Commit Graph
14 Commits
Author SHA1 Message Date
Stefan MaierandClaude Opus 5.5 57cdbd8f80 Merge upstream (cybersecurity/halo-ce-universal 193cbf59): server browser, split-screen co-op
Upstream's server browser of public internet games (p2p_lobby.c) and the VR
port's own public list share the brokers: its topics are a table now, and
the VR port's (join codes' and public games') are entries of it; the VR
port's retained publishes carry MQTT 5's empty properties. The VR port's
public toggle lists the game in the server browser too, and the VR online
panel shows the server browser's games (PC, phones, VR) first, joined by
their invites, then its own list's that it has not.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 13:47:29 +02:00
Milenko 2b0103a0ef Slayer's kills to win up to 500, for big games
The game type editor's kills to win (Slayer and Team Slayer) went up to
50, which a game of many players reaches in moments: it now also offers 75,
100, 150, 200, 250 and 500. The spinner's items are its string list's
(ui.map's 5, 10, 15, 25, 50) and then strings of the port's own, each with
its description; the options list's descriptions count only a spinner's
items of the tag's own, so those of the rows after it are where they were.
A spinner with extra items is a little wider, for three digits.
2026-10-04 01:58:26 +13:00
Stefan Maier 6057146244 Merge remote-tracking branch 'upstream/main' into merge/upstream-2026-10-03
# Conflicts:
#	port/linux/game/network_distributed.c
#	port/linux/game/network_distributed.h
2026-10-03 07:38:52 +02:00
MrBruh fd3d62f960 Keep player names bannable 2026-10-02 22:12:16 +13:00
Stefan MaierandClaude Opus 5.5 ce59138a2b Play in VR on OpenXR headsets (Quest 3/3S, Steam Frame)
The Android port gets an OpenXR session in the host (Khronos loader, core
OpenXR plus XR_KHR_opengl_es_enable): on a headset the game keeps its
640x480 layout drawn at the eye images' resolution, renders the player's
view once per eye from the tracked eye poses through asymmetric frusta,
and shows the HUD and menus as a head-locked or room-fixed quad layer.
The head aims the player; the right stick turns; the Touch controllers
map onto the Xbox pad; rumble goes to the controllers. Frames without a
player view (menus, loading, cinematics) go onto a screen in the room.

A marker file, xr_test, runs a self-test of the session, layers, colour
path and controllers without game data.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 09:17:19 +02:00
Jonas Volman 303c1d55a7 Reconcile Bink UI network HS and sound graphs 2026-09-08 12:49:14 -07:00
Jonas Volman 7c945ef075 Reconcile Fable UI widget snapshot 2026-09-02 15:16:13 -07:00
Jonas Volman 435e80783d Recover exact UI widget support wave 2026-09-02 07:17:04 -07:00
Jonas Volman c47f725463 Match UI widget reallocation 2026-08-30 00:57:48 -07:00
Jonas Volman d9a5951a39 Match UI controller widget compatibility 2026-08-26 07:51:45 -07:00
Berthalamew 52a0dc4c28 add tag definitions and misc function prototypes (#19)
* misc changes

- add function prototypes and change types
- add profile_initialize

* add tag definitions and prototypes

- real math changes
2026-05-05 18:56:06 +01:00
punpckhdq abf01acf49 marketing_and_strategic_business_development.c
unmatching function order
2026-01-03 14:30:47 +00:00
punpckhdq 09d7f8de15 ui_widget.h prototypes 2025-11-28 13:57:55 +00:00
punpckhdq 4bd27e8251 Push all applicable HCEX header stubs 2025-11-27 10:43:31 +00:00