517 Commits
Author SHA1 Message Date
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
MrBruh ad0c99d753 Merge pull request #371 from BirchWoodGod/feat/latency-meter
Latency meter for network games (display.latency_meter, off by default)
2026-10-20 01:55:37 +13:00
MrBruh b83e8b5a5d Merge pull request #320 from jcompto95-tech/overshield-effect
Animated overshield
2026-10-20 01:52:23 +13:00
MrBruh 801d51c9ae Merge pull request #364 from medic-code/feat/match-clock-opt-in
Opt-in match clock on the multiplayer HUD
2026-10-20 01:49:42 +13:00
MrBruh ede2a251fb Merge pull request #368 from biu788/feat/passenger-third-person
Add optional third-person view for Warthog and Scorpion passengers
2026-10-20 01:49:41 +13:00
MrBruh bfd949a34a The loading screen draws over black without the disc's picture, as the game does, and has no download mode (#334)
progress_bar_download_display, progress_bar_download_end and
progress_bar_downloading were for a download screen that is not merged; they
are removed and progress_bar_eachframe is as it was. Without loading.tga the
texture is no longer filled with clouds the port made: it is left as
created, black, as the game leaves it, so that no invented picture ships.
The disc image importers' comments say so.

Checked: node --test "port/web/tests/*.test.js", pytest tools/harness and
tools/test_web_build.py; the changed C files compile (-fsyntax-only) with
the Linux, Android guest and web commands; XisoExtractor.java with javac.
2026-10-20 00:29:34 +13:00
FractumSeraph 84e7b5add2 Halo's loading screen draws, with the Xbox's own picture or clouds
The loading screen (interface/progress_bar.c: a light sweeping from left to
right over a picture, with a glowing trail) drew nothing: it uses the
fixed-function pipeline (SetVertexShader with 0), which d3d8_gl.c did not
have, and its picture, loading.tga, is on no retail disc.

- d3d8_gl.c draws fixed-function immediate-mode draws with a vertex shader
  of its own (nv2a_fixed_function_glsl), positions transformed by the
  world, view and projection matrices; and keeps a front buffer (a 640x480
  render target taking the middle of the frame at BlockUntilVerticalBlank)
  for GetBackBuffer with -1, the frame before, whose blur makes the light's
  trail. The screen is drawn in the middle 640 columns, as the menus are on
  a wide screen.
- After it, the rasterizer's caches of the device's states and of its
  vertex shader are made the device's again (rasterizer_forget_hardware_state,
  rasterizer_vertex_shader_runtime_forget): it sets them itself; and
  SelectVertexShader (a packed program) always leaves the fixed-function
  pipeline.
- On OpenGL ES (Android, the web) the fixed-function shader turns
  Direct3D's clip space as the others do (HALO_GLES); without OpenGL
  (debug.null_renderer) it is not compiled.
- The picture is the Xbox's own: the retail default.xbe holds it (320 by
  240, runs of 4-bit greys after its width and height), and importing a disc
  image now writes it into the maps folder as loading.tga: port/linux/src/
  xiso.c, the Android app's XisoExtractor.java and the web page's
  xiso-worker.js. Without one (a maps folder copied by hand) the light
  sweeps over clouds the game makes. No game data is in the repository.
- progress_bar.c also has a mode a download screen over the menus can use
  (a share given, from 0, drawn over the menus, and let go of).
- A picture that cannot be written whole is not left cut short (the
  loading screen would read past it).

Checked: port/web/tests/xiso.test.js takes the picture out of made-up
executables (and an image's default.xbe); the Java decoder gives the same
bytes as the JavaScript one; xiso.c's picture from a Rev 2 disc image
matched a separate decoder's byte for byte; the Linux CI steps and the
web build and its tests in Docker; the Windows release build.

[The disc image parts (xiso.c, xiso-worker.js, XisoExtractor.java and
xiso.test.js) redone on the rewritten disc-image readers.]

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit 010110026e719c3e8c38d36b93d57cf67b616230)
2026-10-20 00:29:34 +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 ff76b33f0b Merge pull request #337 from innerhat-dev/nav-marker-before-draw
Classify a nav marker before drawing it
2026-10-20 00:07:31 +13:00
MrBruh 69ec31a49d Merge pull request #328 from GiovanH/fix/split-screen-start-now
Port: Allow split-screen play in PC menus
2026-10-20 00:07:31 +13:00
MrBruh 54a9c8f0e6 Merge pull request #385 from arimwilson/bumper-jumper
Add the Master Chief Collection's Bumper Jumper button layout
2026-10-20 00:07:30 +13:00
MrBruh 5aafe7af9e Mark the second batch's changes to the game's sources as the port's
Several of the fixes taken from the forks changed source/ without the
port: comment that marks a change from the original (the second copy's
datagram ports, the downloaded maps' refusals, the main menu's clock,
the one-magazine HUD states, the render lists' sizes and others), and a
comment still named a function of that fork's. Each change now says so.
2026-10-19 23:06:19 +13:00
xshxdex98 04a63d9094 The main menu's scene keeps running behind every menu
A tick waits for an input update with an action for each player, and the
menus change who the local players are (signing profiles in and out, a
lobby's network game owning the queues). In a lobby, or once a client's
clock waited for a game, the main menu's scene stopped ticking; and a
screen flagged to pause game time (Mods, the map and gametype screens of
setting up a game) paused the clock that runs the scene, which then
started again from its beginning as the screen closed.

The main menu's scene now always ticks on this machine's clock
(game_time_menu_scene), its players idle where the queues have no input
for them, and at the main menu those screens no longer pause it. The
distributed netcode's per-tick work is not done for the scene: a lobby's
machines do not share it.

(cherry picked from commits 8444785804f8cfb413020da5a03fc5dd65f918e9, 6267d199117f87e56a3f41fc8932966a39a3feb2
and 3a4097bb48f34245b750028a5c0ae28e03bae037, made again on OpenCE's game_time_update,
which has no separate clock connection for the scene)
2026-10-19 23:02:57 +13:00
MrBruh 34002780ce Draw a HUD message's high-res button before looking for the map's picture
The high-res HUD draws a message's controller button by its place among
the HUD globals' button icons, but only once the map's message icons
bitmap had a picture at the button's sequence. Halo PC's message icons
have 13 sequences to the Xbox's 24, so on a Custom Edition map a prompt's
button past them was not drawn at all, and the rest only because the map
had some other picture there ("Hold [rocket launcher] to swap" on
coldsnap, with the high-res HUD off). The high-res button is now tried
first. With display.high_res_hud off, a Custom Edition map still draws
its own pictures.

Found in commit 4c3e74cf29341ff344aca09febc0fab7e1d19919, which instead
reads the Xbox's button pictures out of ui.map for every Custom Edition
map; that is not taken.
2026-10-19 23:00:31 +13:00
xshxdex98 74649ec993 Server browser: pings coloured by how good they are
The Join Game server browser shows each ping coloured: green under 80 ms,
yellow under 160, red above. A text colour hook of the menus'
(pc_menu_text_color) gives the ping its colour; the rest keep their own.

(cherry picked from commit 335c6522e9fb7aa33762e3f2cf27c518ac0e48ce, without that fork's
Online Games screen, the thresholds and colours kept in menu_functions.c)
2026-10-19 22:48:05 +13:00
xshxdex98 336dc0d262 Server browsers: a game selected in yellow, as Custom Edition's
In Join Game's server browser a click selects a game, its row in the
yellow-outlined picture Custom Edition draws for it, and a click on the
selected game, a double click, A, Enter or JOIN joins it; one click
joined it before. The keys move the selection.

(cherry picked from commit 472d232246568ed2e3ee56bc93d97a3530feea54, without that fork's
Online Games screen; OpenCE's rows already take the focus only from a
click, not from the pointer passing over them)
2026-10-19 22:45:37 +13:00
Milenko 329d311c16 Campaign: new profiles start at the beginning, as on the Xbox
The debug build this port comes from unlocked every campaign level on
every difficulty for each new profile. Retail Xbox Halo does not: a new
profile starts at The Pillar of Autumn and each level opens when the one
before it is finished. New profiles now start that way.

- game.unlock_all_levels (off by default) keeps the old behavior for new
  profiles, for those who want it.
- profile_reset_campaign in the console clears the current profile's
  finished levels and last played level, after a confirmation
  ("profile_reset_campaign yes"). Profiles made by earlier versions had
  every level open and cannot be told apart from a real full clear, so
  nothing is changed automatically.

(cherry picked from commit 224d9a757575509efb0dedab094bd0d34df59e96, without its top README
table, which OpenCE does not have)
2026-10-19 22:42:30 +13:00
xshxdex98 7b447b1065 Weapon HUD: no secondary warnings for one-magazine weapons
A one-magazine weapon's second magazine, read as empty, still set off the
secondary states: the secondary trigger ready, flash, reload and "no ammo
for reload" crosshair states, and the draw states of its total and loaded
ammunition (flashing, disabled), which coldsnap's and hugeass's master HUD
draws as NO FUEL beside the weapon's own NO AMMO. These now apply only to a
weapon with a second magazine.

(cherry picked from commit 488bd83eafaabf26a7e392eaf8b240b1319e07c3; OpenCE already cleared
the state first, kept the overlays off and checked two of the crosshair
states, so only the rest is taken, and no CHANGELOG.md)
2026-10-19 22:31:57 +13:00
xshxdex98 fc51992a7e Menus: a failing event function names its widget
"event handler function failed" said nothing of which: the gametype
editor logged it fifteen times. It names the function's number and the
widget's tag, taken before the function runs (it may delete the widget).

(cherry picked from commit 5f4494f42b1919dc1e38c6f8e168b646768e74f1)
2026-10-19 21:57:31 +13:00
Milenko a321e98fd0 PC menus: the mouse wheel leaves a screen's button bar
A screen's button bar (SELECT and BACK under a list) steps sideways, so
once the wheel scrolled past a list's last row onto the bar it went back
and forth between the two buttons until a row was chosen again with the
mouse. A touch drag already left the bar with up and down, as the d-pad
does; the wheel now does the same.

(cherry picked from commit 2ddad079fa5435a70a383d757de16b960c421505)
2026-10-19 21:49:02 +13:00
Milenko 3f06bf815f No shield damage sound while an overshield drains
On a network client the overshield's drain arrives with the host's updates
after the HUD has taken its last shield value for the tick, so every frame
the shield looked a step lower than the HUD remembered and the shield
damage sound played for the whole overshield. The Xbox plays nothing.

The meter's flash already told the drain from a hit (a step of 0.05 or
less from past full); the sound now uses the same test, so a drain is
silent on host and client while a real hit on an overshield still flashes
and sounds.

(cherry picked from commit fd9c918313076ecc686209a0f4c75a6ef23340c4)
2026-10-19 21:48:24 +13:00
xshxdex98 88b0290186 Progress bar: a depth buffer released only if there is one
OpenCE's leak fix releases the surfaces the capture took; the device's
depth buffer may be none (D3DDevice_GetDepthStencilSurface's NOTFOUND),
and D3DResource_Release reads the resource it is given.

(cherry picked from commit ff654a774061c74d30f31ce986d7ebdefcafad74)
2026-10-19 21:47:44 +13:00
Milenko 572c674e43 Change Name in a game no longer crashes
The virtual keyboard kept its keyboard tag from the main menu's map after
that map was unloaded, so Change Name in Settings from a game's pause
menu opened it on a stale tag and the game stopped. The keyboard is now
let go with the old map's interface, as its tags are; at the main menu it
is set up again, and in a game Change Name does nothing.

(cherry picked from commit 4c05c5b3237330669f55c2bdb123b7cde4e4e056)
2026-10-19 21:47:44 +13:00
MrBruh d490fd8bd4 Undo the map list's own return to the main menu after a match (#329)
The Xbox's postgame map select wrappers already carry
main_menu_if_no_history, with which the stock event code calls
main_goto_main_menu() when Back closes the last screen. The PC menus'
connected_map_select_wrapper, which menu_tags.c opens in their place,
was given the same flag by tools/port_settings.py in 4301ca88d, so the
hard-coded names and the network_game_abort() call in
widget_instance_go_back_to_previous were not needed, and they changed
stock split-screen behaviour (a split-screen game is a local server).
widget_instance_go_back_to_previous is as it was before 7d128e1bd.

Checked: the harness and touch menu tests (491 passed), test_web_build
(11 passed), ui_widget.c compiled for Linux and the Android guest.
2026-10-19 21:40:27 +13:00
MrBruh 7270ddc069 Merge pull request #329 from innerhat-dev/postgame-menu-begin-random
Allow a full begin_random list and return to the main menu after a match
2026-10-19 21:16:09 +13:00
Stefan MaierandClaude Opus 5.5 e901c92b41 VR: the menu button held shows the scores (the Quest's controllers had no way to them)
A press pauses as before, now as it is let go; held 0.4 s, the scores
show as long as it is, as the Xbox's Back. In the menus it is Start at
once. The Quest's controls page says so.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 14:42:41 +02:00
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 0110c16001 Merge bnunu/halo-1 main into testing, keeping OpenCE's code where both changed it and leaving out its matching tooling and logs 2026-10-18 22:31:23 +13:00
MrBruh 8488a161eb Fix the text chat's review findings: no | in lines, case-blind mutes, wrapped lines, per-view and hidden chat, stream-only host messages, no chat in browser-joined public games (#399) 2026-10-18 19:33:08 +13:00
Jonas VolmanandClaude Opus 5.5 da38822634 Re-land the in-game text chat (revert #397)
This reverts 4ac609f0, the revert of #395, so the chat is back as it was
merged: T, Y and Tab, team and vehicle lines, the host's /mute, the
VOICE AND TEXT CHAT settings page and the Android placement.

The one conflict is source/text/draw_string.c, where #395's streamer mode
and testing's (90dd65ca, text_filter.c) both hook the drawn text; testing's
hook is kept. #395's own filter (chat_filter.c, game.streamer_mode) is left
in place, unhooked, for the next commit to take out.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 19:44:03 -07:00
MrBruh 90dd65cab4 Add a streamer mode that hides slurs, swearing and insults in text from other players, maps and mods 2026-10-18 15:16:12 +13:00
MrBruh 4ac609f0df Revert "Add an in-game text chat for network games" 2026-10-18 15:03:39 +13:00
Jonas VolmanandClaude Opus 5.5 75b2393ccf Merge testing into ingame-chat
testing's SOUND PROCESSING page and the chat's VOICE AND TEXT CHAT page
both split rows off Audio Setup in tools/port_settings.py. Both are kept,
as two category rows, sound processing first. The settings screens and
menus.json are regenerated from it, so they match testing's apart from the
chat's page, its row on Audio Setup and Controls Setup's COMMUNICATION
group.

Checked after the merge: the Linux debug build, the network format check,
the CI Linux test step (467 passed, 6 skipped), and the three-machine
system-link chat test, /mute and /unmute included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 18:37:12 -07:00
Jonas VolmanandClaude Opus 5.5 3efe79a38d Add a text chat to network games
Network games had voice chat but no way to type to the other players, as
the PC version's chat did. T (controls.chat) types a line to everyone and
Y (controls.team_chat) one to the team; Enter sends it, Escape cancels it.
The lines are drawn above the motion sensor with the HUD's font: the
player's name in their team's colour (blue without teams), then the text
in a pale blue, and fade after ten seconds (port/linux/game/network_chat.c).

A client sends its line to the host (_distributed_message_chat_up), which
takes it only from the client's own stream and one of that machine's
players, five at once and one each 1.5 seconds after, its text cut to 63
characters of printable ASCII, and sends it on to the machines that hear
it (_distributed_message_chat_down): all, or a team's line those with a
player of the team. Older builds drop both kinds as unknown, so the
network version stays 29, as for the vote kick; network_format.txt
records the two kinds.

While a line is typed the keyboard drives no player, as with the console
(xinput_sdl.c), nor voice chat's push to talk or the debug keys. Controls
Setup gets a COMMUNICATION group with PUSH TO TALK, CHAT and TEAM CHAT
(the controls screen's spinner strings changed by hand to what
port_settings.py writes: ce_menus.py needs the PC version's tags).

Checked: tools/harness/tests/test_chat_logic.py (the text's cleaning, the
host's rate, who hears a team's line, the fade, with negative controls);
the CI Linux test step; three machines on system link with
debug.network_test_chat (new), every machine showing the lines to all in
one order and a team's line only on its team's machines; and a host drawn
on Xvfb with lines typed on its keyboard through xdotool (sent on Enter,
not on Escape, the player still while typing).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 18:02:07 -07:00
Stefan MaierandClaude Opus 5.5 a31c482d5a Hold each weapon so that its hand lands on the real one
The first-person model hung from a camera at one fixed place from the
weapon hand's controller (18 cm behind, 10 cm left, 14 cm above), but
each weapon's animations hold the hand elsewhere from that camera: the
pistol's wrist came out 15 cm before the controller (22 cm before where
the free hand's wrist is, 7 cm behind its grip), the plasma pistol's 11,
the assault rifle's 8 cm aside and 10 cm low; the weapon arm looked
longer, reaching forward. Measured on the Quest 3 (2026-10-17).

Now the wrist as the weapon is held ready is kept for each weapon
(eased, the last eight weapons), and the camera put so that it lands
where the free hand's does: 7 cm behind the grip, along the aim. The
model, its barrel, the laser and the shots move with the camera, as
before. A weapon not yet seen is held at the old place for its first
frame. vr.weapon_hand_forward/_right/_down (0 by default) move the hand
on the weapon; vr.weapon_forward/_right/_down, the old fixed place, are
gone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 17:41:48 +02:00
Stefan MaierandClaude Opus 5.5 76fbf67334 Merge OpenCE upstream: the high-resolution Xbox HUD completed, pause menu artwork, client-side mods, the resampler setting, unsteered vehicles' netcode
README.md keeps Ringfall's; OpenCE's README is copied to
docs/OPENCE_README.md as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 14:54:00 +02:00
medic-codeandClaude Opus 5.5 c6c02192ff Draw the match clock on the multiplayer HUD
The gametype's time limit ends a game, and its time left is drawn on the
scoreboard, but a game without one shows no time at all, and the
scoreboard is a button hold away. The clock players time the weapons by
was a stopwatch beside the television.

It counts up from the game's first tick, which is the tick the items'
respawn periods count from as well (game_engine_update_item_spawn's
game_time_get() % respawn_period), so an item is back on the map at every
multiple of its period on the clock: on Chill Out the overshield is up at a
minute, the rocket, camo and overshield at two. Elapsed rather than
remaining for the same reason: a game with a time limit is the one a
player most wants to time the rockets in, and its time left is on the
scoreboard already.

It is drawn at the bottom right, where the versions players know it from
put it, clear of the first person's weapon. The HUD's own text colour is
lost against a map as bright as it, so the clock is lifted toward white and
drawn whole. ticks_to_unicode_time_string leaves the minutes out below a
minute, which a countdown reaches only at its end but a clock counting up
starts at, so the digit is put back at the call.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01194FWhCaedcdGjEksr1H8w
2026-10-17 11:12:58 +02:00
MrBruh 7059096e1b Merge main into testing, bringing in the pause menu and HUD fixes of #378 2026-10-17 17:43:40 +13:00
MrBruh dd16971b6c Add client-side mods with a Mods menu, load order and incompatibility checks 2026-10-17 16:19:49 +13:00
bnunu 25697bbaa1 Merge pull request #378 from chestahh/opence-ui-fixes
Fix regression in pause menu & The Maw timer, restoring legacy Xbox behaviour. Fix incorrect Edit Gametypes positioning
2026-10-16 17:49:30 -04:00
Ari WilsonandClaude Opus 5.5 a22dd332f7 Add the Master Chief Collection's Bumper Jumper button layout
Settings > Gamepads > Button Layout gets a sixth choice, Bumper Jumper as
the Master Chief Collection has it for Halo: Combat Evolved: jump on the
left bumper (the Duke's white), melee on the right (its black), switching
grenades on A, action and reload on B and the flashlight on X; the
triggers, stick clicks, Back and Start are the default layout's. The Edit
Profile picture, which shows the Xbox's pictures of its five layouts,
keeps the row's own picture for this one, of which the Xbox has none.

A layout the build does not know (a later build's) now gets the standard
buttons. With no case for it, every control was on A, start and back
with it, and input_abstraction_update_local_player_preferences' assertion
stopped the game, release builds too. Builds before this one still stop
when they load a profile saved with Bumper Jumper.

The buttons are mapped on each machine before its players' actions are
sent, and profiles are not sent (only names and colours), so
HALO_PORT_NETWORK_VERSION is unchanged.

Checked: tools/harness/tests/test_button_presets.py (every layout keeps
start and back and gives each control a button of its own, Bumper
Jumper's mapping, an unknown layout is the standard one, and three
negative controls), built 64-bit on macOS; the settings screens written
again with port_settings.settings_files(), which changed only Gamepads,
and test_web_build.py's and test_linux_port.py's menu checks; the units
that include player_profile.h and menu_functions.c compiled for i686
Linux against the portable system root. Not yet played with a controller,
and not built for Windows, Android or the web.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 14:23:35 -07:00
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
chestahh f8b3eecb37 Complete the high-resolution Xbox HUD
Upscale the original vehicle/passenger labels, warnings, reload dots and
messaging sheets without changing their glyph layout or sprite coordinates.
Use the existing Xbox controller redraws for A/B/X/Y/Black/White prompts;
other controller symbols retain the original Xbox art through upscaling.
Match the existing high-resolution vehicle meter contour to remove the
double wrench. Restore the rounded diamond sniper reticle, contain the
flashlight fill and assign discrete thresholds to whole ammunition bullets.

The HUD module owns interpolation and tag selection. A narrow texture-cache
hook is needed to obtain decoded original pixels and invalidate generated
textures with their source; the messaging hook selects the existing button
art. Both respect the High-Res HUD setting. MCC's separate draw/texture
paths remain intact. No MCC bitmap data is embedded; label interpolation
was retained at the user's request, with its limited sharpness acknowledged.

Validated Windows portable release build; 246 focused HUD tests; 15,360
real GPU ammunition checks; hidden Xbox HUD captures enabled/disabled;
Xbox/MCC/Xbox transitions at 30 and 120 FPS with no exceptions. Player health
and sniper zoom-label pixels outside the targeted regions are unchanged.
Android/web targets are unavailable in this Windows build configuration;
Custom Edition gameplay data is unavailable, so that path was inspected.
No simulation or network format changes; network version stays unchanged.

(cherry picked from commit 5398553e4a95d7d68376acf023e6ca671066a614)
2026-10-16 16:07:49 +01:00
chestahh 5e228ea9db Restore pause menu artwork, timer digits and multiplayer menu spacing
Restore the pause header and footer bands while retaining Settings, the
campaign body gradient, and the Xbox footer alpha of 191/255. Initialize
the scripted timer scaling flags so stack data cannot shrink its digits.
Move Edit Gametypes and its divider inside the connected panel.

This implementation-only upstream contribution excludes MCC, regression
tests, documentation, optional regeneration commands and workflows. The
complete fixes and tests remain on GulchCE testing and the local validation
branch. Original cherry-picked changes below were combined and scoped to
OpenCE; authorship is retained.

Validated: portable release Windows builds on both bases; 25 upstream
art/timer tests and 52 GulchCE tests before upstream test exclusion; hidden
Xbox and MCC pause captures, both timer HUD settings, and multiplayer menu
captures. Final generator matches all committed pause SVGs. Android/web
targets are unavailable in this Windows configuration; online co-op was
not replayed.

(cherry picked from commit a0c20572f8bfa6af0d2f94c57abef32357750bf0)
(cherry picked from commit c76a3a596f7dbe8ced581b2e6c759aae0baababb)
(cherry picked from commit f0804e1e5c857db6dc84ff16c72d3f8b8abf95a2)
(cherry picked from commit bff920f6a5ec614caf98ff5e8555a0320b0a29f1)
(cherry picked from commit b1b59eb7237d901dba10aa0b5187b184f3f44a7b)
2026-10-16 04:43:57 +01:00
BirchWoodGodandClaude Opus 5.5 313a1d63c8 Add a latency meter for network games, off by default
display.latency_meter (HALO_LATENCY_METER, default false) shows this
machine's round trip to the host at the screen's top right while a network
game is played: "Ping 45 ms" with four bars drawn as quads, green below
80 ms, yellow below 150, red from 150. The host shows "Max ping", its
slowest client's. A client that has heard nothing from the host for two
seconds shows "Connection problem", pulsing; the host logs a client silent
as long. It is not drawn in the menus, after the game, over a co-op
cutscene (but a connection problem), or when the host plays alone. It is a
setting, off, because the stock HUD has no such meter; only in config.toml.

Nothing more is sent, so the network version stays 29. The meter reuses
the round trips the distributed netcode already takes: the host each
client's from the host tick its input names, a client its own from the
client tick the host's state of its player (or, driving, its vehicle)
names. Those are counted in ticks; the meter times the same echoes in
milliseconds by when this machine sent the tick they name (the last 64
ticks' send times kept), smoothed as TCP smooths its own. A client also
notes when the host's latest message came. All machines, system link,
internet play's tunnel and a browser's WebRTC channel alike, carry these
messages, so the meter reads the same over each. What is shown is
refreshed in the tick twice a second, and only with the setting on;
halo.log then has the round trips every ten seconds ("latency: ...") and
each connection problem as it starts and ends.

Ported from the Halo CE for PS Vita port (BirchWoodGod, contributed under
CC0), where it is on by default.

Checked: Linux debug and release, web and Android debug and release
build; tools/network_format.py: the wire format is the one recorded. A
system link host and joiner in a network namespace with netem's 40 ms each
way: the meter read 89-123 ms on the joiner and 94-128 ms on the host (80
ms of network and each machine's wait for its next tick); all traffic
dropped for 5 s: "Connection problem" on the joiner after
2247 ms, the host "Max ping 2980 ms" in red and its log "machine 1 silent
for 2190 ms", both heard again after the blackout. On loopback with no
delay: 25-35 ms. With the setting off, the game logs the same lines as
origin/main (numbers apart) and config.toml differs only by the new
setting.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011ucYZ9cvWn3nrnk7kK3S5X
2026-10-15 01:05:36 -05:00
biu788 f648b6cb24 Add third-person camera for Warthog and Scorpion passengers 2026-10-15 12:59:22 +08:00
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
justinfilip 36ea3fb80c Classify a nav marker before drawing it. 2026-10-13 08:06:03 -05:00