forked from Ports/goldeneye-pc-port
Per the 2026-09-19 adversarial pre-ship review (findings.md M-192): - d318watchdog.c: one-shot per OCCURRENCE, not per process -- re-arm after 600 ticks of signature absence so a Facility replay in the same session (AllUnlocked) is still covered. - model.c: RULE-2-SIGNOFF records for the retained M-183/M-185 and D311 defensive clamps (user-approved retention as the stability-maximizing option; stale 'Threshold: 50.0' comment corrected to 10.0f; both marked post-release removal candidates pending full cutscene re-verification). - reference/mouse-injector/: removed from the public repo (GPLv2 source + prebuilt discord-rpc.lib in an MIT project; never compiled here). Provenance stub README remains; path gitignored for local re-vendoring. AGENTS.md / GEPD-INPUT-PLAN.md / optionsoverlay.c refs updated. - scratch/: untracked + gitignored (19 session logs/probe sources were committed in the release window). - findings-index.csv: D317 (and 5 other stale rows) now CLOSED -- added CLOSED to gen_findings_index.py's verdict vocabulary. - docs: D310 perf gauge (no change warranted), GE_DEBUG_UNLOCKALL noted in security-and-fidelity-status.md, release notes gain the missing D318 watchdog bullet + FOV-clamp clarification. Build verified: ./build-pc.sh ntsc-final clean; gen_findings_index.py --check and gen_env_probes.py --check pass.
201 lines
31 KiB
CSV
201 lines
31 KiB
CSV
# GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
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# Grep this to pick which findings.md entries to read; it is not authoritative.
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label,bucket,one_liner,status_raw
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D24-D30,RESOLVED,green threads / kernel / crash handler,resolved
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D31-D42,RESOLVED,"boot ABI: ANIM_DATA, music seq-table, libaudio banks, Globalimagetable rebase, GL context, rsp toggle",resolved
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D43-D50,RESOLVED,"model-file loading → offline sidecar ""Plan B"" (d43_emit.py); D50.6 texCopyGdls full-slot copy",resolved
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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
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D59-D68,RESOLVED,"intro render: blood-RLE clobber, DMA validate, OSMesgQueue, HEADS/BODIES sentinels, romCopy width, image_entry, Globalimagetable BE→LE",resolved
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D70-D74,RESOLVED,"intro-logo pixels: C-array bswap, UV path, sinf/cosf DVAL(), texture-import truncation",resolved
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D75,OPEN,front-end 3D model transforms (D77 audio split out below —,"OPEN (parked). M-32 triage (see §F ""D75 ADDENDUM""):"
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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)."
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D159,FIXED,"front-end wallet-Bond photo ""interlaced""/combed (RC1 / D149) —",FIXED (#ifdef PORT no-op the swap in image.c)
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D161,FIXED,Depot (-level_30) ceiling = bright-blue speckle + radial rays (B2).,FIXED (port/fast3d/gfx_pc.cpp)
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D165 · D166,FIXED,"Input-layer polish (M-31, port-only):",FIXED
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D180 · D181,PARTIAL,Native-PC input pass (QoL run):,"LANDED, config-gated, feel-checks owed"
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D186,PARTIAL,"Video.FpsCap throttles the sim, not just presentation (M-39 diag, M-42 clamp).","CLAMP LANDED (port/fast3d/gfx_sdl2.cpp, port/src/video.c); real fix owed"
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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"
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D188,FIXED,Linux -O2 boot crash:,"FIXED (src/libultrare/libc/xprintf.c, src/sprintf.c, #ifdef PORT); PR #22"
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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"
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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)."
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D191,FIXED,Windows -O2 release-bundle crash:,FIXED + PLAYTEST-VERIFIED (M-79).…
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D193,FIXED,NPC AI locomotion is too slow —,FIXED + user-playtest-verified (M-81) —…
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D194,PARTIAL,Mouse input needs another tuning pass —,PARTIAL — M-120 human playtest…
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D195,FIXED,"Transparency / alpha surfaces broken on Control (M-49, user playtest) —","FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_vertex) —…"
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D197,CLOSED,"Character face/head textures wrap around the head, seen on Silo (M-49, user playtest).",CLOSED — user playtest v0.2.0-pre
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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) —
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D199,PARTIAL,Phase-3 software audio mixer:,"LANDED (port/src/mixer.c, port/include/mixer.h, include/PR/abi.h) —"
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D200,FIXED,-level_09 segfault: reverb's ALDelay.input/output are u32 —,FIXED — 5-line cast in reverb.c (this session)
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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) —…"
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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"
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D221,FIXED,SELECT FILE mouse hit-box offset —,"FIXED (M-91) — explicit {min,max} coord2d pairs under #ifdef PORT; human mouse-playtest confirmed."
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D222,FIXED,High Video.FovScale breaks culling —,"FIXED, awaiting visual verification (M-121)."
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D223,FIXED,QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter —,"FIXED (M-105, port/src/input.c) —…"
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D224,?,"QoL gap (M-87, from a PD-PC-port survey):","DEPRIORITIZED (M-87, user call)."
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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."
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D226,OPEN,"QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.","OPEN — root cause / call sites identified, not designed or implemented."
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D227,FIXED,Sky renders as two independently-moving halves —,"FIXED (M-100b, PR #43) —"
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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."
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D230,FIXED,In-level music quality:,"FIXED (M-121, v0.2.0) —"
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D233,FIXED,All levels (intermittent):,"FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_tri1) —…"
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D234,FIXED,"Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).",VISUALLY VERIFIED FIXED (M-108) —…
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D244,OPEN,Self-hosted CI runner (corpyvt6agent01) link failure:,"OPEN, not yet fixed. Next…"
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D228,FIXED,AK47 white missing-texture patches after D217's texpool fix —,"FIXED (port/fast3d/gfx_pc.cpp, palette_to_rgba32) —"
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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) —"
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D203,CLOSED,"Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle:",CLOSED — root cause + fix in D253.
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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) —
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D202,?,"Silenced PPK ""slap"" + broader real-time mixer corruption (M-52→M-67).",ROOT CAUSE ESTABLISHED (M-66); Disposition C implemented + measured (M-66b) —
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D206,FIXED,PC played every SFX one bank slot too high —,"FIXED (M-76, src/snd.c:1001, #ifdef PORT) —"
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D207,?,"Alarm klaxon starves combat SFX and doesn't recover after it stops (surfaced by D206, M-77).",MONITORING (M-77c: user reports the alarm is acceptable in play after D206; no fix shipped) —
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D208,FIXED,Player weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) —,FIXED + user playtest-verified (M-78d) —
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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).
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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).…"
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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.
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D152+,FIXED,D152 addendum (M-31):,"FIXED (src/snd.c, port/src/libultra.c, #ifdef PORT) —"
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D168,FIXED,GE_PCDUMP / F12 PPM captures were vertically flipped —,FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below).
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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)."
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D178,FIXED,Pre-mission briefing screen:,FIXED (M-36) — high confidence
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D175,OPEN,In-game stutter / brief hang during normal play —,"OPEN — observed, not investigated"
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D176,FIXED,"Surface exterior renders wrong (-level_36), two independent defects.","(a) scroll-speed FIXED (fidelity pass; HIGH confidence on root cause, MODERATE on N64 parity); M-93 playtest + M-98 Defect-2 starburst screenshot in the sections."
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D177,FIXED,Ladders non-functional —,FIXED (M-36) — high confidence; interactive climb test owed
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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)…
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D174,OPEN,"""No blood effect"" (user QA report).",OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars
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D183,OPEN,"M-36 Family A (""texture line/pitch shear"") is DISPROVEN for the Surface repro (-level_36).",Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN
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D173,FIXED,Third-person Bond model spawns too high —,"MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed)."
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D179,FIXED,Packaged build crashes after the logos —,"Diagnosed, not fixed —"
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D180,PARTIAL,"Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).","LANDED, port-only, no #ifdef PORT.…"
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D181,?,Game.ScreenShakeIntensity —,"Menu row pulled (v0.2.1, user testing)."
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D184,PARTIAL,F10 port-layer options overlay —,"LANDED, port-only, no #ifdef PORT in src/."
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D211,PARTIAL,"PC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4).",PARTIAL — M-84 refix…
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D212,PARTIAL,Anisotropic-filtering config wiring —,"LANDED, port-only. Build clean."
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D213,PARTIAL,On-screen FPS readout —,"LANDED, port-only. Build clean; bunker1 no-op confirmed."
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D214,PARTIAL,"Keyboard rebinding — [Input.Bind] config section (M-83, port-only, PD parity, Phase 4 debt).",PARTIAL — M-84: code PASS (alt/ctrl); one doc-only fix.
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D215,FIXED,1P weapon viewmodel never drew in-level —,"FIXED (src/game/gunfire.c, #ifdef PORT)."
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D216,PARTIAL,"Game.SkipIntro — boot straight to the file-select menu (M-83, port + one #ifdef PORT game-code line, PD parity, Phase 4 quick win).",LANDED + VERIFIED this session.
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D217,FIXED,1P weapon viewmodel + 3P Bond model textures garbled —,FIXED + merged (PR #47 + PR #49); white residual split out as D228.
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D218,PROPOSED,Wide FOV exposes the per-level draw-distance / fog boundary —,"Logged (M-84), fix proposed + parked."
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D219,RESOLVED,"PPK explosions render purple on Dam (M-87, user QA, ""not 3D but noting"").","RESOLVED (M-115, 2026-09-12) for the original PPK-purple symptom."
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D220,PARTIAL,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL."
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D85,OPEN,Room primary/secondary DL → texLoadFromGdl garbage.,"OPEN (safety-netted; widen/pool fixes landed, geometry now renders)"
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D86 · D87,RESOLVED,modelInitRwData truncated ptr · attract-demo BE ramromfilestructure.,resolved
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D88.4,RESOLVED,propDefs polymorphic record stream not byteswapped → setupDoor crash.,resolved (d88_propdefs.py); layout audit M-20 → D132
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D132,PROPOSED,D88 propDefs layout audit (M-20):,proposed fix (not applied) —
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D157,FIXED,"Campaign never unlocks the next level (M-30, user bug —","FIXED (src/bondtypes.h, #ifdef PORT —…"
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D160,PARTIAL,Dam level-end cutscene (Bond off the dam / bungee) never plays —,"DIAGNOSTIC SHIPPED, not root-caused (c95713f5, #ifdef PORT + GE_D160=1)…"
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D89-D92,RESOLVED,"stage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrs",resolved
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D93-D102,RESOLVED,struct-pun / hardcoded-size pass:,resolved (D95 pool bump partial)
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D103-D107,RESOLVED,"BUNKER1 viewport height, depth-buffer clear (G_CLEAR_DEPTH_EXT), portal near-plane, LOD mip tile",resolved
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D108-D112,RESOLVED,skeletal models: d43_emit.py put_f32 byte-reversal bug,resolved
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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):"
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D117,OPEN,"Frame nondeterminism root-caused; GE_DETERM attempted, not achieved.","OPEN (mode attempted, not achieved)"
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D118,RESOLVED,"SDL input layer; M-24 mouse-look rework (mode-aware map, real INI); D118b/c FIXED.",resolved (D118a residual)
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D150,FIXED,watch OBJECTIVES / BRIEF page crash:,FIXED (src/str.c #ifdef PORT); interactive re-verify pending
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D260-D265,PARTIAL,"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…",partial — see rows
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D266-D269,OPEN,"D236/D265 wall, second pass:",OPEN (the wall itself) —
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D270,?,Backfilled (M-132) — this label was never given its own row; only code comments and the HANDOFF archive documented it.,dead-ended into D271/D272; infrastructure kept in tree
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D271,FIXED,"D236 wall, third pass —",FIXED-but-insufficient (src/game/bg.c #ifdef PORT) —
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D276,OPEN,"D236 wall, eighth pass —","REFRAMED — oml=0xc81049d8/fmt=3 is the primary suspect now, not D269's CI8 pair; 0x0c184b50 unattributed; wall still open, see D236"
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D279,?,Backfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in scratch/ (d279_run.log… —,undocumented — artifacts only
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D281,OPEN,"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… —","OPEN — user-reported regression, not root-caused; mitigation is user-facing guidance only (release notes:"
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D282,FIXED,"QoL ask (v0.2.1 user testing, 2026-09-15):","FIXED (port/src/input.c, #ifdef not needed —"
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D283,OPEN,"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… —","OPEN — mechanism understood, root cause (Desktop-vs-Game-Mode STEAMOS env var difference) unverified on real hardware; user-facing workaround documented in README/release notes."
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D280,?,"D236 wall, ninth pass —","REFRAMED again — no fix; next steps in detail section, see D236"
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D275,?,"D236 wall, eighth pass —","done — probes live, uncommitted; see D276 for what they found"
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D274,OPEN,"D236 wall, seventh pass —","d267_slot_addr fix live (always-on); content/decode question CLOSED; mip-presence CLOSED; wall still open, see D236/D276"
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D273,OPEN,"D236 wall, fifth pass —","RULED OUT (port/fast3d/gfx_pc.cpp palette_to_rgba32, pre-existing/uncommitted GE_D273) —"
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D272,OPEN,"D236 wall, fourth pass —","OPEN — probe GE_D272 added to port/fast3d/gfx_pc.cpp (env-gated, uncommitted); wall still open, see D236"
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D137,FIXED,right-mouse (aim-sight) crash:,FIXED (src/game/gunfire.c #ifdef PORT —
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D119 · D120,FIXED,guard-attack weapons_held[]->chr pun crash · blood-stain PointUsage[] chain hang,D119 fixed · D120 FIXED (M-30)
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D120,FIXED,Blood-decal PointUsage[] chain —,FIXED (tools_pc/d43_emit.py).
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D121,RESOLVED,WS1 frictionless per-level boot (bare -level_XX injects its -m* row).,resolved
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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
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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)"
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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).
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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.
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D124,FIXED,crash class C2: fast3d bad texture pointer.,Jungle fixed (port/src/gimgfixup.c); Facility → D130
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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).…"
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D133,RESOLVED,intro render triage (M-20):,"RESOLVED — not a regression, parked (D75/D76, GRAPHICS-BACKLOG.md)"
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D134,FIXED,"Frame-2 boot hang / sweep ""NO-FRAMES"" flakiness —",FIXED (port/src/libultra.c)
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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 —…"
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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 —
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D139,FIXED,Stage-unload crash root cause + fix (M-23).,"FIXED (src/game/cleanup_objects.c, #ifdef PORT —…"
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D140,FIXED,Pause-menu crash (M-23 open → M-27 fixed).,"FIXED (src/game/bondview.h, src/game/bondview2.c; #ifdef PORT)."
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D141,FIXED,"Watch-menu item-model crash (M-27), exposed by D140.","FIXED (src/game/gunfire.c, #ifdef PORT)."
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D152,?,"Mission-failed / objective-failed → permanent black screen (M-28, user bug report —","MITIGATED (port/src/libultra.c, M-28, #ifdef PORT/port-only).…"
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D154,?,"bg.c room-geometry ray/hit-test GBI parser port (M-28, WRITTEN / UNVERIFIED / UNCOMMITTED).",M-30 re-audit + fixes (still playtest-gated for final verify).
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D156,PARTIAL,"Facility outro-cutscene ""hang"" —","GUARDED (src/game/model.c, #ifdef PORT)…"
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D155,FIXED,"Facility outro-cutscene end → ""hang"" = unclamped deltaFrames spiral (M-29, user bug report).","FIXED (src/game/frametiming.c, #ifdef PORT —…"
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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.
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D151,FIXED,Watch data all blank —,"FIXED (src/bondtypes.h, #ifdef PORT —…"
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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.
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D164,FIXED,"Disclaimer / legal screen only draws the first line (D76 root cause, M-31).",FIXED — corrected 2026-09-18:
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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)."
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D166,FIXED,Hipfire mouse pitch is digital while yaw is analog —,FIXED (port/src/input.c).…
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D235,OPEN,Wrong textures load after dying/restarting a level —,OPEN — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot.…
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D236,OPEN,"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).","OPEN, sixteenth pass (2026-09-18) —"
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D237,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only
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D238,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only (port/src/input.c + config.c)
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D239,CLOSED,"QoL ask (M-106, user QA):",CLOSED — executed in the v0.2.0 prep pass (port-only)…
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D240,OPEN,"Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).","OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment."
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D241,OPEN,Player gunshot SFX goes silent under some conditions —,"OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug."
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D242,?,Player-death sequence UX regression vs N64 original:,NOT A PORT-LOGIC BUG as far as static analysis can tell.
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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)."
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D245,OPEN,IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) —,"OPEN — REOPENED, M-142 headless probe found the tc-shift k measurably flips during ordinary view rotation (new root-cause evidence); an opt-in GE_D245_FIXEDSHIFT candidate is build-verified but needs…"
|
||
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,OPEN,"LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —","OPEN — M-142 static review ruled out the unscaled-far-clip and LOD-multiplier suspects (both already correct); narrowed to the portal/room-visibility BFS, needs a live screenshot+location, not more c…"
|
||
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,PARTIAL,"Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).","PARTIALLY FIXED — a real, distinct manifestation was found and fixed, but the bug family is not fully closed, and is intermittent on BOTH platforms, not Deck-specific (corrected 2026-09-18)."
|
||
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,?,"D236 investigation (port-layer, port/fast3d/gfx_pc.cpp):",PARKED — reverted to baseline; evidence + suspect list above.
|
||
D258,OPEN,PAL/JP asset conversion is broken at the source-data level —,"OPEN — repair path verified, not applied (out of v0.2.0 scope)."
|
||
D284,FIXED,port/src/random.c's MIPS64 dsll32/dsrl32 shift helpers were backwards —,"FIXED, 21-level sweep clean, no crashes —"
|
||
D285,PARTIAL,Steam Deck SIGSEGV during D255 live-testing = SEPARATE bug:,"PARTIALLY FIXED, RECURRED PAST THE FIX (see D305, 2026-09-18)."
|
||
D286,OPEN,"User-confirmed real ~8s frame freeze on Caverns, Steam Deck —","OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285."
|
||
D287,OPEN,"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… —","OPEN — one confirmed occurrence, real (not self-recovering), not root-caused; gfxFrameMsgQ full is a lead, not a confirmed cause."
|
||
D288,OPEN,"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 —… —","OPEN — visually confirmed and precisely bounded (frames ~562-741 of a bare -level_20 boot), root cause not yet identified; promoted from the long-parked GRAP… |"
|
||
D289,OPEN,"Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).","OPEN — needs a human re-test specifically on a build with the D255 fix (this session's release/v0.3.0, not any earlier build) to see if it still happens.…"
|
||
D290,OPEN,"Watch's in-game ""controller"" section shows no control-pad graphic (M-141, Steam Deck user playtest).","OPEN — observed, not investigated."
|
||
D291,OPEN,"Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).","OPEN — observed, not investigated."
|
||
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,OPEN,"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… —",OPEN — not investigated.…
|
||
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,OPEN,"Control Center, 00 Agent:","OPEN — single live report, un-triaged; observed only under a gdb-attached debug-harness launch (tools_pc/debug.ps1), not the packaged release artifact —"
|
||
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,?,Full HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build —,"s — regression reported 2026-09-16 during v0.3.0 work (build ce8427cf); user says ""don't fix, just for context""; not yet investigated —"
|
||
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,OPEN,"Some muzzle flashes (M16 named specifically, ""and some others"") draw wrong —","OPEN — reported only, not yet investigated."
|
||
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,OPEN,"Dam intro/truck wheels render with odd transparent-looking areas, possibly z-fighting (user QA, 2026-09-18).","OPEN — reported only, not investigated."
|
||
D307,OPEN,"In-level security camera entities can be flipped facing the wrong direction (backwards) on some levels, e.g.","OPEN — reported only, not investigated."
|
||
D308,OPEN,"Occasional z-fighting confirmed on some levels' geometry, general/broader than the D306 truck-wheel instance (user QA, 2026-09-18).","OPEN — reported/confirmed by the user, not investigated."
|
||
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,PARTIAL,Complete freeze in modelSetAnimFrame2WithChrStuff root-motion loop —,"GUARDED (#ifdef PORT, D156-guard extension in the same file) —"
|
||
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,OPEN,"F10 menu items flicker randomly/intermittently (reported on the main-menu context, user report, v0.3.0 playtest build, 2026-09-18).",OPEN — confirmed still present post-D316 fix (2026-09-18); user deprioritized chasing it further for now.
|
||
D315,OPEN,Menu scaling differs between main menu and in-game —,"OPEN — disclosed as a known issue, deferred to v0.3.1 (bigger design question, not a mechanical fix)."
|
||
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,RESOLVED,Facility (regular play path):,RESOLVED (2026-09-19):
|
||
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,OPEN,"D318-class sweep: aim-hold → _update AI lists in 8 levels carry the same as-authored softlock race (static analysis, 2026-09-20).","OPEN — static sweep complete (Facility ai_19, Control ai_9, Depot ai_12 flagged high/med-high; Bond-combat loops likely safe); no live confirmation beyond D318 itself; probe-verify path + generalized…"
|