Commit Graph
336 Commits
Author SHA1 Message Date
Milenko 7ac5978158 terminal_printf: take its arguments as a va_list
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)
2026-10-10 12:53:22 +13:00
MrBruh 6a74eab5ad Touch controls review fixes
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.
2026-10-10 12:09:19 +13:00
MrBruh 2aa3897189 Setting rows merged and values widened for a finger only (#50)
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.
2026-10-10 00:59:22 +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 65cd4c29d8 usnprintf as MSVC's again, map formats' widths bounded (#197-#199)
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.
2026-10-09 21:06:25 +13:00
MrBruh 5e08c09e78 Merge pull request #199 from ChupathingyCE/upstream-fix/map-format-arguments
Map strings used as formats only with the game's own arguments (with #197 and #198, which it stacks on)
2026-10-09 21:05:46 +13:00
MrBruh 515e6a0ab6 Profiles' Start as CE's again, comment as port's (#222)
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.
2026-10-09 21:03:57 +13:00
MrBruh cb66f9ce72 Merge pull request #222 from eltanschauung/fix/profile-keyboard-routing
Fix Profiles opening Multiplayer after profile creation
2026-10-09 21:03:42 +13:00
MrBruh 1254c1661c Merge pull request #142 from kirklandsig/menus-no-save-file-read-each-frame
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.
2026-10-09 21:03:21 +13:00
MrBruh 7d821587bf Visibility tests' own scratch query, help text comment
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.
2026-10-09 20:09:43 +13:00
MrBruh 4fe5406c41 Merge pull request #185 from xshxdex98/upstream-spinner-descriptions-index
Spinner descriptions' text indices above the Custom Edition maps'
2026-10-09 20:02:39 +13:00
MrBruh 556841cc18 Merge pull request #171 from innerhat-dev/help-text-custom-icon
Skip a help text custom icon instead of halting on a missing button icon
2026-10-09 20:02:39 +13:00
MrBruh 378cb0d427 Refused widget functions fail, resampler comment's figure
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.
2026-10-09 18:52:31 +13:00
eltanschauung b22dacb026 Fix Profiles routing after creating a profile 2026-10-09 01:51:37 -04:00
MrBruh 3bb4866fbf Merge pull request #203 from ChupathingyCE/upstream-fix/widget-menu-functions
Widgets: a map's widgets don't run the main menu's profile or settings functions
2026-10-09 18:46:28 +13:00
MrBruh e7e5777a88 Voice chat list in name tag colours
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.
2026-10-09 17:55:00 +13:00
MrBruh 348f8ad4f8 Speaker beside talking players' name tags
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).
2026-10-09 17:44:55 +13:00
MrBruh f97b33391b Voice chat
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.
2026-10-09 14:20:57 +13:00
Milenko c1694f607f HUD item messages: map text formatted only when it takes the count, and bounded
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.
2026-10-08 08:35:30 -04:00
Milenko 6f0f2992cb Widgets: a game map's run none of the main menu's profile functions
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.
2026-10-08 08:33:20 -04:00
xshxdex98 57038d51c9 Weapon HUD: no secondary magazine drawn for a weapon without one
#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.
2026-10-07 22:27:32 -05:00
xshxdex98 fc616b8c23 Spinner descriptions' text indices above the Custom Edition maps'
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.
2026-10-07 21:45:46 -05:00
xshxdex98 f7301fcd06 Weapon HUD: the secondary magazine's overlays and warnings are its own
render_weapon_hud set the secondary magazine's overlay flags into slots 0
and 1, over the primary's, where its states and numbers use 4 and 5: a
weapon of one magazine showed its ammunition overlays as the empty second
magazine's (coldsnap's flamethrower read NO FUEL with a full tank).

A weapon of one magazine also read a second it doesn't have:
weapon_build_weapon_interface_state fills only the weapon's own, into
unset stack memory, so the HUD's secondary flash, reload and fired-empty
warnings followed whatever was there. The state is now cleared first, and
a weapon of one magazine keeps its secondary states and overlays at rest.
2026-10-07 20:51:44 -05:00
TwistedFlog 6b1d81c7b1 Custom Edition Map Discrepancy Fixes
Fixed: Weapons whose trigger had flag "analog rate of fire" now read how far the trigger is pulled: fully for mouse/keyboard, the actual pressure for a controller trigger. Before they never fired.
source/input/input_abstraction.c
source/input/input_abstraction.h
source/game/player_control.c

Fixed: Weapon spawn orientation on Custom Edition maps. Multiplayer weapons and items now spawn facing the way the map places them, as in Halo PC.
source/game/game_engine.c

Added: PC vehicle set. There's a new PC option in the vehicle set list, between Gun Turrets and Custom. A team set to PC gets every vehicle the map places, as in Halo PC. On Custom Edition maps that means every placement whose spawn flags name the gametype.
port/assets/menus/ce/strings.xml
port/linux/game/menu_functions.c
source/game/game_engine.h
source/game/game_engine.c

Added: Start LAN, internet and split screen games alone. A game with one machine and one player can now start. Pressing start alone begins the countdown, others can join while the game is in progress, and the lobby no longer says it's waiting for another machine or player.
source/networking/network_server_manager.c
source/interface/ui_widget_game_data_input_functions.c
2026-10-07 17:45:15 -06:00
justinfilip 626c42df60 Skip a help text custom icon instead of halting on a missing button icon. 2026-10-07 17:53:37 -05:00
MrBruh 4e8ed2f196 Tell a joining player which map they are missing
A client joining a game on a map it does not have (a Custom Edition map
not in custom_maps, or one of the game's own not in maps) now leaves with
an error naming the map and where to copy it, instead of the damaged disc
error. It also says when the map cannot run there or the host names a
Custom Edition map as other versions do. The port's error texts wrap to
their dialog, in the smaller font when they would not fit.

Network version 22: hosts now name Custom Edition maps custom_maps\<name>,
which older clients cannot load or explain; they are told to update.
2026-10-07 23:56:33 +13:00
MrBruh ce41b41d78 List Custom Edition maps as custom singleplayer and multiplayer maps
Custom Edition maps are loaded from the custom_maps folder, as level
custom_maps\<name>, apart from the game's own maps of the same name. The
map lists get CUSTOM SINGLEPLAYER and CUSTOM MULTIPLAYER, by the scenario
type in the map: a custom singleplayer map plays as a campaign level, or
as network co-op from the Map screen; a custom multiplayer map plays as a
multiplayer map. A map with an OpenSauce header that asks for nothing of
OpenSauce's runs as stock Custom Edition runs it.
2026-10-07 22:40:09 +13:00
MrBruh 30cd63678a List Custom Edition maps in the menus 2026-10-07 19:02:06 +13:00
MrBruh f823a18d59 Load, check and run Halo Custom Edition and OpenSauce maps 2026-10-07 19:02:01 +13:00
Kirk LazarusandClaude 7e8c8b1d56 Menus: no save file read each frame
The server and LAN browsers name each visible row's map every frame
(map_display_name), and the lobby shows its map every frame
(lobby_map_show). Both went through ui_widget_port_multiplayer_maps,
which also reads the map used last from z:\lastmpmp.txt. Until a game has
been hosted there is no such file, and each failed read also writes two
lines to debug.txt. The map used last is now looked up only when the
caller asks for it (last_used not NULL), as the menus that open a map
list do.

profile_name_show read the last-used profile at most once a second when
the read worked, but read one that could not be read again every frame.
That one is now tried again a second later too.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-10-06 21:14:15 -04:00
MrBruh 54abd34493 Third hardening round 2026-10-07 13:20:54 +13:00
MrBruh d7efd3934a Validate map tags before loading 2026-10-07 12:01:09 +13:00
MrBruh 76addf661f Second hardening round 2026-10-07 00:01:28 +13:00
MrBruh 7ea610770c Gamepad layout preview in profile settings 2026-10-06 22:41:37 +13:00
MrBruh 9a12828762 Play MP maps alone 2026-10-06 16:27:27 +13:00
MrBruh 5a35ea2b20 Network version 18
Fixups for #99 and #112: the version raised for the object message's
shader permutation, NETCODE.md brought up to date, a networked glass
break's sound placed where it broke, a frame scratch pool that runs out
logged once, and the new comments marked as the port's.
2026-10-06 13:39:26 +13:00
justinfilip d9c43e3478 Keep a networked glass break from reading the scenario as a damage effect.
The host's notice of a broken surface carries no damage effect. The client filled a damage record with zeros and then read tag 0, which is the scenario, and halted. Shards still spawn. They skip the kick from an effect this machine never received.

The frame scratch pool was still the Xbox size after the particle pool grew eight times, so a busy level spent it every frame. It now grows with that particle pool, and a frame that still runs out is logged once.

A console line longer than the buffer halted inside the error printer, before the reason was written to the log. Long lines are cut to fit, and the reason is written first.
2026-10-05 17:19:35 -05:00
MrBruh e82d880060 Singleplayer and multiplayer map choice 2026-10-05 22:17:22 +13:00
MrBruh 7d0e587c51 Co-op review fixes 2026-10-05 21:02:04 +13:00
xshxdex98 8194c5a00b Online co-op: play the campaign together over LAN and the internet
Hosting a co-op level from the Map screen (CO-OP CAMPAIGN, a level and its
difficulty, then Server Setup) makes a network game on the campaign map
with no game engine, which is what co-op is. Only the host runs the
scripts and the AI; port/linux/game/network_coop.c sends clients what the
scripts do (cutscenes, camera, fades, HUD, sounds, devices, named objects,
animations), and network_actors.c drives the host's AI units on every
machine. Players spawn beside each other, respawn beside a safe teammate,
and spectate while dead or waiting. Skipping a cutscene is a vote.
Players can join a game in progress at any time.
2026-10-05 00:31:30 -05:00
MrBruh cf17201ec8 Split screen divider spans wide screens 2026-10-05 17:13:27 +13:00
MrBruh 9bdd7f30c0 Merge pull request #86 from thelinkin3000/fix/host-again-after-backing-out
Make a new game each time Create is chosen
2026-10-05 15:53:59 +13:00
MrBruh 685bf260a0 Either co-op player picks the level 2026-10-05 14:47:11 +13:00
thelinkin3000andClaude Opus 5.5 95416b2cfc Make a new game each time Create is chosen
Backing out of a hosted game keeps its server: the lobby's last local
player leaving pauses it (netgame_unjoin_player). Choosing Create again
threw the host's client away, but network_game_start_new_server makes and
joins a server only when there is none, so the new client never joined the
one left over. The lobby then had nobody in it: START added no player, B
could not leave (not in pregame), and the server's map changes failed to
reach the client that was gone.

Create now disposes the client and server first, so it always makes a new
game and joins it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 23:37:36 +00:00
MrBruh e3389991ac Online split screen 2026-10-05 09:18:40 +13:00
MrBruh 193cbf59c7 Split-screen co-op 2026-10-04 22:27:13 +13:00
Mootjuh 55c43670a4 Merge upstream main 2026-10-04 08:41:04 +02:00
Mootjuh d1da19316e Trim comments to the repository's style 2026-10-04 08:39:12 +02:00
Mootjuh 38a85a9a1a Let a touch drag leave a PC screen's button bar 2026-10-04 08:04:07 +02:00
MrBruh 39350fb81f Enemy names to the motion sensor's range and setting 2026-10-04 18:57:11 +13:00