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>
"highest" chose level 4 for every model, and render_model_parts draws
nothing for a permutation without geometry there, so those parts
disappeared; and a10's cryotube's top level (a cutoff of 3000) is its
inside only, which "highest", and "native" at 4K, showed from outside.
With display.model_detail other than "stock", each permutation now draws
its most detailed level at or below the model's that has geometry, and a
level with a cutoff over 1000 only while the camera is inside the model's
bounding sphere (port/linux/game/model_detail.c), from eltanschauung's
#282. "stock" draws the model's level as before; so does
rasterizer_debug_model_lod.
Checked: python -m pytest -q tools/harness (#282's lod-* cases in the
transparent enclosure test and its interior, bounds and permutation cases
in test_model_detail.py, with negative controls); models.c, d3d8_gl.c and
model_detail.c compile (-fsyntax-only) with the Linux, Android guest and
web commands.
The game chooses a model's level of detail by its size in pixels on the
Xbox's 480 lines, whatever the resolution, so at high resolutions distant
models drop to their simpler levels long before it would show.
display.model_detail (HALO_MODEL_DETAIL): "stock" (the default) chooses as
the Xbox did; "native" by the size on the display's lines (without
supersampling's factor); "highest" draws the models native does, each at its
most detailed level. The first-person weapon and the sky are unchanged.
Android draws 480 lines, so there native is stock.
Checked: the same b30 view at 854x480 and 2400x1315 gave the same sizes in
stock; at 1080p native measures 2.25 times as much and moves the corpses and
weapons up a level, highest puts everything drawn at its top level. The
level chosen is used only to draw (render_model's callers are the objects',
the first-person weapon's and the sky's drawing), so nothing a network game
agrees on changes; stock multiplies by exactly 1. Not checked with ssaa2x or
on a 4K display, nor built for Android or the web.
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>
render_model_parts now follows a link whose previous part is 0, which retail did not: of the 10862 parts of the 24 stock maps' models none has one (the needler's 2 and 3 are their only links), so it changes nothing there. The comments say what the links are for, and the long conditions are wrapped.
The powerup bounds of #117 move from source/models/models.c to port/linux/game/powerup_render_bounds.c, called from scenario_tags_load beside the other tags-loaded hooks, so the game's models.c no longer takes <xtl.h> and D3D buffer locks. It uses square_root and a relative margin in place of sqrtf and nextafterf, which strict gnu89 does not declare, and the objects.h scale change is marked as the port's. tools/test_powerup_bounds.py is dropped: it redeclares the engine's types by hand and CI does not run it.
On bloodgulch the active camouflage's render radius grows from 0.1 to 0.23 and the overshield's from 0.1 to 0.21; no other equipment changes.
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>
- vr.log_performance reports how long the first-person pose takes a frame
(its animation and the arms), how often it is built, and the arms' part
of it (halo_vr_timing_start/_end).
- Once per hands model it logs how many triangles hang from each node and
how many of those from the skeleton's root ('frame bone24'), read from
the part's own buffers (rasterizer_model_buffer_data, after
HaloCE-Quest-VR, CC0). In the emulator the cyborg's hands have none on
the root: the ribbons of e377e4dc did not come from root skin.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Recover transparent geometry submit (+1,285 meaningful code, zero exact losses); reconcile COMMON ownership and Q10 85+EXT1 credit, actions/main data, and separately disclosed denominator corrections. Preserve canonical-only repairs and all held research. C09 is ordinary disclosed cleanup, not a claim of proven scaffolding intent. Clean rebuild, 1,663 tests, parks, audits, provider links and independent EXT1 check pass. Local reconciliation only.
Import only independently reviewed production changes. Preserve canonical physics and virtual-keyboard repairs; keep B3 and all unresolved holds out.
Record exactly four approved canary debits (6987 meaningful bytes), six Halo admissions and two revocations. Keep vendor ioinit/storage work separate. Full build, 8252-row sweep, 1318 tests, park/admission/fake audits and 621-object binding pass within approved debit bounds.
Do not publish donor research dumps or private assets. README and unrelated user research remain untouched. See frontier_publication_reconciliation_20260927.md for complete evidence limits and accounting.
* wip objects.c work
* objects_disconnect_from_structure_bsp
* match more functions
* more objects work
* objects_update work
- 93.42% matching
* match matrix4x3_transform_point
* more objects work
- fix duplicate symbol name at 1870800
* match object_choose_random_change_colors
* match object_update
* objects_garbage_collection work
* match object_set_position
* more object work
* match objects_update
* more object work
* match object_select_random_region_permutations_by_variant
* objects_in_sphere work
99.90% match
* object name list calls
* match objects_in_sphere
* misc matches
* match structure_bsp_definitions object
* match objects_in_clusters_by_indices
* more object work
* match `edit_text_handle_key`
* mark edit_text as matching
* misc changes
- match get_next_character
- match data section in objects.c
* object_export_function_values work
* match object_compute_function_values
* match object_get_orientation
* added functions and adjust formatting
* fix profile macros
* formatting changes
* more formatting
* more formatting
---------
Co-authored-by: punpckhdq <121350336+punpckhdq@users.noreply.github.com>