Commit Graph
466 Commits
Author SHA1 Message Date
Stefan MaierandClaude Opus 5.5 91bdb7e67c Refresh rate: step down at one late frame in 32, show the rate it runs at
The first try stepped 90 to 80 Hz a few seconds into a 30-player game,
and no doubled picture was seen, but 2-5 stale frames a second were left
at 80: one late frame in 32 (was 16) takes it on to 72. The VR options
show the rate chosen and the one it runs at while lowered.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 17:44:18 +02:00
Stefan MaierandClaude Opus 5.5 bf778b6d60 Step the refresh rate down while frames come late (vr.refresh_rate_auto)
In big online games a client's ticks cost 3 to 5 ms (twice what bots or
smaller games do), and the frames with a tick missed 90 Hz's 11.1 ms:
the headset showed them twice, a doubled picture when turning, with the
GPU at 60-80 %. While more than one frame in sixteen comes late, two
two-second windows running, the rate now steps down to the next the
headset offers (90 to 72 Hz); after ten windows in which hardly any
would be late at the rate above, it steps back up, never above
vr.refresh_rate. A load's long frames count for neither. On by default,
"Lower it when frames are late" on the VR options' MORE page; nothing
where the headset offers one rate (SteamVR).

Also the BUTTONS page's notes below its ten rows (the push to talk row
pushed the last one onto them).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 17:38:59 +02:00
Stefan MaierandClaude Opus 5.5 87fe9fc1ad Merge OpenCE upstream: network version 29, Custom Edition maps keep their names, map sharing hardened
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 13:04:54 +02:00
Stefan MaierandClaude Opus 5.5 e18c2b37d6 Push to talk on any button, never sent by a grip reaching for the weapon
Push to talk becomes an action of the BUTTONS page (vr.button_talk),
on an eighth button there, the free hand's grip (its default): it can
trade places with any other action (the move stick's click, say, so
that a player holding a weapon in both hands can talk).

The free hand's grip as a button is pressed once held 0.15 s, at the
threshold halo_vr_two_hand takes the foregrip at, and not at all while
it holds the weapon's foregrip or the Warthog's wheel: taken in that
time, the press is theirs until the grip opens. Before, the runtime's
grip button (which closes before the foregrip's threshold) could open
the microphone for a frame or two as the hand took the weapon.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 21:45:40 +02:00
Stefan MaierandClaude Opus 5.5 0f6aa62eda VR: graphics "medium" by default; the PTC Quest's doubled pictures noted
On the developer's Quest 3 the picture doubles when turning with every
build back to 2026-10-06's, at 90 and 72 Hz, even when the compositor
reports no stale frames; that Quest runs Horizon OS from the Public Test
Channel. "medium" is smooth there, so it is the default until a Quest
outside PTC has tried "high" (roadmap). An unknown vr.graphics is
"medium" too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 23:04:03 +02:00
Stefan MaierandClaude Opus 5.5 1c7adac6e5 VR: graphics "auto", effects left out while the GPU falls behind and brought back after
On the Quest 3 the shader worker took away the long frames, but a 15-bot
game on Blood Gulch still had seconds at a time of 9-13 ms of GPU a frame
(GPU% 0.91-0.94, 4-37 stale frames a second, the picture doubled), between
spells of 5-7 ms; "medium" held 90 Hz.

- vr.graphics "auto", the new default (the VR options' Graphics row has
  Auto): "high", less what the GPU's time asks to leave out. host_xr.c
  reads XR_META_performance_metrics' app/gpu_frametime each frame (the
  metrics are now on wherever the runtime has them; logged only with
  vr.log_performance), handed to the guest by host_xr_gpu_time.
- vr_graphics.c: past four fifths of the frame (8.9 ms at 90 Hz, scaled
  with the rate) for three quarters of a quarter second's frames, the next
  steps are left out, as many as their known costs say the excess takes:
  the shield's glow, object shadows, reflections, specular light, lens
  flares, bump maps, the rest of "low". Steps that leave out nothing
  drawn (the glow without display.shield_glow) are passed over. A step's
  cost is learnt from the GPU time before it and the second after it
  settled. An effect comes back once the GPU time plus its cost stays
  under seven tenths of the frame for 3 s; an effect that had to go again
  within 10 s of coming back makes the wait twice as long, up to a minute,
  back to 3 s after a minute without leaving anything out. Each change is
  logged with the GPU time.
- Where the headset does not tell the GPU's time (SteamVR: the Steam
  Frame) "auto" draws everything, as "high" did.
- shield_glow.c draws no glow while "auto" leaves it out.
- debug.vr_graphics_measure leaves each effect out in turn (1.5 s on, 1.5 s
  off) and logs its cost by the GPU time, with means every round.

Checked: the APK builds, android_abi_check finds nothing, the desktop and
web paths compile; a host simulation of vr_graphics.c with a lagging
synthetic GPU time (heavy spells of 12 ms, effects of 0.3-2 ms) left out
two or three steps within 0.6 s of a spell and brought them back 3 s
after it, longer after a second spell; the measure mode recovers the
simulated costs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 22:17:41 +02:00
Stefan MaierandClaude Opus 5.5 d46e3fcb38 VR: foveation off by default, its "high" level taken out
On the Quest 3 (graphics "high", 90 Hz, multiview, a 15-bot game on Blood
Gulch) the app's GPU time was 5.5-6.4 ms with foveation off, low, medium
and high alike: the GPU is not what makes the frames late. "high" also
drew a grey rectangle below the player. vr.foveation is now "off" by
default with "low" and "medium" left to try; an unknown value is off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 21:34:57 +02:00
MrBruh 6d64abdb42 Fix map sharing restart overflow and harden map validation 2026-10-13 07:43:41 +13:00
Stefan MaierandClaude Opus 5.5 52ca15dcf0 VR: fixed foveated rendering of the eyes on the Quest (vr.foveation)
The Quest 3 at 90 Hz with graphics "high" spends 5-9 ms of GPU a frame
on the eyes and shows stale frames (ASW, doubled pictures as the head
turns); "medium" holds, so the frame is short of GPU time. The eyes are
now drawn at full detail about each lens's centre and coarser towards
their edges with GL_QCOM_texture_foveated (the Quest's Adreno 740), where
the lenses blur them anyway.

- vr.foveation "off", "low", "medium" (the default) or "high", a row
  on the VR options' MORE page (dim where the GPU has no foveation, as the
  Steam Frame's zink); read as it changes.
- The focal point of each eye is its lens centre, tangent 0, in the
  picture's coordinates: off the middle, the Quest's views being
  asymmetric. Full detail within sqrt(1 + area) / gain of it (0.69, 0.58,
  0.43 of the half width), down to a least density of 1/2, 1/4, 1/8.
- Only the eyes' targets: the multiview layers, which nothing else draws
  into; one eye at a time, the back buffer only from the eye's camera to
  its copy into the headset's image, so the HUD, menus, scope, crosshair
  and names drawn into it after stay at full detail. A texture is first
  foveated when the setting is not off (it cannot be undone); "off"
  afterwards sets the gain to 0, full detail everywhere.
- The GL ES log line names foveation, GL_KHR_parallel_shader_compile and
  the program binary formats the driver has; the first foveated target
  logs the extension's features and focal points, vr.c the level and the
  lens centres.

Checked: the APK builds; the desktop and web paths compile (no foveation
code outside HALO_ANDROID). Not tried on a headset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 20:34:22 +02:00
Stefan MaierandClaude Opus 5.5 7c6fa07cb5 Merge upstream 2026-10-12: network version 28, map sharing, pregame lobby, body and BSP fixes
Conflicts:
- rasterizer.h: upstream raised the transparent geometry groups to 2048
  as we had (halo_port_capacity.h); theirs.
- d3d8_gl.c: the ES capabilities' log with upstream's base vertex and our
  multiview.
- p2p.c, p2p_internal.h, p2p_signal.c: upstream's several joins and
  reconnect, with our join codes' state and the codes' and public list's
  updates each pass.
- network_server_manager.c: a machine downloading the map is not refused,
  and the bots' room logic stays.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 11:23:08 +02:00
MrBruh 065d7f2b1d Merge pull request #263 from addisonbair/pregame-lobby 2026-10-12 20:34:15 +13:00
MrBruh 5a7c655a60 Testing branch review fixes
Network version 28: the host now holds a downloading machine's players out
of the game, and keeps a multiplayer map's first scripted BSP. Dynamic lights
and the flashlight stay on past the Xbox limits, and a second weapon picked
up while firing is readied. Machines of version 27 would disagree on these.

- A large co-op game's respawn fallback no longer picks a teammate who is in
  the air, outside the BSP, or riding an AI vehicle.
- A machine still downloading the map times out when it goes silent.
- Held players join through the late-join queue, so they get the same checks.
  A machine with no held players is started instead of being refused.
- The co-op teleport uses world positions, which are right for seated players.
- Overshield drain no longer cuts off a hit's flash, and hits over 0.02 flash.
- The menu XML is the generator's (Custom Edition's layout) again.
- port: markers on two new declarations.

Checked: ninja linux, android and web build; tools/harness,
test_touch_menu and test_web_build pass.
2026-10-12 20:01:49 +13:00
justinfilip 2598dbe8b6 An overshield's drain is not a shield hit, and a second weapon is readied. 2026-10-11 18:34:17 -05:00
MrBruh a2aad18f65 Custom Edition map sharing
Hosts send players who join without the game's Custom Edition map the map
and the resource maps it needs; the other players help, torrent-style.
Network version 27: new map sharing messages, and players of an internet
game now reach each other.
2026-10-12 08:07:14 +13:00
Addison Bair 59a74b0c4b The pregame screen opened through the port's menus everywhere
Fast setup and the network test's join opened ui.map's pregame screen by name, where ui_widget.c opens the port's lobby; a ui.map of only the menus' tags hosts and joins with both.
2026-10-11 14:08:51 +00:00
Stefan MaierandClaude Opus 5.5 74bdffb957 Merge upstream 2026-10-11: network version 26, first-person legs and shield flare, web port, fixes
Conflicts:
- render_objects.c: upstream's first-person legs and our VR body share one
  node_matrices (ours no longer shadowed it); upstream's legs never in VR
  (first_person_legs_wanted: set back behind a flat view's eye, they would
  stand behind the player; the VR body is vr.body "full").
- AndroidManifest.xml: upstream's ':game' process left out (the Steam
  Frame's Lepton waits for the app's process to end; the headsets have no
  Java heap over the Xbox window); HaloApplication kept, idle without it.
- xinput_sdl.c: the touch controls and the web port's, never in VR; the
  controllers' rumble in VR before the phone's.
- d3d8_gl.c: multiview's uniforms and upstream's blend constant, both.
- build.yml: Android only; upstream's web and pages jobs off.
- README.md: ours; upstream's in docs/OPENCE_README.md.
- menu_tags.c: our VR pause-list fit dropped: upstream now spaces the rows
  30 apart and moves the button hints below them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:04:08 +02:00
MrBruh 095973133e Shield color on the first-person arms too (#244) 2026-10-11 12:25:51 +13:00
MrBruh d03f6e2777 Merge pull request #248 from jcompto95-tech/viewmodel-shield
Energy shield effects visible on view models (on a toggle)
2026-10-11 10:45:31 +13:00
justinfilip a3c139ec53 A custom HUD digit that is its own bitmap no longer trips the check that every digit shares one bitmap. 2026-10-10 15:33:11 -05:00
jcompto95-techandClaude Opus 5.5 8ee3806792 The energy shield's flare on the first-person arms (display.viewmodel_shield)
Video Setup > FOV and Viewmodels > Arm Shields, off by default. The stock
game draws a unit's shield flare (its modifier shader, the cyborg's shield
plasma, as its shield is hit, charges and falls) on the body only; the
first-person arms never showed it. With Arm Shields on, the hands model is
drawn with the unit's own modifier shader and the unit's own function values
and change colors, as render_object_list draws the body: the same flare, on
the arms. The first-person weapon is drawn without it.

The flare is a first-person transparent group, so it is drawn in the
viewmodel's projection (display.viewmodel_fov) and lines up with the arms.
The setting is read in view_fov.c with the other viewmodel settings.

Only the drawing changes. Checked by compiling the changed units.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtk9vPUKbWd48oBMzXuzd
2026-10-10 10:30:18 -04:00
Stefan MaierandClaude Opus 5.5 378f8bf897 VR: the whole body, vr.body "full": torso, hips and legs under the arms
The player's own biped is drawn in first person among the world's objects
(it sorts against the world by depth; the first-person weapon and arms,
drawn first into the stencil, stay over it), posed from a copy of its node
matrices once a frame (port/linux/game/vr_body.c): turned to the torso's
heading, the neck below and behind the eyes as the head turns about it, the
hips down with the physical crouch and part of the way with a lean, the
spine upright to the neck, the feet planted while standing and stepping
after the body as it turns, the knees bent by the arms' two-bone IK. The
head and the third-person arms are shrunk to nothing, the weapon and what
the biped carries left out; the first-person arms hang from the body's
shoulders (mirrored with the weapon left-handed). A passenger in an open
vehicle sits as the seat's animation has it; at a wheel or a gun the body
is drawn as before, in a closed seat none. Nothing of the game's own pose,
hit boxes or network messages changes.

The neck pivot, the planted feet and the leg's clamped reach follow
HaloCE-Quest-VR (CC0), rebuilt for this port's skeleton and caches.

vr.body gets "full" (VR options, Body: "Full body"); "arms" stays the
default. vr.log_performance reports the body's pose. debug.vr_body shows
the body flat (the emulator): from the eyes, looking down, or from the
front, side or back, the head turning, crouching or leaning on its own.

Checked in the emulator: the cyborg's 19 nodes found, the body posed
standing, crouched, leaning and turning (feet stepping), 0.006 ms a pose;
two-minute bot games on Blood Gulch with it on and off, no errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 12:22:55 +02:00
Stefan MaierandClaude Opus 5.5 53e13fc69d VR: voice chat's push to talk on the free hand's grip, a Voice chat row
Upstream's voice chat talks while controls.push_to_talk is held, a key. In
VR the free hand's grip is push to talk while it holds neither the weapon's
foregrip nor the Warthog's wheel (it is no button of the game's there).
The VR options' PLAY page gets Voice chat: push to talk (grip), open mic or
off (audio.voice_chat); the controller page names the grip's talking.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 11:29:32 +02:00
MrBruh 775015e879 The buttons' letters placed where the map's are, and their settings read again (#56)
The map's letters do not sit alike on every icon: on the message icons'
sheet, X's and Y's are about 1.7 texels lower on their ovals than the
redraws put them. tools/button_assets.py layout now moves each icon's
letter (and Y's shadow, given the id "shadow") to where it best matches
the map's, and buttons.json keeps the move; the menus' large buttons move
by under 0.03 texels, the message icons' by up to 1.7. The PNGs are drawn
again, the sheet with all 256 levels of alpha rather than 32.

hud_hires_sprites_drawable read display.high_res_hud and high_res_text
only once, and hud_hires_sprite_bitmap kept its answer for the bitmap's
address, so turning either setting off or on left the message icons as
they were: both check again when the settings change, as
hud_hires_override_find does. ui_widget.c declares hud_hires_sprite_bitmap
with the port's other functions instead of in the block that calls it.
AUTHORS.md credits saulob for the redraws.

Checked with button_assets.py check against ui.map and side by side with
the map's icons; ninja linux and ninja android build, and the harness and
test_linux_port pass.
2026-10-10 20:03:40 +13:00
Stefan MaierandClaude Opus 5.5 b6a943f1a6 Merge upstream 2026-10-10: network version 25, touch controls, in-game settings, FOV options, voice chat, votekick
248 OpenCE commits (network version 25): touch controls and touch menus for
phones, single-player in-game Settings, opt-in FOV/viewmodel settings, voice
chat and votes to kick, lens flare culling, memory leak fixes (render
targets, gamepads, the Android audio stream), profiling builds, the
HALO_ANDROID split into HALO_ARM64_GUEST / HALO_GLES / HALO_ANDROID.

Conflicts and how they were resolved:
- README.md: ours kept whole. Upstream's README changes (portable build,
  profiling builds) went into docs/OPENCE_README.md: upstream's new text
  with our header note, links rewritten to ../ and our "made from your own
  copy" wording.
- port/android/README.md: both merged; upstream's touch, WSL and save
  notes taken, with our application id in every adb path; our VR section,
  signing.properties and wording kept; the stale "How it works" list
  dropped as upstream dropped it.
- Launcher icons (mipmap-*/ic_launcher_foreground.png, art/android-icon.png):
  ours (the Ringfall art). Upstream's helmet monochrome layers,
  drawable/ic_launcher_background.xml and its ic_launcher.xml were left out;
  our ic_launcher.xml, values/ic_launcher_background.xml and
  tools/android_icon.py stay. (port/assets/icon and tools/app_icon.py come
  in for the desktop builds' window icon only; do not run app_icon.py, it
  would write the helmet into the Android resources.)
- port/android/host/host_main.c: both config helpers kept, and upstream's
  emulator write tracking (native_bridge_active); upstream's display width
  block dropped in favour of ours (640 in VR) and its display density for
  the touch controls moved into our flat (non-VR) branch.
- port/linux/game/menu_functions.c: platform_text_field(typing, password)
  from upstream; the VR keyboard launch for text fields kept after it.
- port/linux/game/network_distributed.c: upstream's profile_scope wrappers,
  with network_vr_tick and bots_tick kept in their places.
- port/linux/src/dsound_sdl.c: both (our debug.audio_log, upstream's
  audio.output_device).
- port/linux/src/port_config.c: our temp-and-rename config write kept,
  under upstream's HALO_ARM64_GUEST (it is guest file I/O).
- port/linux/src/sdl_platform.c/.h: upstream's (Android menu pointer from
  the touchscreen, Steam keyboard, scoreboard pointer); our quit marker for
  the Steam Frame launcher, clipboard_seen and VR frame hooks kept. Our
  flat-mouse menu pointer (an emulator aid) is replaced by upstream's touch
  pointer, which also drives the menus on the emulator.
- port/linux/src/d3d8_gl.c: halo_ui_pointer_update is upstream's, with the
  VR controller ray taking over while VR is active (the touchscreen then
  is not the pointer); our persistent-buffer writes kept for stream and
  index uploads, now writing upstream's exact length and under HALO_GLES
  like the code around them (stream_reserve, index_upload, mirror_refresh
  too); multiview uniforms stay under HALO_ANDROID, the counter binding
  under HALO_GLES. Visibility counters: ours kept (the snapshot ring with
  multiview views, host_gl_counters_snapshot) over upstream's per-frame
  glCopyBufferSubData into counter_snapshots: ours reads finished frames
  without stalling and counts both eyes' samples once; upstream's
  desktop query batches come in unchanged.
- port/linux/src/xinput_sdl.c: both (VR controllers and touch controls).
  In VR the touch controls neither show nor act (touch_input_gamepad,
  touch_input_controls, touch move/look skipped); rumble goes to the
  controllers in VR, to the phone otherwise.
- source/interface/first_person_weapons.c: both (VR scope pass check and
  display.viewmodel_visible).
- source/interface/ui_widget.c: upstream's reworked menu targets taken
  (ui_mouse_fit_button_targets, merged rows, widened values), which do
  what our icon_x0 key picking and the 12-unit value arrows did; our VR
  label distance (25) kept, and a VR ray counts as a coarse pointer, so it
  gets the taller legend areas and the widened values (not the merged
  rows: a row's label still presses A). Our join code and VR options
  panels kept; their early return now forgets the frame's targets too.
  The on-screen keyboard: upstream's virtual_keyboard_click for taps and
  the mouse, ours (hover highlights the key) for the VR ray only.
- source/main/main.c: both (VR phases around upstream's profile scopes).

VR guards for new upstream features:
- view_fov.c: display.fov, display.viewmodel_fov and
  display.viewmodel_visible do nothing while VR is active (the headset
  gives each eye's frustum; the weapon is in the hand).
- Touch controls: off in VR (xinput_sdl.c), the menus' touch pointer too
  (d3d8_gl.c); the overlay stays hidden as the game never reports a scene.
- Lens flare culling (744040c8, b1a71709) uses global_window_parameters'
  frustum, which in VR is each eye's (per-eye passes) or the union frustum
  of the multiview centre camera: no change needed.
- In-game Settings: VR options still open with Y on the main and pause
  menus (checked flat with debug.vr_options).
- The back button change (enableOnBackInvokedCallback=false) keeps the
  legacy KEYCODE_BACK path, which targetSdk 35 already had: no change on
  Quest or Frame.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 08:51:46 +02:00
MrBruh 1a0045edda Merge pull request #56 from saulob/feature/high-res-ui-buttons
Add high-res UI controller buttons
2026-10-10 19:17:43 +13:00
MrBruh c44930abbe Single-player SETTINGS: placed by REVERT TO SAVED's tag, main's centring kept (#67)
SETTINGS goes before REVERT TO SAVED found by its tag
(restart_at_save_point_button: it opens its confirmation, so no function
names it), not at the second row, so that a map whose list has it elsewhere
gets it in its place, and one that has it not is left alone. The rows are
spaced over their own span only when the list grew for it, and the list
then keeps its height; a list with room keeps the centring pause_list_patch
now gives it.

Gamepads' OK no longer copies the changed bytes into the player's profile
itself: saving the profile makes it the player's (#227). The edited
profile's index has its comment, and the README says what the list does.
2026-10-10 17:13:14 +13:00
MrBruh 9a264e9230 Merge pull request #67 from saulob/feature/in-game-settings-menu
Add in-game Settings menu

Conflicts resolved: the campaign's pause menu goes before main's
menus_pc_chosen, which the early return keeps using (display.menus in any
case), and pause_campaign_patch passes pause_list_patch the growth it now
returns.
2026-10-10 16:46:51 +13:00
MrBruh b1a71709ef FOV and viewmodel settings: one unit, port marks, the lens flare cull (#234)
render_fov.c, viewmodel_fov.c and viewmodel_visibility.c are one unit,
port/linux/game/view_fov.c, with a header comment as the others have, real
for float, _pi for its own pi, the rasterizer's target by name, and no
isfinite shim in math.h (the angles' range test already refuses NaN). The
game code's hooks are marked "port:", their include at the end of each
block, and rasterizer_lights.c's loops declare before they act (C89).

The first-person weapon's lens flares are not culled by the world's
frustum (main's new off-screen cull): they are
drawn at the weapon's own projection, which display.viewmodel_fov can make
wider than the world's.

HALO_VIEWMODEL_VIS is HALO_VIEWMODEL_VISIBLE; the settings' descriptions and
help lines say "stock" view and fit their boxes; Video Setup's XML is
written again by ce_menus.py; the README's field of view text is a section
of its own.
2026-10-10 16:24:04 +13:00
MrBruh a8178af24a Merge pull request #234 from innerhat-dev/fov-viewmodel-controls
Add opt-in FOV and viewmodel controls to Video Setup
2026-10-10 15:52:26 +13:00
MrBruh b5a4870d05 Saved profile's controls: the comment wrapped as the file's (#227) 2026-10-10 15:23:16 +13:00
MrBruh 124cdd0b17 Any controller's menus: helpers placed and declared as the file's (#228)
The new helpers sat between widget_takes_events_of_controller's comment and the function, so the comment now heads it again; pc_menu_split_players is declared with the file's other port prototypes rather than as an extern among the functions, the players' count is read with players_port_local_player_count (safe before the players' globals are made), the comment names process_ui_widgets, and the test widget_takes_any_controller already makes is not made twice.
2026-10-10 15:06:52 +13:00
MrBruh ef87ea5ae1 Merge pull request #228 from thelinkin3000/fix/menus-any-controller
Let any controller drive the menus while one person plays
2026-10-10 15:00:00 +13:00
MrBruh 010d7520e4 Merge pull request #227 from thelinkin3000/fix/profile-controls-on-save
Apply a saved profile's controls to the player using it
2026-10-10 15:00:00 +13:00
MrBruh 7124534a4b Memory leaks: render targets, gamepads, Android audio stream 2026-10-10 14:42:05 +13:00
xshxdex98 5d5b5dd35e Custom Edition maps: HUD sounds, dialogue variants and camouflage on odd tag data
Three engine checks no longer stop the game on data Halo PC tolerated:
HUD sounds with no tag, dialogue variants with no dialogue, and non-model
shaders under camouflage (an environment shader on a first-person weapon:
not drawn while camouflaged rather than misread as a model shader).

These three only: OpenCE already had the commit's other repairs (protected
maps, node trees, scripts that fail to load, HUD meters and digits, object
functions, collision edges, weapon lists, more than 16 dialogue variants),
some made another way, and has no 64-bit build for its script stacks.

(cherry picked from commit d15b6ca913266b984966897e1be4e24c69a75b30)
2026-10-10 13:59:04 +13:00
xshxdex98 14ebfae230 Menus: the pointer no longer runs a list through all its items
A list whose focus reached its first or last row scrolled on and moved the
focus a row in; the pointer hovering that row took the focus back the next
frame it moved, so the list ran through everything and the row under the
pointer never stayed lit (the game types, the lobby, the internet lobby).
A list now scrolls on at its end only when the d-pad (keys, controller,
the wheel) put the focus there (ui_widget_port_pointer_focused).

(cherry picked from commit e74f5bbb541a480a72871adeb719472908607d12)
2026-10-10 13:59:03 +13:00
Milenko 412c5224e1 Profiles: a deleted profile's name can be used again
Deleting a saved game file moves the files after it down the memory
unit's list, but the players kept their profiles' old indices. A profile
deleted before the one in use left that one's index naming the next file,
often the next profile made: the profile in use was then saved over it,
taking its name in the list, while its folder kept the new name, which
then read as in use ("a profile with this name already exists") with no
such profile shown. The indices the players and the profile editor hold
now follow their files down the list, and one naming the file deleted is
none.

Fixes #148

(cherry picked from commit 4575f6e6ec7010de1036a3a639ee2794181874d8)
(cherry picked from commit 4bbd4965afbbaa22cb3a655a181c3770382bc505)
2026-10-10 12:53:23 +13:00
thelinkin3000 1ac8186d6c Scan the motion sensor for up to four local players
The scan kept each local player's blip count and the scan order in one
array of four, the counts first and the order from 2, and had two camera
positions: all the Xbox's two player co-op needed. With three or four
local players in split screen they were written past their ends and into
the function's stack guard, which halted the game as it started drawing
the HUD ("corrupt stack at 0!"). The counts and the order are now arrays of
their own, and there is a camera position for every local player.

(cherry picked from commit 266a556967273bfcf096c1e6009acdb7a5ee045d)
(cherry picked from commit c02cb986c2c5acc6426fcb043f39d1062617f7f7)
(cherry picked from commit ee9cbf17d1422f2b57b5ca07c98010ece1bcbad6)
2026-10-10 12:53:23 +13:00
xshxdex98 7df9be7785 Give unset locals values, and drop the decompiler's dated audit notes
25 notes ("left unassigned only by this default arm ... approval pending,
2026-09-27 audit") argued that a variable was never read unset. Where the
arm ends in system_exit they were right and simply go. A release build's
assertions return, though, so where the arm only asserts the variable now
starts with a value (a Custom Edition map's HUD data can reach hud_draw's).
A failed map precache reads as failed.

rasterizer_debug_drawing_begin had two declarations, one with an argument
its definition never takes; it now has one, and the port's macro papering
over the mismatch is gone.

(cherry picked from commit 74f8a048e4c3cc7dbc4b050dd41a8bae912bb367)
2026-10-10 12:53:22 +13:00
xshxdex98 60cd1254d6 Fix the decompiled code's latent bugs, and say plainly what is kept
Uninitialised locals get values (debug vertex, datastore result, index
buffer, map tool direction, AI entry points, escape alignment, grenade aim
from a vehicle, game options descriptions, unreachable switch arms), the
AI's squad and platoon records move whole, a speech cause point is read,
the geosphere's out-of-memory path frees itself, a console cond clause
without a result is refused, and the crash reporter rejects truncated map
files. Gameplay the original game has, kept so it plays the same, is noted
in a line rather than a page.

(cherry picked from commit 75afc4a1e57af2ba697e8be0e33b2afeee7639f8)
2026-10-10 12:53:22 +13:00
Milenko 7ac5978158 terminal_printf: take its arguments as a va_list
terminal_printf started its variable arguments into a char *, which is
what va_list is on the Xbox, 32-bit x86 and Apple silicon, but not on
x86-64, where va_list is a one-element array of a register-save
structure. On an Intel Mac (or under Rosetta) va_start wrote through an
uninitialised pointer and vsnprintf read garbage, so the first terminal
line printed with arguments crashed the game.

Choosing an empty profile slot is such a line: "player profile begin
editing" fails, as it does on the Xbox, and console_warning reports it
through terminal_printf, so setting up a profile crashed on Intel Macs.

(cherry picked from commit 024e41b8cb1553d7ad9b96233860848d49e5ad13)
2026-10-10 12:53:22 +13:00
MrBruh 6a74eab5ad Touch controls review fixes
With input.touch_aim_assist false, walking with the touch stick still let the view follow a target: the touch controls now count as aiming without the assist until a stick aims again (halo_linux_touch_aiming), as the mouse does. The stick's diagonal is full on both axes, as a controller's square stick gives. The gyroscope reaches the game apart from the swipe (nativeGyro), so the profile's invert look turns only the swipe.

The overlay shows once the game has been in play for 200 ms, so it does not flash at a level's first frame. The options dialogs are counted, so a dialog opened from another keeps the controls released, and the layout is saved when the last one closes (a slider moved without a finger was not). A floating stick rests where the thumb lands, even near an edge, and not in the bottom gesture zone. A finger's width is at most 34 logical units, so the D-pad's buttons stay apart on a small dense display. A held button that takes over the swipe from another finger starts from where it is, not from where it went down. The system bars coming and going no longer release every finger. Hide stops the gyroscope.

The libtiff comments are corrected: the screenshot_count and screenshot_size globals also reached tiff_export, but read back-buffer memory the port never draws into, so they never had the picture. Stale comments are fixed and the source exclusion test covers folders.
2026-10-10 12:09:19 +13:00
saulo benigno c463fabed4 Add in-game Settings to single-player campaign 2026-10-09 12:00:18 -03:00
eltanschauung cc41b768bb Add opt-in FOV and viewmodel settings 2026-10-09 08:18:29 -04:00
thelinkin3000andClaude Opus 5.5 59c8d54409 Let any controller drive the menus while one person plays
Each controller's events went only to its own player's screens, and the
main menu is the first player's: a gamepad on any port but the first
did nothing, and a phone can list a device of its own (its touch
controls) before the gamepad. With one person playing, the first
player's screens now read and take every controller's events; with two
or more, each controller keeps to its own player's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 12:00:34 +00:00
thelinkin3000andClaude Opus 5.5 ee1e169f9b Apply a saved profile's controls to the player using it
Saving the profile being edited wrote it to the disk only: a local
player playing with that profile kept its old button and stick layouts,
sensitivity and inversion until the profile was next chosen (the next
mission, the next start). Now each local player whose active profile it
is takes the saved one at once.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 12:00:34 +00:00
MrBruh 2aa3897189 Setting rows merged and values widened for a finger only (#50)
A finger's targets: a tap on a setting row's label reaches its value, and the values are wider. The mouse clicks the labels and values where CE's menus have them, as before the PR.
2026-10-10 00:59:22 +13:00
MrBruh f56e120e16 Merge pull request #50 from HiIAmMoot/touch-menus
Operate the Android menus by touch

Conflicts resolved: the pointer's window-to-menu mapping takes main's centering (the scoreboard's) and the PR's missing-back-buffer check, and is shared; the scoreboard's pointer stays the desktop's (an Android stub); FOCUS_LOST drops both the scoreboard's pointer and the touch; main's Steam on-screen keyboard and the PR's Android pointer each keep their side of the #ifndef; CI runs test_touch_menu.py with the harness.
2026-10-10 00:55:30 +13:00
saulo benigno 3ff762a32c Merge branch 'main' into feature/in-game-settings-menu 2026-10-09 08:34:54 -03:00
saulo benigno bfe1d0f2ba Merge branch 'main' into feature/high-res-ui-buttons 2026-10-09 08:33:39 -03:00