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.
msvc_comdat.c defines __inline as weak on Windows, which a static function cannot be; the accessor is __inline__. Checked by compiling msvc_comdat.c for i686-pc-windows-msvc.
The timer was leaving the named vehicle on the pad and creating another on top of it. The home now follows that named vehicle, and a pad that already has one does not get a second.
Video Setup > Graphics > Shield Glow, off by default; Glow Intensity:
DEFAULT or LIGHT SHOW (three times as far and as bright).
As a unit's shield flares (hit, charging, falling), it lights what is around
it, and itself, as a plasma bolt does: a Spartan's gold, an Elite's blue,
any unit's its shield shader's own edge color. The glow's strength is the
flare's, the intensity the shield plasma is drawn with (its intensity
source, an object function, to its exponent), so it rises and falls with
the flare seen on the body, and fades with active camouflage.
port/linux/game/shield_glow.c chooses up to 8 units within 25 world units of
the camera each frame. object_lights.c gains port glows: ordinary dynamic
lights attached to an object's node, kept alive, colored and sized each
frame by their maker (light_port_glow_set) and gone a moment after it stops,
drawn with a light definition the map already has (one without a lens flare
or a flashlight's flags, a plasma one where there is one): no new assets.
Only the drawing changes: nothing the game simulates, nothing sent between
machines. Checked by compiling the changed units.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtk9vPUKbWd48oBMzXuzd
Video Setup > FOV and Viewmodels > Shield Color: DEFAULT (the shield's own)
or one of the 18 multiplayer armor colors (player_profile.c's table: white,
black, red, blue, gray, yellow, green, pink, purple, cyan, cobalt, orange,
teal, sage, brown, tan, maroon, salmon), whatever the armor's color.
No new assets: the shield's own plasma shader is drawn, its perpendicular
and parallel colors replaced by the chosen color at their own brightness
(their brightest channel), so its noise, animation and intensity are the
shader's. A local player's unit is drawn with a copy of its change colors as
the modifier's colors (render_object_list); rasterizer_plasma_energy_draw
knows that copy again and replaces the shader's colors only for it. Plasma is
added to what is behind it, so black is drawn as a faint grey.
Only this machine's drawing of its own players' shields changes: others see
your shield as their own settings draw it, and nothing sent between machines
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
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
Video Setup > FOV and Viewmodels > Legs, off by default. In first person the
player's own body, which the game animates as everyone else sees it but does
not draw for its own player, is drawn from the waist down: looking down,
your legs walk, run, strafe and crouch as the body's animation moves them.
How it is drawn (port/linux/game/first_person_legs.c):
- A copy of the body's pose as drawn: everything but the hips and legs (by
node name: pelvis, thigh, calf, foot, toe) folded into a lid over the
waist, the root kept.
- The body set back behind the eye, each frame, as far as keeps the waist's
open rim beyond the bottom plane of the view (the way Halo 2's fp_body
keeps its open top out of sight): looking ahead, 4 cm; straight down at
105 degrees, about 67 cm. The legs are seen as they swing forward.
- Drawn with the world's camera, so it keeps its place and size at any FOV;
not in mirrors, not in the shadow pass, without what it carries.
The waist's rim is found from the model's own triangles: object_mesh.c reads
an object's drawn mesh (its most detailed geometry, in the permutations it
shows) from the vertex and index buffers the game draws it from, as
powerup_render_bounds.c reads them; its cache is forgotten on a new map
(objects_initialize_for_new_map).
Only the drawing changes: the body, its hit boxes, markers, the camera and
everything sent between machines are the game's. Checked by compiling the
changed units; the fold and set-back were checked against a capture of the
cyborg's mesh and pose and played on Windows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtk9vPUKbWd48oBMzXuzd
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.
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.
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.
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.
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.
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.
Split HALO_ANDROID into HALO_ARM64_GUEST, HALO_GLES and HALO_ANDROID
Conflict resolved: main's render-target eviction and mip composites are kept, with the PR's HALO_GLES guard on the ES blit fallback after them.
Five or more players come back with that group, beside someone there who is safe to stand next to. A fight in the whole group waits ten seconds. Fewer players still follow the host.
The raised limits' and the walk's comments are marked as the port's, with the unverified HAC2 and MCC comparison left out; the walk's says why the index is compared whole, and the once-only log of a frame reaching the limit gets a comment of its own.
The helpers' comment is marked as the port's and says plainly what the short holds; their definitions move to the file's private code, and the plane the item is moved onto is indented inside its new surface check.
The sleep's comment is marked as the port's and says what the spin cost (a core held busy, not system calls: the clock is read through the vDSO on Linux and Android), and the precache test the sleep no longer depends on is gone rather than cast to void.
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.