped in heavy firefights (turrets on Cradle/Egypt/Aztec):,"FIXED (a)(c)(d); drops + (b) faithful, closed." D487,FIXED,"PAL: the in-level ammo counter was not drawn (only a small dot where the ""7 / 93"" counter should be) —",FIXED; maintainer PAL play check 2026-10-02: D488,FIXED,PAL build reported the Brazilian MPAL TV type instead of PAL (osTvType) —,FIXED D489,FIXED,FPS dropped sharply while adjusting F10 watch sliders (music/FX) with a pad or arrow keys:,"FIXED 2026-10-02 (port-only UI layer, fix/d489-pad-slider-commit, merged into release/v0.4.1 2026-10-03); maintainer pad check passed 2026-10-03" D490,FIXED,Dam first-tower guard walked a small circle:,"FIXED 2026-10-02 (fix/d490-glass-hull, merged into release/v0.4.1 2026-10-03); maintainer by-eye Dam check passed 2026-10-02" D491,FIXED,"Struct reads across separately-declared adjacent globals (the D5/D215 class), found by the D24 overflow audit:","FIXED 2026-10-03 (fix/d491-adjacent-global-reads, local); builds clean, 900-frame -level_09 smoke clean; no by-eye effect expected beyond room-membership-driven behaviour" D492,CLOSED,Emulator .eep saves are not drop-in compatible:,CLOSED (converter shipped 2026-10-04: D493,FIXED,Pad rumble kept going after quitting the game:,"FIXED 2026-10-03, maintainer-verified in play (DualSense; Original-mode edges incl." D494,FIXED,"Sniper rifle: the PC crouch key now crouches/stands freely with a disable-crouch weapon (GEPD parity), never injecting C-down for it; supersedes D483's stance…","FIXED 2026-10-03, maintainer-verified in play" D495,FIXED,"Tank: with the default pad preset X changed the tank weapon and Y left it, because in-tank faces fell back to the fixed menu faces; PadMapCtx.tank routes Next/…","FIXED 2026-10-03, maintainer-verified in play" D496,FIXED,3P/4P split-screen: weapon-pickup messages garbled and oversized —,"FIXED 2026-10-03 (condensed 3+P text is faithful, maintainer-confirmed)" D497,FIXED,PC Options paging now matches the game's dossiers:,"FIXED 2026-10-03, maintainer-verified in play" D498,FIXED,Xbox 1.2 Christmas / 1.3 Frost / 1.4 Elektra gamepad presets:,"FIXED 2026-10-03, maintainer-verified with a pad" D499,FIXED,Trilinear texture filter option:,"FIXED 2026-10-03, maintainer-checked (no visible difference; kept)" D500,FIXED,"Aztec shuttle area: polygons ""fell apart""; the per-frame vtx pool (dyn.c, no bounds check, Aztec -mvtx40) could overrun into the half the render worker draws;…","FIXED 2026-10-03, maintainer-verified at the Aztec spot" D501,CLOSED,Ultrawide 16:9 pillarbox for cutscenes and the watch:,CLOSED (reverted 31ade91f) D502,FIXED,PC Options pad navigation:,"FIXED 2026-10-03, maintainer-verified with a pad" D503,PARTIAL,"Surface: near-full-fog silhouettes on 32-bit output (fog snap applied); the remaining Surface dish is the widescreen frustum, 4:3 matches N64 —",FIX LANDED (by-eye pass owed) D504,FIXED,F10 / PC Options menu:,FIXED (port-only; by-eye pass vs the PD port owed) D505,FIXED,Menu wording pass: 27 maintainer-approved text edits across both PC options UIs —,FIXED (port-only; by-eye pass owed) D506,FIXED,Menu slider values standardized:,FIXED (port-only; by-eye pass owed) D507,FIXED,Menu: one-line description of the focused option in both PC options UIs —,FIXED (by-eye pass owed) D508,FIXED,Forced aspect ratios:,FIXED (by-eye pass owed) D509,FIXED,Held frames after an aspect-ratio change:,FIXED (by-eye pass owed) D510,FIXED,F10 overlay + FPS counter the same on-screen size on the front end and in a level —,FIXED (live check owed) D511,OPEN,Four PD-parity settings:,DONE headless (live checks owed) D512,OPEN,Game.HudScale also scales the F10 overlay and FPS counter —,DONE headless (live check owed) D513,OPEN,"Input.ControlScheme: Modern / OG controls (#139, T7) —",DONE headless (pad pass owed) D514,OPEN,Emulator saves load directly:,DONE headless (by-eye mission select owed) D515,FIXED,Empty arch tag from a fresh build dir:,FIXED (headless-verified) D516,FIXED,"Control style Original shows the game's own N64 styles (1.1-2.4, per seat, saved to the Bond file) instead of the D498 presets —",FIXED (live pass 2026-10-04 incl. D517,FIXED,Holding left/right on a Bond settings row dropped the fps:,FIXED (live pass 2026-10-04) D518,FIXED,Pad layout preset was one global value:,FIXED (live pass 2026-10-04 incl. D519,FIXED,"One PC options UI: the file-select ""PC Options"" entry opens the F10 overlay; the MENU_PC_OPTIONS screen is deleted —",FIXED (headless-verified 2026-10-04; by-eye pass owed) D520,FIXED,"F10 overlay slider wedge, slider marker and dropdown arrow antialiased (they stepped in whole canvas pixels that grow with the window) —",FIXED (headless before/after capture; by-eye owed) D521,PARTIAL,A fixed-frame golden window that overlaps the intro flyby is platform-nondeterministic (cross-platform goldens); verify.sh's linux pixel-gate skip is driver-co…,PARTIAL (rule recorded 2026-10-04; the two residual bands CLOSED 2026-10-05 by D525's box re-round — D522,FIXED,The golden window's frame-900 stem is not settled gameplay on several levels —,FIXED 2026-10-05 (recipe-side re-base: D523,CLOSED,The golden recipe does not pin save state:,SUPERSEDED by D529 (2026-10-05) — D524,FIXED,The golden tooling was destructive and drift-prone:,FIXED 2026-10-05 (both pins idempotent — D525,FIXED,"The whole /linux/ golden set was stale, not just on the six re-based levels —","FIXED 2026-10-05 (21-level box re-round, 63 frames, save pinned present; structural parity 21/21, Archives/Streets bands attributed to save state, not a renderer)" D526,CLOSED,P13 Dam-ending grate / edge-railing transparency is faithful N64 behaviour (port == 1964/GEPD); the per-triangle census probe is retained as a generic draw-sta…,"CLOSED — faithful, confirmed on 1964/GEPD (2026-10-05):" D527,OPEN,GE_PCDUMP written first:last (a colon where the dash belongs) silently dumps EVERY frame —,OPEN (harness documentation; a log-or-fail-closed fix is owed in the port layer) D528,OPEN,"GE_STARTMENU skips the EEPROM read, so front-end-only sessions never import the emulator save —",OPEN (harness documentation; the D514 imported-save test must run from a normal boot; a log-or-import fix is owed in the port layer) D529,FIXED,The golden gate depends on the save file's CONTENT —,FIXED 2026-10-05 (canonical save in-tree at tools_pc/golden/ge007.eep; verify.sh installs it like the ini pin; all 21 win sets re-captured under it — D530,?,The box (X220) linux golden re-round landed —,AMENDED BY D531 (2026-10-05) — D531,FIXED,capture_p7.sh's D529 adaptation was incomplete —,"FIXED 2026-10-05 (loop re-pins the canonical save per level + cd ""$ROOT""; fresh 21/21 box re-capture committed —" D532,FIXED,The three P12 U5 should-fixes applied —,FIXED 2026-10-05 (tooling-only: D533,FIXED,"The probe-doc drift that would have failed CI, plus three tracked-file accuracy/hygiene fixes (release-sweep spot-check) —",FIXED 2026-10-05 (GE-ENV-PROBES.md missing the GE_D526 family → gen_env_probes.py --check rc 1 = a CI-failing step; build-pc.sh local MSYS2 root in two messages; docs/fidelity.md og line; release-not… D534,FIXED,Pre-release review of the 2026-10-05 local batch —,FIXED 2026-10-05 (verify.sh/capture_p7.sh INT/TERM trap; release-notes linux-gate wording; dead security-and-fidelity-status.md links; future-dated 2026-10-07 labels normalised; D526 probe dangling-e… D540,FIXED,Fog rework (Deck playtest):,FIXED 2026-10-05 (port: D450,FIXED,"Unplugging and replugging a controller was not picked up (user, GameSir-G7 Pro; 2026-09-29).","FIXED — port-only: the render thread's gfx_sdl_handle_events drains the same SDL queue as video.c's host pump but had no case for SDL_CONTROLLERDEVICEADDED/REMOVED, so it usually swallowed them and i…" D436,FIXED,"Persistent (hipfire) crosshair, opt-in:",FIXED (shipped 2026-09-29; rule-2 sign-off: