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.
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
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.
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.
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.
Three engine checks no longer stop the game on data Halo PC tolerated:
HUD sounds with no tag, dialogue variants with no dialogue, and non-model
shaders under camouflage (an environment shader on a first-person weapon:
not drawn while camouflaged rather than misread as a model shader).
These three only: OpenCE already had the commit's other repairs (protected
maps, node trees, scripts that fail to load, HUD meters and digits, object
functions, collision edges, weapon lists, more than 16 dialogue variants),
some made another way, and has no 64-bit build for its script stacks.
(cherry picked from commit d15b6ca913266b984966897e1be4e24c69a75b30)
A list whose focus reached its first or last row scrolled on and moved the
focus a row in; the pointer hovering that row took the focus back the next
frame it moved, so the list ran through everything and the row under the
pointer never stayed lit (the game types, the lobby, the internet lobby).
A list now scrolls on at its end only when the d-pad (keys, controller,
the wheel) put the focus there (ui_widget_port_pointer_focused).
(cherry picked from commit e74f5bbb541a480a72871adeb719472908607d12)
Deleting a saved game file moves the files after it down the memory
unit's list, but the players kept their profiles' old indices. A profile
deleted before the one in use left that one's index naming the next file,
often the next profile made: the profile in use was then saved over it,
taking its name in the list, while its folder kept the new name, which
then read as in use ("a profile with this name already exists") with no
such profile shown. The indices the players and the profile editor hold
now follow their files down the list, and one naming the file deleted is
none.
Fixes#148
(cherry picked from commit 4575f6e6ec7010de1036a3a639ee2794181874d8)
(cherry picked from commit 4bbd4965afbbaa22cb3a655a181c3770382bc505)
The scan kept each local player's blip count and the scan order in one
array of four, the counts first and the order from 2, and had two camera
positions: all the Xbox's two player co-op needed. With three or four
local players in split screen they were written past their ends and into
the function's stack guard, which halted the game as it started drawing
the HUD ("corrupt stack at 0!"). The counts and the order are now arrays of
their own, and there is a camera position for every local player.
(cherry picked from commit 266a556967273bfcf096c1e6009acdb7a5ee045d)
(cherry picked from commit c02cb986c2c5acc6426fcb043f39d1062617f7f7)
(cherry picked from commit ee9cbf17d1422f2b57b5ca07c98010ece1bcbad6)
25 notes ("left unassigned only by this default arm ... approval pending,
2026-09-27 audit") argued that a variable was never read unset. Where the
arm ends in system_exit they were right and simply go. A release build's
assertions return, though, so where the arm only asserts the variable now
starts with a value (a Custom Edition map's HUD data can reach hud_draw's).
A failed map precache reads as failed.
rasterizer_debug_drawing_begin had two declarations, one with an argument
its definition never takes; it now has one, and the port's macro papering
over the mismatch is gone.
(cherry picked from commit 74f8a048e4c3cc7dbc4b050dd41a8bae912bb367)
Uninitialised locals get values (debug vertex, datastore result, index
buffer, map tool direction, AI entry points, escape alignment, grenade aim
from a vehicle, game options descriptions, unreachable switch arms), the
AI's squad and platoon records move whole, a speech cause point is read,
the geosphere's out-of-memory path frees itself, a console cond clause
without a result is refused, and the crash reporter rejects truncated map
files. Gameplay the original game has, kept so it plays the same, is noted
in a line rather than a page.
(cherry picked from commit 75afc4a1e57af2ba697e8be0e33b2afeee7639f8)
terminal_printf started its variable arguments into a char *, which is
what va_list is on the Xbox, 32-bit x86 and Apple silicon, but not on
x86-64, where va_list is a one-element array of a register-save
structure. On an Intel Mac (or under Rosetta) va_start wrote through an
uninitialised pointer and vsnprintf read garbage, so the first terminal
line printed with arguments crashed the game.
Choosing an empty profile slot is such a line: "player profile begin
editing" fails, as it does on the Xbox, and console_warning reports it
through terminal_printf, so setting up a profile crashed on Intel Macs.
(cherry picked from commit 024e41b8cb1553d7ad9b96233860848d49e5ad13)
With input.touch_aim_assist false, walking with the touch stick still let the view follow a target: the touch controls now count as aiming without the assist until a stick aims again (halo_linux_touch_aiming), as the mouse does. The stick's diagonal is full on both axes, as a controller's square stick gives. The gyroscope reaches the game apart from the swipe (nativeGyro), so the profile's invert look turns only the swipe.
The overlay shows once the game has been in play for 200 ms, so it does not flash at a level's first frame. The options dialogs are counted, so a dialog opened from another keeps the controls released, and the layout is saved when the last one closes (a slider moved without a finger was not). A floating stick rests where the thumb lands, even near an edge, and not in the bottom gesture zone. A finger's width is at most 34 logical units, so the D-pad's buttons stay apart on a small dense display. A held button that takes over the swipe from another finger starts from where it is, not from where it went down. The system bars coming and going no longer release every finger. Hide stops the gyroscope.
The libtiff comments are corrected: the screenshot_count and screenshot_size globals also reached tiff_export, but read back-buffer memory the port never draws into, so they never had the picture. Stale comments are fixed and the source exclusion test covers folders.
Each controller's events went only to its own player's screens, and the
main menu is the first player's: a gamepad on any port but the first
did nothing, and a phone can list a device of its own (its touch
controls) before the gamepad. With one person playing, the first
player's screens now read and take every controller's events; with two
or more, each controller keeps to its own player's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Saving the profile being edited wrote it to the disk only: a local
player playing with that profile kept its old button and stick layouts,
sensitivity and inversion until the profile was next chosen (the next
mission, the next start). Now each local player whose active profile it
is takes the saved one at once.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A finger's targets: a tap on a setting row's label reaches its value, and the values are wider. The mouse clicks the labels and values where CE's menus have them, as before the PR.
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.
usnprintf terminated every string it wrote, so an exact fit lost its last character on Windows (a score limit of 100 shown as 10); the strings the PRs bound are terminated where they are written, as the rest of the game's are. The title copies are ustrncpy again (title_string[79] is terminated after). A map's format takes flags, then at most three digits of width and three of precision, so %5-d, %1.2.3d and huge widths are not passed to Windows's printf.
main_menu.xml is generated from CE's tags; with the keyboard's typing mode ended as it closes, Enter is A again and CE's own Start handler can stay. Its test is dropped with it.
Menus: no save file read each frame
Conflicts with the Custom Edition map lists resolved: with no last_used, the list is still the Xbox's maps and then the Custom Edition maps (level_count), not the Xbox's 13.
Slot 0 was the tests' scratch query and taken for slot 1, so the game's lens flare 0 read flare 1's visibility; a query of its own is the scratch (#150's full batch too), and every slot is a test's. The query buffer is unbound after it is mapped, so a fallback read is not taken for an offset into it. #171's comment as port: comments are.
A function a map's widget may not run (#203) failed as an invalid one does, so the handler opens and closes no screens after it. The four-taps resampler's difference from tap by tap (#221) is measured at -115 to -126 dB, not -140.
The in-game list of who talks colours each name as the names above players' heads are (hud_player_name_color, now shared): allies in the HUD's blue, enemies red, this machine's own players white; in co-op every other player is an ally.
A player talking in voice chat has the speaker just left of their name above their head, centred on its capitals, at the name's scale and fade; only where the name itself is shown (display.player_names, and the gametype's motion tracker rules).
Opus voice chat (port/third_party/opus 1.5.2, port/linux/src/voice_audio.c, port/linux/game/network_voice.c), relayed by the host, in the lobby too. The host decides in Server Setup > Teamplay Options: lobby voice (on by default), the game's mode (off, team near, anyone near, team, team and enemies near: the default), the near distance, and the quality, 8 to 64 kbps (24). Each player picks push to talk (V), open mic or off, the voices' volume, and the output and input devices in Settings > Audio, and mutes others from the scoreboard's menu. A speaker icon marks who talks in the lobby, on the scoreboard and in a list in game. The host takes a machine's frames only with the key it gave it over its stream, within the quality's size, 50 a second and 8 talkers at once, and sends voices only to machines that asked for them, so the network version stays.
An item's pickup message is a map string that the HUD used as the format
of an unbounded usprintf into a 256-character buffer. It is now used as a
format only if its one conversion is the count the game passes
(ustring_format_takes), with usnprintf, and shown as plain text
otherwise. usnprintf now also terminates a string it cuts short, and
ustrncpy_terminated is a bounded copy that always terminates.
A widget's event handlers name their function by its index in the table,
which nothing checked, so a game map's widget could run the main menu's
profile functions (deleting and saving player and playlist profiles, the
demos) and the port's own menu functions (writing config.toml, quitting,
connecting), on its created event too. The shipped maps' widgets run none
of these. Now only the port's own menu tags run the port's functions, and
only the main menu runs its profile functions; a refusal is logged once.
#180 gave a weapon without a second magazine the secondary's overlays at
rest (default and always) and states at rest (not disabled). The Xbox
never set those overlays, and an empty magazine's total ammunition state
is disabled, so the stock HUDs' secondary numbers and icons, which never
showed, drew over the campaign HUD's ammunition and grenade panels.
Such a weapon now leaves the secondary overlays unset, as the Xbox did,
and its states read the cleared, empty magazine. #180's fix stays: the
secondary's overlays no longer write over the primary's.
Text boxes take a string index from 0x5000 as a spinner's extra item's
description (kills_to_win_extra_descriptions). Custom Edition multiplayer
maps' display indices now run from 0x4000 to 0x6000 (8192 maps), so a
list of more than 4096 showed the next maps' names as kills-to-win
descriptions. The descriptions move to 0x7000, which custom_edition_maps.c
already keeps every map's display index below.