Network version 28: the host now holds a downloading machine's players out
of the game, and keeps a multiplayer map's first scripted BSP. Dynamic lights
and the flashlight stay on past the Xbox limits, and a second weapon picked
up while firing is readied. Machines of version 27 would disagree on these.
- A large co-op game's respawn fallback no longer picks a teammate who is in
the air, outside the BSP, or riding an AI vehicle.
- A machine still downloading the map times out when it goes silent.
- Held players join through the late-join queue, so they get the same checks.
A machine with no held players is started instead of being refused.
- The co-op teleport uses world positions, which are right for seated players.
- Overshield drain no longer cuts off a hit's flash, and hits over 0.02 flash.
- The menu XML is the generator's (Custom Edition's layout) again.
- port: markers on two new declarations.
Checked: ninja linux, android and web build; tools/harness,
test_touch_menu and test_web_build pass.
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.
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.
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)
objects_can_see_object and objects_can_see_flag on player0 tested one player only, the first with a unit, so the Pillar of Autumn tutorial's panels (look at each light in turn) never lit for anyone else. In network co-op a test of the players now passes when any player looks, as volume_test_objects_all already does.
(cherry picked from commit 1e8e0f9affe212d3e30817b768d3124027b678f7)
Seven of the script engine's conversions and comparisons wrote only the
low byte or word of a long and returned the rest uninitialized, which
the scripts' stacks and globals, and so the saved games, carried along.
Every reader takes only the low byte or word (the script type sizes), so
the scripts' results are unchanged.
(cherry picked from commit bb239e2207668593679eea5de45eda8e5f635b34)
(cherry picked from commit d6811ee3264b2082ba6b943087ce26293f59768a)
HALO_ANDROID meant three things at once. The port's code now names each:
HALO_ARM64_GUEST for the ILP32 AArch64 guest's code paths (the inline
assembly's C, the bss pragmas, the CRT's), HALO_GLES for the OpenGL ES
renderer (its GL header and function list, shaders and capabilities), and
HALO_ANDROID for the app alone (its display, input, files and lifecycle).
The Android build defines all three, so nothing changes for it, nor for
Linux and Windows, which define none. A build for another platform can
then take one part without the others: the ES renderer, or the guest's
ABI, without the Android app.
port/android/README.md also no longer says that the widescreen changes are
in #ifdef HALO_ANDROID: none have been since 50eae19b.
Any player of a network game can start a vote to kick another, on any team, by picking their name on the scoreboard (right-click while it is open frees the mouse) or with the console's votekick; the host's own scoreboard also has Kick and Ban (Ban picked twice). The host alone counts (port/linux/game/network_votekick.c): votes only from each voter's stream, one per real address and again per hardware id (which only removes votes), time played on the host before starting (network.votekick_minutes) and voting, more than half of everyone with the target counted and at least two, one vote at a time with cooldowns for a failed vote's starter and target, and a passed vote keeps the player out for network.votekick_ban_minutes. Builds without it drop the new messages, so the network version stays.
Our version of #147. With audio.loose_sounds (off by default), each of a map's sounds that has a Halo PC sound tag file of its name in the data root's tags folder plays from it (port/linux/game/loose_sounds.c); loose_sounds_reload and loose_sounds at the console read them again or give the map's back. The files' samples are made the Xbox ADPCM this build plays through the Custom Edition converter, so no channel pools change and stock maps play as before. The override is written into the map's definition in place, keeping the counters the game updates; a change stops every sound and flushes the sound cache first, and old samples are freed once no cache block holds them. A split sound's length is its chain's.
The sound cache is HALO_PORT_SOUND_CACHE_SIZE: 16 MB on desktop, the Xbox's 4 MB on Android, with the debug view's buffer sized to match.
The HUD's text takes '|' and the character after it as one escape (draw_string.c, parse_unicode_string), so a map's message ending in '|' had its drawing read past the terminator. sv_say leaves '|' out of what it shows.
Custom Edition maps' scripts call these Halo PC functions (lookout_classic
and the Halo Kart maps show players messages with sv_say), which did
nothing here. sv_say now shows the message in each player's HUD, and
sv_end_game ends the game on the host, as its time running out does.
They go at the end of the function table, so Xbox maps, which call
functions by their place in it, are unaffected; Custom Edition maps call
them by name (custom_edition_scripts.c).
sv_end_game adapted from ChupathingyCE (4e89e01f), by MrMilenko.
coldsnap_20th_xl's scripts start an object_name global as none, which
this compiler refused ("none: this is not a valid object name."), so on
a Custom Edition map the scripts using it were dropped. none is now no
object: the object_name type's own default, which every lookup takes.
Adapted from ChupathingyCE (92342517), by MrMilenko.
The co-op host's console command bringto teleports every other player
beside the host's player, or beside one who already came when there is
no room there, and says how many came. A client is told it is the host's
command.
Found reviewing the Xbox and Custom Edition map loaders before servers
let clients download maps:
- the Custom Edition sound converter sized a resampled buffer from a
stream's own rate, which could wrap the 32-bit size and overflow the
heap; every frame buffer is now bounded
- script constants not parsed again must be of their own type, and the
pass-through forms' arguments of the type they are returned as, as the
compiler emits them; a cache's script source is no longer recompiled
- model index buffer data may not lie in a tag's bytes, parts' own
geometry blocks are emptied, and a lightmap buffer of no vertices is
dropped
- Custom Edition models have their local nodes made before any is
verified, and a resource sound's header must lie in the map's tag data
- bitmap pixel ranges are checked with the size the game reads, and HUD
message spans past their text are cut
Co-op lets a script's wait for every player in a volume pass on one player, so the Maw's lift left with whoever stepped in first and the rest could never follow: it only goes up. When a script waits on volume_test_objects_all of the players (the condition of a sleep_until) and one player is inside, the others are now brought beside that player first. A test of the volume in an if or a not moves no one (hs_runtime_waiting_on_call).
Each (players), (vehicle_riders ...) and the like makes an object list,
and a tick's lists are freed only after all its scripts have run. The
Xbox's 48 lists were too few for coldsnap_20th_xl, whose scripts test
(players) in dozens of places each tick (49 lists in a tick with one
player, 69 once a fighter-bomber's destruction ran): the game halted
("object list header index #65535 is unused or changed") as soon as its
scripts loaded.
The native builds now have 1024 lists and 8192 listed objects (the
Xbox's 48 and 128) in their game state, and a list that cannot be made
is an empty one rather than a halt. Lists are the scripts' own and never
reach the network. A campaign checkpoint saved by an earlier build does
not load in this one (the game state's allocation check refuses it, as
with each change of these pools).
Reported by ugoboom.
(cherry picked from commit 288afc20077e972e531856cc1eb14a8ce02e1bd4)
What the followers of player0 do (teleport, suspend, get out, board) is a
function each in coop_scripts.c, so every engine hook is one call. The
cutscene skip reverts only in a local game or on a co-op host, written as
two plain branches; a non-co-op network host no longer reverts alone.
The scripts check game_safe_to_save before some cutscenes (the Maw's
bridge). The game's test fails while any enemy sees any player, so with
players spread out a fight elsewhere held up the cutscene a player had
reached. For the scripts in co-op, one player alive, on the ground and
unseen is enough; checkpoints keep the game's own test.
The campaign scripts only run on the host, against every player's unit,
but some of their habits assumed split-screen:
- volume_test_objects_all on the players waited for every player in the
volume at once: the Maw's bridge cutscene, a30's Pelican pickups. In
co-op one player arriving is enough now.
- Scripts name players as player0 and player1, so everyone past the
second was left out of what they did: Pelican loads (a30's pickups,
insertions), getting out, cutscene teleports and freezes, starting
profiles. Those players now follow player0 (coop_scripts.c).
- A cutscene filmed far from every player (b30's sword Elite at the
shaft door) wasn't active on clients: the cluster the scripts force
active (object_pvs_activate) now rides in the presentation's spare
bytes, and what the host's camera films is sent to clients as often as
what is next to their players.
- A mission the scripts fail (d40's timer, a50's Keyes) only respawned the
players, leaving them in the failure cutscene for good. It now reverts
like the cutscene skip does; everyone dying still respawns at the last
checkpoint. The scripts' game_revert reverts the same way.
The network version is unchanged: the presentation keeps its size, and a
host without the active cluster sends zeroes, which read as none.
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.
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.
Independently gate storage + K, OQ-4 P-a/P-b1, four static-local packets and comment-only disclosures. Preserve all 7641 exact owner rows, 71 valid parks and 1161 passing tests; code/data credit unchanged. G and game_engine admission remain held because current canonical loses populate_statistic_buffer. Existing collision static-local repair is not duplicated. No donor tree, held candidate, scorer or private asset imported.