A press pauses as before, now as it is let go; held 0.4 s, the scores
show as long as it is, as the Xbox's Back. In the menus it is Start at
once. The Quest's controls page says so.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The touch controls stay off in VR alongside the chat's on-screen
keyboard (xinput_sdl.c); the join codes and the online list beside the
server browser's listed hosts (p2p.c).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This reverts 4ac609f0, the revert of #395, so the chat is back as it was
merged: T, Y and Tab, team and vehicle lines, the host's /mute, the
VOICE AND TEXT CHAT settings page and the Android placement.
The one conflict is source/text/draw_string.c, where #395's streamer mode
and testing's (90dd65ca, text_filter.c) both hook the drawn text; testing's
hook is kept. #395's own filter (chat_filter.c, game.streamer_mode) is left
in place, unhooked, for the next commit to take out.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
testing's SOUND PROCESSING page and the chat's VOICE AND TEXT CHAT page
both split rows off Audio Setup in tools/port_settings.py. Both are kept,
as two category rows, sound processing first. The settings screens and
menus.json are regenerated from it, so they match testing's apart from the
chat's page, its row on Audio Setup and Controls Setup's COMMUNICATION
group.
Checked after the merge: the Linux debug build, the network format check,
the CI Linux test step (467 passed, 6 skipped), and the three-machine
system-link chat test, /mute and /unmute included.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Network games had voice chat but no way to type to the other players, as
the PC version's chat did. T (controls.chat) types a line to everyone and
Y (controls.team_chat) one to the team; Enter sends it, Escape cancels it.
The lines are drawn above the motion sensor with the HUD's font: the
player's name in their team's colour (blue without teams), then the text
in a pale blue, and fade after ten seconds (port/linux/game/network_chat.c).
A client sends its line to the host (_distributed_message_chat_up), which
takes it only from the client's own stream and one of that machine's
players, five at once and one each 1.5 seconds after, its text cut to 63
characters of printable ASCII, and sends it on to the machines that hear
it (_distributed_message_chat_down): all, or a team's line those with a
player of the team. Older builds drop both kinds as unknown, so the
network version stays 29, as for the vote kick; network_format.txt
records the two kinds.
While a line is typed the keyboard drives no player, as with the console
(xinput_sdl.c), nor voice chat's push to talk or the debug keys. Controls
Setup gets a COMMUNICATION group with PUSH TO TALK, CHAT and TEAM CHAT
(the controls screen's spinner strings changed by hand to what
port_settings.py writes: ce_menus.py needs the PC version's tags).
Checked: tools/harness/tests/test_chat_logic.py (the text's cleaning, the
host's rate, who hears a team's line, the fade, with negative controls);
the CI Linux test step; three machines on system link with
debug.network_test_chat (new), every machine showing the lines to all in
one order and a team's line only on its team's machines; and a host drawn
on Xvfb with lines typed on its keyboard through xdotool (sent on Enter,
not on Escape, the player still while typing).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The first-person model hung from a camera at one fixed place from the
weapon hand's controller (18 cm behind, 10 cm left, 14 cm above), but
each weapon's animations hold the hand elsewhere from that camera: the
pistol's wrist came out 15 cm before the controller (22 cm before where
the free hand's wrist is, 7 cm behind its grip), the plasma pistol's 11,
the assault rifle's 8 cm aside and 10 cm low; the weapon arm looked
longer, reaching forward. Measured on the Quest 3 (2026-10-17).
Now the wrist as the weapon is held ready is kept for each weapon
(eased, the last eight weapons), and the camera put so that it lands
where the free hand's does: 7 cm behind the grip, along the aim. The
model, its barrel, the laser and the shots move with the camera, as
before. A weapon not yet seen is held at the old place for its first
frame. vr.weapon_hand_forward/_right/_down (0 by default) move the hand
on the weapon; vr.weapon_forward/_right/_down, the old fixed place, are
gone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The first try stepped 90 to 80 Hz a few seconds into a 30-player game,
and no doubled picture was seen, but 2-5 stale frames a second were left
at 80: one late frame in 32 (was 16) takes it on to 72. The VR options
show the rate chosen and the one it runs at while lowered.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
In big online games a client's ticks cost 3 to 5 ms (twice what bots or
smaller games do), and the frames with a tick missed 90 Hz's 11.1 ms:
the headset showed them twice, a doubled picture when turning, with the
GPU at 60-80 %. While more than one frame in sixteen comes late, two
two-second windows running, the rate now steps down to the next the
headset offers (90 to 72 Hz); after ten windows in which hardly any
would be late at the rate above, it steps back up, never above
vr.refresh_rate. A load's long frames count for neither. On by default,
"Lower it when frames are late" on the VR options' MORE page; nothing
where the headset offers one rate (SteamVR).
Also the BUTTONS page's notes below its ten rows (the push to talk row
pushed the last one onto them).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Upscale the original vehicle/passenger labels, warnings, reload dots and
messaging sheets without changing their glyph layout or sprite coordinates.
Use the existing Xbox controller redraws for A/B/X/Y/Black/White prompts;
other controller symbols retain the original Xbox art through upscaling.
Match the existing high-resolution vehicle meter contour to remove the
double wrench. Restore the rounded diamond sniper reticle, contain the
flashlight fill and assign discrete thresholds to whole ammunition bullets.
The HUD module owns interpolation and tag selection. A narrow texture-cache
hook is needed to obtain decoded original pixels and invalidate generated
textures with their source; the messaging hook selects the existing button
art. Both respect the High-Res HUD setting. MCC's separate draw/texture
paths remain intact. No MCC bitmap data is embedded; label interpolation
was retained at the user's request, with its limited sharpness acknowledged.
Validated Windows portable release build; 246 focused HUD tests; 15,360
real GPU ammunition checks; hidden Xbox HUD captures enabled/disabled;
Xbox/MCC/Xbox transitions at 30 and 120 FPS with no exceptions. Player health
and sniper zoom-label pixels outside the targeted regions are unchanged.
Android/web targets are unavailable in this Windows build configuration;
Custom Edition gameplay data is unavailable, so that path was inspected.
No simulation or network format changes; network version stays unchanged.
(cherry picked from commit 5398553e4a95d7d68376acf023e6ca671066a614)
Restore the pause header and footer bands while retaining Settings, the
campaign body gradient, and the Xbox footer alpha of 191/255. Initialize
the scripted timer scaling flags so stack data cannot shrink its digits.
Move Edit Gametypes and its divider inside the connected panel.
This implementation-only upstream contribution excludes MCC, regression
tests, documentation, optional regeneration commands and workflows. The
complete fixes and tests remain on GulchCE testing and the local validation
branch. Original cherry-picked changes below were combined and scoped to
OpenCE; authorship is retained.
Validated: portable release Windows builds on both bases; 25 upstream
art/timer tests and 52 GulchCE tests before upstream test exclusion; hidden
Xbox and MCC pause captures, both timer HUD settings, and multiplayer menu
captures. Final generator matches all committed pause SVGs. Android/web
targets are unavailable in this Windows configuration; online co-op was
not replayed.
(cherry picked from commit a0c20572f8bfa6af0d2f94c57abef32357750bf0)
(cherry picked from commit c76a3a596f7dbe8ced581b2e6c759aae0baababb)
(cherry picked from commit f0804e1e5c857db6dc84ff16c72d3f8b8abf95a2)
(cherry picked from commit bff920f6a5ec614caf98ff5e8555a0320b0a29f1)
(cherry picked from commit b1b59eb7237d901dba10aa0b5187b184f3f44a7b)
Push to talk becomes an action of the BUTTONS page (vr.button_talk),
on an eighth button there, the free hand's grip (its default): it can
trade places with any other action (the move stick's click, say, so
that a player holding a weapon in both hands can talk).
The free hand's grip as a button is pressed once held 0.15 s, at the
threshold halo_vr_two_hand takes the foregrip at, and not at all while
it holds the weapon's foregrip or the Warthog's wheel: taken in that
time, the press is theirs until the grip opens. Before, the runtime's
grip button (which closes before the foregrip's threshold) could open
the microphone for a frame or two as the hand took the weapon.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On the developer's Quest 3 the picture doubles when turning with every
build back to 2026-10-06's, at 90 and 72 Hz, even when the compositor
reports no stale frames; that Quest runs Horizon OS from the Public Test
Channel. "medium" is smooth there, so it is the default until a Quest
outside PTC has tried "high" (roadmap). An unknown vr.graphics is
"medium" too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On the Quest 3 the shader worker took away the long frames, but a 15-bot
game on Blood Gulch still had seconds at a time of 9-13 ms of GPU a frame
(GPU% 0.91-0.94, 4-37 stale frames a second, the picture doubled), between
spells of 5-7 ms; "medium" held 90 Hz.
- vr.graphics "auto", the new default (the VR options' Graphics row has
Auto): "high", less what the GPU's time asks to leave out. host_xr.c
reads XR_META_performance_metrics' app/gpu_frametime each frame (the
metrics are now on wherever the runtime has them; logged only with
vr.log_performance), handed to the guest by host_xr_gpu_time.
- vr_graphics.c: past four fifths of the frame (8.9 ms at 90 Hz, scaled
with the rate) for three quarters of a quarter second's frames, the next
steps are left out, as many as their known costs say the excess takes:
the shield's glow, object shadows, reflections, specular light, lens
flares, bump maps, the rest of "low". Steps that leave out nothing
drawn (the glow without display.shield_glow) are passed over. A step's
cost is learnt from the GPU time before it and the second after it
settled. An effect comes back once the GPU time plus its cost stays
under seven tenths of the frame for 3 s; an effect that had to go again
within 10 s of coming back makes the wait twice as long, up to a minute,
back to 3 s after a minute without leaving anything out. Each change is
logged with the GPU time.
- Where the headset does not tell the GPU's time (SteamVR: the Steam
Frame) "auto" draws everything, as "high" did.
- shield_glow.c draws no glow while "auto" leaves it out.
- debug.vr_graphics_measure leaves each effect out in turn (1.5 s on, 1.5 s
off) and logs its cost by the GPU time, with means every round.
Checked: the APK builds, android_abi_check finds nothing, the desktop and
web paths compile; a host simulation of vr_graphics.c with a lagging
synthetic GPU time (heavy spells of 12 ms, effects of 0.3-2 ms) left out
two or three steps within 0.6 s of a spell and brought them back 3 s
after it, longer after a second spell; the measure mode recovers the
simulated costs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On the Quest 3 (graphics "high", 90 Hz, multiview, a 15-bot game on Blood
Gulch) the app's GPU time was 5.5-6.4 ms with foveation off, low, medium
and high alike: the GPU is not what makes the frames late. "high" also
drew a grey rectangle below the player. vr.foveation is now "off" by
default with "low" and "medium" left to try; an unknown value is off.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Quest 3 at 90 Hz with graphics "high" spends 5-9 ms of GPU a frame
on the eyes and shows stale frames (ASW, doubled pictures as the head
turns); "medium" holds, so the frame is short of GPU time. The eyes are
now drawn at full detail about each lens's centre and coarser towards
their edges with GL_QCOM_texture_foveated (the Quest's Adreno 740), where
the lenses blur them anyway.
- vr.foveation "off", "low", "medium" (the default) or "high", a row
on the VR options' MORE page (dim where the GPU has no foveation, as the
Steam Frame's zink); read as it changes.
- The focal point of each eye is its lens centre, tangent 0, in the
picture's coordinates: off the middle, the Quest's views being
asymmetric. Full detail within sqrt(1 + area) / gain of it (0.69, 0.58,
0.43 of the half width), down to a least density of 1/2, 1/4, 1/8.
- Only the eyes' targets: the multiview layers, which nothing else draws
into; one eye at a time, the back buffer only from the eye's camera to
its copy into the headset's image, so the HUD, menus, scope, crosshair
and names drawn into it after stay at full detail. A texture is first
foveated when the setting is not off (it cannot be undone); "off"
afterwards sets the gain to 0, full detail everywhere.
- The GL ES log line names foveation, GL_KHR_parallel_shader_compile and
the program binary formats the driver has; the first foveated target
logs the extension's features and focal points, vr.c the level and the
lens centres.
Checked: the APK builds; the desktop and web paths compile (no foveation
code outside HALO_ANDROID). Not tried on a headset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflicts:
- rasterizer.h: upstream raised the transparent geometry groups to 2048
as we had (halo_port_capacity.h); theirs.
- d3d8_gl.c: the ES capabilities' log with upstream's base vertex and our
multiview.
- p2p.c, p2p_internal.h, p2p_signal.c: upstream's several joins and
reconnect, with our join codes' state and the codes' and public list's
updates each pass.
- network_server_manager.c: a machine downloading the map is not refused,
and the bots' room logic stays.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
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.
Fast setup and the network test's join opened ui.map's pregame screen by name, where ui_widget.c opens the port's lobby; a ui.map of only the menus' tags hosts and joins with both.
Conflicts:
- render_objects.c: upstream's first-person legs and our VR body share one
node_matrices (ours no longer shadowed it); upstream's legs never in VR
(first_person_legs_wanted: set back behind a flat view's eye, they would
stand behind the player; the VR body is vr.body "full").
- AndroidManifest.xml: upstream's ':game' process left out (the Steam
Frame's Lepton waits for the app's process to end; the headsets have no
Java heap over the Xbox window); HaloApplication kept, idle without it.
- xinput_sdl.c: the touch controls and the web port's, never in VR; the
controllers' rumble in VR before the phone's.
- d3d8_gl.c: multiview's uniforms and upstream's blend constant, both.
- build.yml: Android only; upstream's web and pages jobs off.
- README.md: ours; upstream's in docs/OPENCE_README.md.
- menu_tags.c: our VR pause-list fit dropped: upstream now spaces the rows
30 apart and moves the button hints below them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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 player's own biped is drawn in first person among the world's objects
(it sorts against the world by depth; the first-person weapon and arms,
drawn first into the stencil, stay over it), posed from a copy of its node
matrices once a frame (port/linux/game/vr_body.c): turned to the torso's
heading, the neck below and behind the eyes as the head turns about it, the
hips down with the physical crouch and part of the way with a lean, the
spine upright to the neck, the feet planted while standing and stepping
after the body as it turns, the knees bent by the arms' two-bone IK. The
head and the third-person arms are shrunk to nothing, the weapon and what
the biped carries left out; the first-person arms hang from the body's
shoulders (mirrored with the weapon left-handed). A passenger in an open
vehicle sits as the seat's animation has it; at a wheel or a gun the body
is drawn as before, in a closed seat none. Nothing of the game's own pose,
hit boxes or network messages changes.
The neck pivot, the planted feet and the leg's clamped reach follow
HaloCE-Quest-VR (CC0), rebuilt for this port's skeleton and caches.
vr.body gets "full" (VR options, Body: "Full body"); "arms" stays the
default. vr.log_performance reports the body's pose. debug.vr_body shows
the body flat (the emulator): from the eyes, looking down, or from the
front, side or back, the head turning, crouching or leaning on its own.
Checked in the emulator: the cyborg's 19 nodes found, the body posed
standing, crouched, leaning and turning (feet stepping), 0.006 ms a pose;
two-minute bot games on Blood Gulch with it on and off, no errors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Upstream's voice chat talks while controls.push_to_talk is held, a key. In
VR the free hand's grip is push to talk while it holds neither the weapon's
foregrip nor the Warthog's wheel (it is no button of the game's there).
The VR options' PLAY page gets Voice chat: push to talk (grip), open mic or
off (audio.voice_chat); the controller page names the grip's talking.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.
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>
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)