59 Commits
Author SHA1 Message Date
Stefan MaierandClaude Opus 5.5 24ddaecd78 Merge upstream/main (2026-10-23): OpenCE network version 36
New gametypes (SWAT, Infection, Gun Game, Hardcore), shield effects the
host's choice in network games, co-op ally friendly fire, network fixes
(scenery shields, tripmines, co-op teleports), Custom Edition HUD and
texture fixes, ASTC for Android GPUs without S3TC.

Left out on purpose: upstream's two Android workarounds for Mali phones,
the GL shadow state refreshed before every draw (prepare_draw) and the
geometry cache bypassed (mirror_range). Both would cost every draw of
both eyes on the Quest, which never showed the corruption they work
around; their tests are skipped. Conflicts: the GL capabilities log
keeps multiview and adds ASTC; xbox_textures.c keeps vr.c's texture work
counters; README.md stays the player's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 21:58:11 +02:00
Stefan MaierandClaude Opus 5.5 35554cd243 Rename the mod to Mjolnir VR
"Ringfall" is another game's name. Every name players see is now
"Mjolnir VR": the app, the Steam Frame installer and shortcut, the logo
(tools/mjolnir_art.py, was ringfall_art.py), the release's title and
assets (MjolnirVR.apk, mjolnir-vr-android-*.zip,
mjolnir-vr-steam-frame.zip, Install-Mjolnir-VR.desktop), the docs. The
updaters look for Cesarus85/mjolnir-vr, the repository's new name
(GitHub forwards the old one).

Builds 302 to 313 keep working: every release also carries its assets
under their old names, which those builds' updaters and the links
already shared ask for. Kept as they were: the app id, the signing key's
alias, the Steam Frame's ~/Documents/RingfallMjolnirVR and the file
names inside its bundle (an installed game's Steam shortcut starts the
launcher there). The Frame installer now also refreshes the library
pictures of a shortcut that is there already, and says how to rename a
shortcut still called "Ringfall: Mjolnir VR".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 21:01:25 +02:00
chestahh 3975480a3b Fix Android Custom Edition texture residency and draw state
Keep synchronous cached CE pixels and hardware headers at stable addresses
outside the fixed Xbox arena, bounded to 128 MiB and 8192 entries. Only
older-frame textures can be evicted; unregister bindings, GPU copies and
channel annotations before freeing, including map/bitmap teardown and flush.
Preserve the original readers, conversion, normal GPU caching and HUD
replacement behavior. Refresh Android GL shadow state before each draw.

Keep the player-tested Android streaming geometry bypass and its regression
tests, since current upstream main does not contain that fix yet. Desktop
and web preserve their cache, upload and draw-state behavior. No fullscreen,
simulation, networking or map-format changes are included.

The engine-owned bitmap getter and teardown require small source hooks,
each marked port:. The renderer admits heap pixels only through a registered
header and validates the resource extent against its allocation. Diagnostics
are limited to unload summaries and the first allocation warning per lifetime.

Device evidence: the tester reports correct rendering and stable FPS, with
zero allocation failures, fallback substitutions or evictions across four CE
visits on Mali-G615 and 87.5 MiB peak residency. Local tests cover stable
uploads, bounds, OOM, frame locks, eviction, cleanup, HUD residency, reduced
diagnostics, normal write tracking, Android-only state refresh and geometry
streaming. All 30 upstream-focused checks passed before final CI validation.
Full Android/web builds require CI because local targets are unavailable.
No fork packaging, branding, map adapters or unrelated changes are included.

Player-Note: Fix Android Custom Edition texture corruption and repeated cache upload hitches.
Player-Note: Prevent stretched or missing geometry on Android by streaming geometry directly.

(cherry picked from commit 4ac4685b96c39b20491095579ce469f8afcd2d3c)
2026-10-21 01:27:08 +01:00
Stefan MaierandClaude Opus 5.5 8097ac23b0 Merge OpenCE upstream: network version 32, HDR, model detail, texture filtering, co-op options, aim assist policy, its local bots, 5.1 sound
Ringfall's side of it:
- The bots: OpenCE's own (bots.c, a local split screen game's) are not
  used in VR builds (their lobby hook would take Ringfall's host bots
  off, and their bots.count and bots.skill differ); Ringfall's are now
  host_bots.c, so that OpenCE's bots.c merges as it changes. Each
  platform's bots.count and bots.skill are its own (config_setting_index
  takes this platform's of two of a name).
- HDR is never on in VR (d3d8_gl.c); the flat window's present is
  OpenCE's, inside the VR port's branch for it.
- The VR frame begins where the events are pumped (sdl_platform.c), as
  before, now that exit_after_check is apart.
- The message numbers: OpenCE's aim assist policy (90) before the VR
  port's poses (240), which stay last.
- The visibility counters keep the VR port's snapshot ring (both eyes'
  counts halved); OpenCE's tone mapping goes before the antialiasing, off
  the VR eyes' pass.
- Join codes, the online list and OpenCE's probes all in the signalling
  topics; the HUD's PNG helpers both ways; the disc import keeps the
  language file.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:10:30 +02:00
Paul Hontz 4d0bd56968 Add tools/net_compare.py, which checks that two builds play a network game in step
To show that a new build (the x86-64 one, an arm64 one) plays network
games with the i686 Linux build, and to keep checking it. It plays the two
together on the loopback, A hosting and B joining and with --swap the other
way round, each copy with a seeded bot, headless, and compares the per-
second logs of the network test: for every player, the host's view and the
client's at the same tick (positions, aim, vitality, weapons, rounds,
grenades, scores, life), within tolerances taken from how the netcode
predicts and corrects, and the host's drift figure (the previous commit).
It prints PASS, FAIL with the first divergent player, tick and field, or
ERROR, and exits 0, 1 or 2. It needs the retail maps, so it is a local or
self-hosted check: NETCODE.md ("Comparing two builds") describes it, the
log line's format and the calibration; README.md's new Testing section and
AGENTS.md list it. tools/test_net_compare.py tests its judging of logs
without the maps, in CI.

Calibrated with an i686 build against itself, 60-second games both ways
round on bloodgulch, beavercreek, hangemhigh, chillout, prisoner, ratrace,
longest and carousel, up to four games at once: 63 of 64 pass (one copy
crashed, reported as an error), and 12 of 12 with scripted hits and kills
(--events). A build of the same sources whose players run 0.5% or 2%
faster (a change made only for the test, not committed) fails all 16
games, at the first second compared. One whose gravity is 0.5% or 2%
stronger passes: it changes only the ticks in the air, which the drift
cannot tell from what identical builds show; NETCODE.md says so.

(cherry picked from commit 0adc286c6497bffe8edfe297181aa39c2b0bbb8e)
2026-10-20 00:21:59 +13:00
Stefan MaierandClaude Opus 5.5 856ca06a5d Merge OpenCE upstream under its new licence, the AGPL 3.0 or later
OpenCE moved from CC0 1.0 to AGPL-3.0-or-later (4b09168e7), and Ringfall:
Mjolnir VR moves with it: README's Legal section and THIRD_PARTY_NOTICES
say so (releases before this one stay CC0 1.0, LICENSES/CC0-1.0.txt).

Its disc image readers were written again from a description of the
format, extract-xiso's code and notice gone. The app's (XisoExtractor.java)
is OpenCE's new one with Ringfall's language folders (maps_es, maps_it)
added again; the Steam Frame's (steam_frame_xiso.py) is written anew the
same way, the language folders kept; the bundle and the release job no
longer carry extract-xiso's licence. Also in: bnunu/halo-1's latest
matches, the web build's WebRTC and loading fixes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 13:17:41 +02:00
MrBruh 4769d75170 Merge pull request #266 from addisonbair/stagekit
StageKit: stage and instrument any scenario on the real engine, with no retail assets
2026-10-20 00:12:39 +13:00
Milenko c2e06963a6 CI: the ninja and ccache downloads checked against pinned hashes
(cherry picked from commit 8b64b14a13ddaa573b09bcf2006a8450af8d9a04, without that fork's 64-bit Windows
job; the four hashes checked against today's downloads)
2026-10-19 22:27:59 +13:00
Stefan MaierandClaude Opus 5.5 93b67eb7d7 Merge OpenCE upstream: text chat in network games, streamer mode, faster map sharing, the web launcher
The touch controls stay off in VR alongside the chat's on-screen
keyboard (xinput_sdl.c); the join codes and the online list beside the
server browser's listed hosts (p2p.c).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 14:33:00 +02:00
MrBruh 1797ecd9ef Serve the web build's wasm from jsDelivr instead of GitHub Pages, checked against its SHA-256, with the site's copy as the fallback 2026-10-18 21:52:06 +13:00
Addison Bair 623bc8ced5 StageKit: stage and instrument any scenario on the real engine, with no retail assets
tools/stagekit writes a scenario's map in code (a floor in a box, props, players' starts) and plays it headless, a tick a frame, the same every time. Every player is logged each second and tests check what happened: walking, an obstacle, an elevator ridden up and down. 20 tests, about 2 s, CI-safe.
2026-10-16 16:26:08 +00:00
Stefan MaierandClaude Opus 5.5 7c294c9c39 Merge OpenCE upstream: its fix of the string conversion (taken over ours), voice packets checked, the postgame host screen's menu
Upstream fixed the Android asm conversion's string bug independently
(d9669f6ee, also from a Steam Frame crash); its converter and tests
replace ours (c85cf8ece), which they cover and extend (quoted names
honour escapes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 09:05:24 +02:00
Paul Hontz d9669f6eef The guest's assembly conversion keeps string literals byte for byte
The arm64 and Android guests are compiled for arm64_32-apple-watchos and
their Darwin assembly converted to ELF (tools/android_asm_convert.py). The
converter took a quoted .ascii/.asciz operand for a quoted symbol name and
dropped a leading "_" from it, as it does from symbols; and its quoted-name
pattern ended at an escaped quote (\"), so the "_" of a word after one was
dropped too. Clang writes byte tables as .ascii strings, so a table holding
95 ("_") lost that byte and everything after it moved down by one.

In Opus that table was CELT's pulse cache (modes.c, cache_bits50): the bits
a band may have are read off it, and shifted by a byte it lets a band have
more pulses than the PVQ tables hold. Decoding a frame from another player
then read past CELT_PVQ_U_ROW in decode_pulses (n 32, k 240) and crashed: a
client on the Steam Frame, in a CTF game on the internet. The guest's own
encoder could crash likewise in encode_pulses. The same build of Opus,
driven with the game's settings and with clean, corrupt, truncated and
random packets and voice_audio_play's loss handling, crashed within a few
thousand frames (and identically at -O0); with the fix it ran 4.8 million
decodes clean, and its encoded bytes and decoded samples are identical to a
native 64-bit build's.

The same loss hit other strings and tables of the guest: musl's iswalpha,
iswpunct and towctrans tables and iconv's charmaps; tomlc17's "_0123..."
digit sets (TOML numbers with "_"); the attract mode's "_de"/"_fr" names,
"_lan_", "_lit" and "_%s"; the progress bar's compressed monk tone and the
DirectSound effects image; and assertion and error texts. All are now
assembled as compiled.

String directives now go through unchanged, and quoted names honour
escapes. tools/test_android_asm_convert.py checks both, and a table of
every byte value through clang, the conversion and the assembler.
2026-10-13 22:13:44 -04:00
Stefan MaierandClaude Opus 5.5 9f084155d0 CI: the web pages job off without a second condition
The merge left the pages job two if: keys, which made the workflow
invalid; it is off (if: false) as the web job is.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:13:47 +02:00
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
Stefan MaierandClaude Opus 5.5 7566f49f5e CI: builds for main only
Every pushed branch built (and mailed its failures); the branches are tried
on the headsets from local builds, and only main makes releases.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 13:50:56 +02:00
MrBruh 6dc423fdbf Internet play with browsers
Network version 26: signalling says each machine's WebRTC.
2026-10-11 12:46:28 +13:00
MrBruh 47b7eac9a8 Web rooms over WebRTC 2026-10-11 12:46:28 +13:00
MrBruh a55a182086 Web deploy, tests, docs 2026-10-11 12:46:28 +13:00
Stefan MaierandClaude Opus 5.5 e09af359f3 CI: Android only, the Linux and Windows jobs off
Ringfall: Mjolnir VR ships the Android app (Quest, Steam Frame) only. The
desktop jobs stay in the workflow, off (if: false), so that upstream's
changes to them still merge; the release and its notice wait on Android
alone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 15:03:06 +02:00
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 231708d2e0 CI's profiling build only when a run asks for it (#223)
Every push built the profiling flavour as a build of its own, which costs runner minutes for a check few changes need. It now builds only in a run started by hand (workflow_dispatch) with its new profile box ticked; tools/ci_build.py linux profile still builds it locally.
2026-10-10 17:33:53 +13:00
MrBruh 085512fe41 Profiling build: built in CI, its header with the port's, port marks (#223)
CI builds the profiling flavour too (tools/ci_build.py linux profile: a
debug build with configure.py --profile), so a change that breaks it is
seen; nothing else compiles it. profile_sections.h, which only the port's
builds use, moves from source/cseries to port/linux/include, and the hooks
in the game's sources (the map load, the console, the main loop's exit)
and their includes say they are the port's. The build scripts' import
lines are wrapped as the files' others.
2026-10-10 16:40:43 +13:00
MrBruh 66dfd1367c Merge pull request #223 from HiIAmMoot/profiling-cpu
Add a profiling build: CPU recordings for Perfetto and a report tool

Conflicts resolved: CI runs main's tests and test_profile.py; the build
scripts take both main's opus and target flags and the PR's
configuration_defines; port_config.c keeps debug.memory_watch before the
profile settings; main.c and network_distributed.c keep voice chat, and
network_votekick_host_tick stays its own statement after the game state's
profile scope, not under its if.
2026-10-10 16:28:45 +13:00
MrBruh fc61004479 Touch controls: the profile's buttons and sticks, finger sizes, opacity
The stick moves the player through the game's input state (keyboard_controls_update), as the keys do, so it moves with a southpaw or legacy stick layout too, where it was the left stick. The buttons are named by the profile's button layout, which the game sends the overlay as it changes (host_touch_bindings): with Swap triggers the right trigger's button says Grenade.

No control is smaller than a finger (48 dp across). The overlay's opacity can be set; a floating move stick (off by default) goes where the thumb lands in the lower left. Hide is remembered, and Hide and Options act as the finger lifts on them, so a swipe that starts on them aims rather than opens the options mid-fight. A label too long for its button is drawn smaller.

TouchControls, TouchLayout, GyroscopeAim and HaloActivity's touch layout files in the repository's style; the layout file is version 3 (opacity, floating stick), and versions 1 and 2 still load. CI runs the layout tests.
2026-10-10 11:19:06 +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
MrBruh a2b4c8c5be Merge pull request #218 from startupfoundry/steam-deck
Linux: the release runs on a Steam Deck (SteamOS) and older distributions
2026-10-09 21:14:46 +13:00
MrBruh d518f54a6f No debug keyboard End or Escape restart outside the editor (#178)
The Xbox debug keyboard's End and Escape stop the movie and restart the map; this keyboard reaches the game only through the console and the menus' text boxes, so they only ever did so by accident (End in a text box too). They are left out, and with them the keys the console consumed on closing and the test and CI steps that extracted them; Escape still closes the console, and the held-key guard still keeps it from pausing.
2026-10-09 21:13:08 +13:00
MrBruh 989913d252 Merge pull request #178 from eltanschauung/fix/console-escape-capture
Fix Escape restarting the level from the console

Conflict with #222's typing guard resolved: the held keys are kept over a switch of the menus, typing or the console.
2026-10-09 21:10:19 +13:00
Mootjuh a510083b49 Add a profiling build: CPU recordings for Perfetto and a report tool 2026-10-09 08:00:11 +02:00
Paul Hontz 041211229a Linux: the portable build starts on SteamOS and older distributions
The Linux release did not start on a Steam Deck: it was linked against the
build machine's glibc (Arch's, so it asked for GLIBC_2.43; SteamOS 3.8 has
2.41) and needed a 32-bit SDL3, which SteamOS, whose system is read-only,
and most distributions do not have.

The portable build (configure.py --portable, which tools/ci_build.py and so
every GitHub Actions build uses) is now compiled and linked against the
32-bit glibc 2.31 of Debian 11, the Steam Runtime 3 ("sniper") baseline,
and brings its own SDL 3.4.16, libSDL3.so.0 beside the executable, which
finds it there first: a DT_RPATH of $ORIGIN (--disable-new-dtags), which
comes before LD_LIBRARY_PATH, as Steam sets one for the games it starts.

tools/linux_sysroot.py downloads the Debian packages and SDL's source
release into build/linux/third_party, from a ninja edge, so only a Linux
build fetches them. Each package comes from archive.debian.org, else
deb.debian.org, else snapshot.debian.org (a permanent URL, at a time when
the package was in the archive); SDL from its GitHub release, else
libsdl.org. Each URL is tried three times, a moment apart, and each file
checked against its SHA-256. tools/linux_sysroot.cmake builds SDL against
the same system root, with X11, Wayland, libdecor (Debian 12's, for
GNOME's window decorations), PipeWire, PulseAudio, ALSA, udev and D-Bus
loaded when it starts, and the build stops if SDL lacks one of them or
would link to libdecor. A build without --portable is as before. The
workflow installs CMake, pkgconf and wayland-scanner instead of lib32-sdl3,
and caches the downloads; the release zip gains libSDL3.so.0 and its
license (SDL3-LICENSE.txt), and the self-updater deletes their .old copies.
With --pgo=train, the instrumented build's copy of libSDL3.so.0 is made
before it plays.

The release build needs GLIBC_2.29 at most (halo and libSDL3.so.0, by
readelf -V), and links only to libSDL3.so.0, libm, libpthread, libdl,
libgcc_s and libc; libSDL3.so.0 only to libm, libdl, libpthread and libc
(libdecor-0.so.0 is a name it loads, not a dependency). It should start on
Debian 11, Ubuntu 20.04, Fedora 32 and later, untested: there, the 32-bit
Wayland libraries are older than the 1.20 that SDL's Wayland driver needs,
so SDL uses X11 (XWayland in a Wayland session). On a Steam Deck (SteamOS
3.8.16, Game Mode, started as Steam starts a non-Steam game), the upstream
release stops at load time (libSDL3.so.0 not found; GLIBC_2.43 not found);
this one loads b30 on the GPU (radeonsi, OpenGL 4.6) and exits with status
0 at debug.exit_after, with its own libSDL3.so.0 though LD_LIBRARY_PATH
names a folder holding another. Debug and release builds from an empty
build folder (every download), and tools/test_linux_port.py,
tools/harness and tools/test_light_storage.py, pass in an Arch container
with the workflow's packages.
2026-10-08 23:21:35 -04:00
Stefan MaierandClaude Opus 5.5 a167de3873 Merge upstream 2026-10-08: network version 24, Custom Edition maps, positional stereo sound, fixes
Conflicts:
- d3d8_gl.c, xgpu.h: upstream's own snapshot ring for the visibility
  counters left out for ours (host_gl_counters_snapshot, the same idea,
  tried on both headsets, which also halves multiview's counts; its copy
  already has the memory barrier upstream added); both declarations kept.
- rasterizer_xbox.c: the mirrored skinning's winding and upstream's
  many-node matrices, both.
- main.c, network_server_manager.c: both (bots' machines and a lone host
  may count down).
- android_build.py: the OpenXR loader and upstream's SDL mouse patch
  (another SDL file than ours), both.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:01:08 +02:00
Mootjuh 98a791a7d0 Track writes by page hashes under ARM translation 2026-10-08 11:36:39 +02:00
eltanschauung 6694d6180e Fix Escape restarting the level from the console 2026-10-07 21:13:27 -04:00
MrBruh a6337494d3 Re-patch SDL's mouse listener when the patch changes
A tree patched by another version of sdl-relative-mouse.patch (an older checkout, or CI's cached third_party, whose key now includes the patches) has the listener put back as SDL has it before the patch is applied, rather than failing the apply and turning the Android build off. The patch is regenerated with git diff, with its context lines.
2026-10-08 14:06:37 +13:00
Addison Bair 8ebca844a0 Asset-free regression tests: tools/harness
The engine's real functions, taken from the sources and compiled against a
fake world, so a fix can carry a test CI runs without game assets. A test is
tests/<name>.c (fake world and cases, CHECK) and tests/test_<name>.py (takes
the code, enums and constants from the sources, builds, runs each case under
pytest). Each test has negative controls: the code with a deliberate fault
must fail a named CHECK. CI runs pytest on tools/harness, so new tests need
no workflow change.

- test_object_bounds_cache: collision's loop over a crowded fake world gathers
  the same features with the cache, as objects move and after invalidation;
  a stale cache is detected.
- test_widget_pool: widgets.c's pool fills to its size and refuses (64 slots
  against 128 players' rifles, #145), frees and reuses, and frees a failed
  widget's slot.
2026-10-07 22:11:58 +00:00
Stefan MaierandClaude Opus 5.5 448a5d5353 Merge upstream 2026-10-07: network version 21, co-op and netcode fixes, renderer speed-ups, hardening
Conflicts: port_config.c (both sides' debug settings), hud_weapon.c (the
VR crosshair filter before upstream's state index check),
first_person_weapons.c (the VR arms kept; upstream's animation node check
added, and its node count limit applied to the VR arms too).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:42:13 +02:00
Stefan MaierandClaude Opus 5.5 a950de4b2b Release-ready: README for players, third-party notices, issue template
- README.md: what the mod is (a VR mod for Halo: Combat Evolved), what is
  needed (a disc image of one's own, purchased copy), simple installation
  for the Quest 3 / 3S (SideQuest) and the Steam Frame (Desktop Mode, the
  installer), playing, reporting problems, network use, credits (OpenCE,
  the decompilation, HaloCE-Quest-VR, HaloCE-VR, extract-xiso) and the
  legal notes (unofficial, not affiliated with Microsoft and others).
- THIRD_PARTY_NOTICES.md: the libraries and fonts and their licenses.
- Releases: the APK itself (RingfallMjolnirVR.apk) for sideloading, notes
  that say which file is for which headset, the project's name as title.
- An issue template (headset, build, log; no game files).
- docs/OPENCE_README.md marked as the base port's; the disc images'
  wording everywhere: made from one's own copy.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 23:05:29 +02:00
Stefan MaierandClaude Opus 5.5 f649bd1a3e Release as Ringfall: Mjolnir VR
The product no longer carries Halo in its name; the game it plays is named
only to say which disc image it needs.

- The app: "Ringfall: Mjolnir VR", application id
  io.github.cesarus85.ringfall (the Java classes keep the decompilation's
  package), its update provider's authority from the id; the launcher's,
  updater's, host's and VR options' texts; the OpenXR application name.
- New icon and Steam library pictures, a tilted, broken ring with a falling
  streak (tools/ringfall_art.py, from shapes and Overpass; the helmet and
  the HALO logo gone).
- The Steam Frame: ~/Documents/RingfallMjolnirVR, RingfallMjolnirVR.apk,
  ringfall-mjolnir-vr.sh, Install-Ringfall-Mjolnir-VR.desktop and
  ringfall-mjolnir-vr-steam-frame.zip; the installer renames the folder of
  the builds before (~/Documents/HaloCE) and replaces their "Halo VR"
  shortcut and pictures.
- Releases: only the Android builds, as ringfall-mjolnir-vr-android-*.zip
  (the updater's names), and the Frame's installer; the repository
  Cesarus85/ringfall-mjolnir-vr.
- The signing key's default alias ringfall.
- README.md is the project's own; the port's moved to docs/OPENCE_README.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:16:31 +02:00
Stefan MaierandClaude Opus 5.5 d4c1fbe9a7 Release: Steam Frame installer, release signing, Frame import kept
- A Steam Frame installer for players, opened in Desktop Mode
  (Install-Halo-VR.desktop, a release asset): it downloads the latest
  release's bundle (tools/steam_frame_bundle.py) and runs
  steam_frame_install.sh, with zenity dialogs and no keyboard: the APK and
  launcher in ~/Documents/HaloCE, the maps copied out of a disc image it
  finds or is given (steam_frame_xiso.py, the app's XisoExtractor in
  Python), and Halo VR in the Steam library with its pictures and OpenVR
  set. Running it again updates the game.
- The release job adds the bundle and the desktop file to each release.
- build.gradle signs with port/android/signing.properties (ignored) when
  the workflow's key is not given, so local builds and releases install over
  each other.
- On the Frame the launcher and host take ~/Documents/HaloCE whenever it can
  be written, not only once it holds maps: a disc image imported in the app
  is no longer emptied with Lepton's folders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:06:21 +02:00
MrBruh 22249cf192 Windows crash reports 2026-10-06 20:32:36 +13:00
eltanschauung 53c268b8a6 Preserve existing workflow line endings 2026-10-06 01:18:49 -04:00
eltanschauung 592be6270a Run light storage regressions in Windows and Linux CI 2026-10-06 01:17:37 -04:00
Mootjuh 55c43670a4 Merge upstream main 2026-10-04 08:41:04 +02:00
MrBruh c3adcfe5bf Deflate the release zips again 2026-10-04 14:22:11 +13:00
Mootjuh 74ec92e787 Add the menus' touch gesture unit 2026-10-02 09:11:14 +02:00
MrBruh 943abae15a Fix Windows update unpacking 2026-10-01 14:55:29 +13:00
MrBruh 4adc3a87a5 Remove matching tooling and HALO_LINUX ifdefs 2026-09-30 21:49:46 +13:00
MrBruh 758f07ea5f Retry the Discord post when rate limited 2026-09-30 19:32:03 +13:00
MrBruh 8994176637 Add auto-updater 2026-09-29 02:51:49 +13:00