27 Commits
Author SHA1 Message Date
Gio aa51dfccc6 Port: Allow split-screen play in PC menus
On the "pc" menu style, a LAN game whose players were all on the host's
computer could not start a local splitscreen game. This patch fixes that
check.

START NOW only starts a countdown for a game that takes no remote connections, has two machines, or
is "alone" (server_alone). server_alone only passed if there was literally one player, making splitscreen play impossible.
Note the "xbox" menu style did not have this bug since its splitscreen
didn't accept remote connections at all.

server_alone becomes server_players_on_one_machine: TRUE if there is at
least one player and every player is on the same machine.
One player still qualifies. Machines that have joined without a player are not
counted, so a lone host's countdown is not stopped when one connects (the
per-tick server_ok_to_countdown check).

The countdown is fully controlled by the host machine, so there is no
change to the network protocol.

There's an existing test failure on test_elevator_prediction which also
exists on main, ignore.
2026-10-12 20:13:42 -05:00
xshxdex98 60cd1254d6 Fix the decompiled code's latent bugs, and say plainly what is kept
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)
2026-10-10 12:53:22 +13:00
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
MrBruh 30cd63678a List Custom Edition maps in the menus 2026-10-07 19:02:06 +13:00
Milenko 2b0103a0ef Slayer's kills to win up to 500, for big games
The game type editor's kills to win (Slayer and Team Slayer) went up to
50, which a game of many players reaches in moments: it now also offers 75,
100, 150, 200, 250 and 500. The spinner's items are its string list's
(ui.map's 5, 10, 15, 25, 50) and then strings of the port's own, each with
its description; the options list's descriptions count only a spinner's
items of the tag's own, so those of the rows after it are where they were.
A spinner with extra items is a little wider, for three digits.
2026-10-04 01:58:26 +13:00
MrBruh c9ee319ab5 Add the PC menus 2026-10-04 01:56:45 +13:00
MrBruh 4adc3a87a5 Remove matching tooling and HALO_LINUX ifdefs 2026-09-30 21:49:46 +13:00
MrBruh a17d89c6f1 Merge bnunu/halo-1 main 2026-09-30 18:13:05 +13:00
Jonas Volman f3aadeab98 Reconcile five Halo functions and approved declaration batches
Integrate coherent B3, P2/K17 prerequisites, completed K1-K16 + S, and the independent profile/effects rulings. Five gains and two explicitly approved B3 debits: net +3 strict functions, +2770 meaningful/+2800 padded bytes (+2774 progress credit). No additional losses; Halo objects 394 to 396 and data unchanged.

Clean rebuild, identical 8252-row stable sweep, 68 valid parks, admission/provider checks, 467-unit warning comparison, unchanged fake scan, and 1318 tests passed. Preserve canonical helper recoveries and unrelated work. Full evidence and disclosures in docs/object_matching_logs/astra_five_function_reconciliation_20260928.md.
2026-09-28 23:17:10 -07:00
Jonas Volman 5a83a7234a Reconcile exact flag update and multiplayer directions with zero losses 2026-09-27 22:29:15 -07:00
MrBruh 1bcd57afe4 Merge branch 'bnunu:main' into main 2026-09-28 14:46:17 +13:00
Jonas Volman 709bfc3a3c Reconcile approved frontier ownership and admission packets
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.
2026-09-27 17:12:48 -07:00
Jonas Volman 59757f4263 Reconcile approved type ownership, static locals and source disclosures
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.
2026-09-27 05:17:27 -07:00
Jonas VolmanandClaude Opus 5.5 87a48e0e2f Port: interface support for 128-player, 128-machine sessions
Native builds only (#ifdef HALO_LINUX); the matching MSVC build keeps the
original text and stays byte-identical.

- ui_widget_game_data_input_functions.c: the local machine limit follows
  HALO_PORT_MAXIMUM_NETWORK_MACHINES and the struct network_game copy holds
  HALO_PORT_MAXIMUM_NETWORK_PLAYERS players; its layout is checked against
  halo_port_limits.h. The pregame screen keeps its three remote machine
  panels and shows the first three remote machines instead of asserting
  (sizing its arrays by the machine limit read uninitialized widget
  pointers). netgame_prejoin_players scans every player slot, and the
  player count texts have room for three digits. network_machine_is_valid
  widens the char index before comparing it with 128.
- ui_widget_event_handler_functions.c: the join/unjoin, team swap and
  countdown handlers use the port's players offset and player count
  instead of 0x226/0x242/0x243 and 16.
- hud.c: hud_draw_players sizes its teammate buffer by the port's player
  limit and bounds the fill (more than 16 teammates overflowed the stack).
- motion_sensor.c: multiplayer tests the (horizontal) range before a unit
  takes a blip slot, so distant units no longer crowd nearby ones out of
  the 16 slots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 10:18:07 -07:00
Jonas VolmanandClaude Opus 5.5 f7cd2e722e Batch 4a: admit player_ui and sound_manager with their shared-header packets
player_ui (header prerequisite + admission; reviewer-amended):
- game_engine.h: the opaque game_variant view becomes the recovered January
  layout (universal/ctf/slayer/oddball/king/race variant members, HCEX names
  where January's offsets attest them); member renames across the game
  engine variants, network managers and playlist_profile.
- player_ui.h: player_ui_get_edit_playlist_profile returns struct game_variant *;
  ui_widget_game_data_input_functions adopts it (reviewer patch 07 removes the
  two C4133 warnings the worker's packet introduced).
- player_ui.c drops its partial playlist_profile view; symbols.json names
  player1_profile_path; rejection retired; status Matching.

sound_manager (shared header sound_definitions.h, 18 consumers):
- sound_definition_find_pitch_range_by_pitch takes HCEX `short old_range_index`
  with the /Od 0x877810 single-exit body (prototype and definition together).
- update_channel_for_looping_sound (1360) and sound_set_definition_end (208) are
  exact in the /Od-attested shape; 45 static flags per cachebeta publics; parks
  retired; status Matching.

Gate (full ninja, objdiff 3.3.1): Halo objects 375 -> 377; stable diff +2
strict / 1,568 padded, 0 regressions across both header consumer sets; parks
87/0/0; admission 11/0/4/0; fake scan 26 (unchanged); pytest 1157 passed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 02:21:50 -07:00
Jonas Volman 5361eeae52 Reconcile Astra exact-match campaign (+8314 bytes)
Integrate six accepted exact functions, two whole-object admissions, evidence-backed zero-credit source corrections, owner-header cleanup, and curated campaign records. Preserve zero regressions and exclude generated scratch archives from canonical history.
2026-09-20 02:31:53 -07:00
Jonas VolmanandClaude Opus 5 ae373843a0 ui_widget_game_data_input_functions: 1 function(s) strict exact
Wave w1 landing, adversarially verified. park reopens: _network_pregame_status_screen_update; zero-credit fuzzy: _player_profile_update_cache_for_nwide_list, _splitscreen_pregame_status_screen_update. Full build of the combined batch: 54 strict gains / 29,440 padded, 0 regressions, parks 355/0/0. Note: the two zero-credit fuzzy bodies are credited by objdiff-shape in the semantic report but are NOT strict exact; they are excluded from the lane's strict accounting. 1 park(s) removed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 02:51:04 -07:00
Jonas Volman d6250fa794 Reconcile sixth 10K exact source batch 2026-09-12 12:36:44 -07:00
Jonas Volman 7ef54b1145 Preserve UI profile fuzzy frontier 2026-09-09 07:12:05 -07:00
Jonas Volman 303c1d55a7 Reconcile Bink UI network HS and sound graphs 2026-09-08 12:49:14 -07:00
Jonas Volman f8c7090786 Reconcile Claude script and profile packets 2026-09-08 05:18:03 -07:00
Jonas Volman 458ba910cc Reconcile PlayerProfile and S3TC with honest fuzzy retention 2026-09-07 21:38:50 -07:00
Jonas Volman 7d74519b10 Reconcile Opus network client reconstruction 2026-09-04 02:31:03 -07:00
Jonas Volman 5cd391421a Finalize Fable backlog canonical admission 2026-09-02 18:22:48 -07:00
Jonas Volman f4db2f6e9c Reconstruct UI widget game-data callbacks 2026-09-02 18:16:40 -07:00
Jonas Volman 963a4ca878 Recover exact widget null callback 2026-08-20 18:20:14 -07:00
punpckhdq e830efbd7c Initial commit 2025-11-27 02:27:27 +00:00