forked from Ports/goldeneye-pc-port
Batched pass across README/release-notes/Pages (one commit instead of the scattered per-fix pushes earlier this session, per new commit-cadence preference): - New known issues surfaced that weren't documented anywhere: no real widescreen (16:9 stretches 4:3 rather than expanding FOV), no controller rebinding UI / macOS-ARM builds, culling/LOD dropout on Streets/Egyptian (D249), gunshot SFX oddities under sustained fire (D240/D241). - Fixed a stale claim (in three places) that a wrong-sounding-instrument bug was still open; it was fixed in v0.2.0 (D230). - Softened the D259 "All unlocked" fix to reflect reality: still breaks audio/aim if enabled before any save exists; flagged experimental (new finding D281). - Corrected D255's repro to the precise, deterministic trigger found this session (Facility's door-opening computer terminals, Linux-wide not Deck-specific) instead of the vaguer original combat-crash description. - Logged D282 (front-end menus need right stick not left on gamepad) and D283 (Steam Deck first-run preset skipped by an early Desktop Mode launch) with user-facing workarounds. - Refined D263 (Ourumov/Trevelyan) internally with a position-sensitivity caveat; no public bullet since it doesn't block progression. - Added pre-1.0 framing and a new README Roadmap section (known-issues cleanup, PAL/JP, real widescreen, rebinding, macOS/ARM, LAN multiplayer explicitly "under consideration, no ETA", plus an explicit "not currently planned" list) across README/release-notes/Pages. - Added an AI-development disclosure (agentic development as a genuine study of the process, not just a port) across the same three docs. - Pinned the release-notes hero GIF to the v0.2.1 tag instead of v0.2.0. Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi