27 Commits
Author SHA1 Message Date
Stefan MaierandClaude Opus 5.5 74bdffb957 Merge upstream 2026-10-11: network version 26, first-person legs and shield flare, web port, fixes
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>
2026-10-11 14:04:08 +02:00
MrBruh 6ac7e3c3d7 Merge pull request #244 from jcompto95-tech/shield-color 2026-10-11 12:19:34 +13:00
jcompto95-techandClaude Opus 5.5 8664d2f24b Your energy shield in a multiplayer armor color (display.shield_color)
Video Setup > FOV and Viewmodels > Shield Color: DEFAULT (the shield's own)
or one of the 18 multiplayer armor colors (player_profile.c's table: white,
black, red, blue, gray, yellow, green, pink, purple, cyan, cobalt, orange,
teal, sage, brown, tan, maroon, salmon), whatever the armor's color.

No new assets: the shield's own plasma shader is drawn, its perpendicular
and parallel colors replaced by the chosen color at their own brightness
(their brightest channel), so its noise, animation and intensity are the
shader's. A local player's unit is drawn with a copy of its change colors as
the modifier's colors (render_object_list); rasterizer_plasma_energy_draw
knows that copy again and replaces the shader's colors only for it. Plasma is
added to what is behind it, so black is drawn as a faint grey.

Only this machine's drawing of its own players' shields changes: others see
your shield as their own settings draw it, and nothing sent between machines
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
2026-10-10 10:30:19 -04:00
jcompto95-techandClaude Opus 5.5 d36c15c313 Your own legs in first person, seen looking down (display.first_person_legs)
Video Setup > FOV and Viewmodels > Legs, off by default. In first person the
player's own body, which the game animates as everyone else sees it but does
not draw for its own player, is drawn from the waist down: looking down,
your legs walk, run, strafe and crouch as the body's animation moves them.

How it is drawn (port/linux/game/first_person_legs.c):
- A copy of the body's pose as drawn: everything but the hips and legs (by
  node name: pelvis, thigh, calf, foot, toe) folded into a lid over the
  waist, the root kept.
- The body set back behind the eye, each frame, as far as keeps the waist's
  open rim beyond the bottom plane of the view (the way Halo 2's fp_body
  keeps its open top out of sight): looking ahead, 4 cm; straight down at
  105 degrees, about 67 cm. The legs are seen as they swing forward.
- Drawn with the world's camera, so it keeps its place and size at any FOV;
  not in mirrors, not in the shadow pass, without what it carries.

The waist's rim is found from the model's own triangles: object_mesh.c reads
an object's drawn mesh (its most detailed geometry, in the permutations it
shows) from the vertex and index buffers the game draws it from, as
powerup_render_bounds.c reads them; its cache is forgotten on a new map
(objects_initialize_for_new_map).

Only the drawing changes: the body, its hit boxes, markers, the camera and
everything sent between machines are the game's. Checked by compiling the
changed units; the fold and set-back were checked against a capture of the
cyborg's mesh and pose and played on Windows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtk9vPUKbWd48oBMzXuzd
2026-10-10 10:30:16 -04:00
Stefan MaierandClaude Opus 5.5 378f8bf897 VR: the whole body, vr.body "full": torso, hips and legs under the arms
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>
2026-10-10 12:22:55 +02:00
Stefan MaierandClaude Opus 5.5 38ab192749 Steer a Warthog by its wheel with the hands
At an open vehicle's wheel, a hand that grips near it (where the driver's
drawn hands hold it) takes hold, and the hands turn it about its column:
both by the line between them, one about the wheel's middle. Turned
vr.vehicle_wheel_degrees (90) either way it steers fully; let go, the right
stick steers as before. Holding the wheel, the right grip is no melee.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 13:00:26 +02:00
Stefan MaierandClaude Opus 5.5 02316c7f35 Merge upstream (92 commits) into the VR port
Upstream's own fixes replace two of ours: reclaiming ART's idle large
object space for the guest's fixed ranges (host_memory.c), and the audio
callback's gathering (host_sdl.c). Its consolidated headers take the VR
declarations (model_animation_definitions.h, render/render.h). The
updaters look at this repository's releases: the original's builds, made
without VR, must never replace this one (they share the package name).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:30:05 +02:00
Stefan MaierandClaude Opus 5.5 034842dc4d VR: no first-person weapon at any vehicle's controls
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 15:02:53 +02:00
Stefan MaierandClaude Opus 5.5 57ecc722c3 VR: no own body in a Ghost, a Banshee or a Covenant gun
Their rider bends down into the vehicle, and the eyes at his head looked
into his own shoulders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 14:59:55 +02:00
Stefan MaierandClaude Opus 5.5 a6710f68ee VR: no first-person weapon at a wheel or a gun
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:55:29 +02:00
Stefan MaierandClaude Opus 5.5 2c32a7032c VR: own body at the wheel and the gun, gunner view back, clearer glass
Seated as a driver or gunner, the player's body is drawn (its hands on
the wheel or the gun's handles, as the seat animates them), its head
shrunk to nothing out of the eyes' way. A gunner's view is moved back from
the gun's sights (vr.gunner_camera_back). Glass tints and reflects half as
much (vr.glass_strength), which up close hid the view through the
Warthog's windscreen.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:50:55 +02:00
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 6bfd956737 Reconcile approved Halo fidelity packets and bounded data credit
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.
2026-09-29 13:52:37 -07:00
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
MrBruh b0e3bc96e3 Fix framerate-dependent timing 2026-09-27 19:23:44 +13:00
Jonas VolmanandClaude Opus 5.5 9a376181f5 Port: grow the game state and object pools for 128 players
The Xbox game state (0x345000 bytes at 0x80061000) ends exactly where the
map-linked tag cache begins and has 948 bytes free, so a 128-player
session cannot even allocate its player datums. The native builds now
place a 16 MB game state (CPU 0xFC0000, GPU 0x40000) at 0x81A00000, above
the tag cache and below everything the Xbox memory window hands out
top-down, and grow the pools that scale with the number of players:

- objects: 2048 -> 8192 headers, 1 MB -> 8 MB pool; the garbage limits
  keep January's proportions (5/10/20 % of the pool, 2.5/5/10 % of the
  headers, 75/50/30 active garbage objects per 16 players)
- cluster partition reference lists 2048 -> 8192 (collideable and
  noncollideable objects, lights); a full list drops objects out of
  rendering, collision and sphere queries
- effects 256 -> 2048, effect locations 512 -> 4096
- particles 1024 -> 8192 (render_particles' visible list, filled without
  a bound check, follows), particle systems 64 -> 256, their particles
  512 -> 4096
- contrails 256 -> 1024, contrail points 1024 -> 8192
  (MAXIMUM_CONTRAIL_POINTS stays the pool size for the same reason)
- lights 896 -> 4096, object looping sounds 1024 -> 4096
- cached object render states and rendered objects 256 -> 1024
- script object-list references 128 -> 1024, objects one explosion can
  damage 64 -> 256

The values live in port/linux/include/halo_port_capacity.h, included by
halo_port_limits.h. With 128 player datums the CPU part holds 14,256,908
bytes (2,258,164 free). Saved games and cores grow to 16 MB. Every change
is under HALO_LINUX; the MSVC objects are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 10:18:07 -07:00
Jonas VolmanandClaude Opus 5.5 fd8bf04746 bipeds: find_nearby_support_surface exact; January file-static storage
Approved packets, no owner ruling needed:
- real_math.h plane3d_negate gets its attested body (negate_vector3d plus
  the d term; /Od 0x56d630 and the HCEX_Release line table), together with
  the render_objects /Od shadow-volume plane pair and the bipeds genuine
  helper calls. _biped_find_nearby_support_surface is now exact (+544). A
  467-unit header review lost 0 exact rows. The bipeds park is retired, and
  render_cameras _render_camera_build_frustum is refreshed to
  3408/112/d42e420f (target unchanged).
- biped_falling_danger, update_airborne, snap_facing, update_moving and
  fudge_vectors become file-static, as the Sept-2001 map STATIC list and the
  retail private ABI show. Their prototypes leave bipeds.h and symbols.json
  marks them static. This is zero credit; bipeds pdb_storage goes to 0. The
  parked ai _ai_test_ballistic_line_of_fire is rebaselined for the resulting
  declaration-count drift; no exact row is lost.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 00:11:37 -07:00
Jonas VolmanandClaude Opus 5.5 b807f9f61d Header prerequisites: objects.h __FILE__ provider packet and path.h HCEX field
objects.h: both bounding-sphere inline assertions report OBJECTS_H_FILE, which
defaults to January's relative "..\objects\objects.h". object_lights defines the
absolute spelling first, as January's string census shows. action_vehicle loses
its NODUP hand copy of object_get_bounding_sphere, so the header inline is the only
definition. render_objects' lighting_storage becomes the static local of
object_get_cached_render_lighting (symbols.json).

path.h: the opaque __unknown140A0[0x5C] span is HCEX's `struct path_result
result`, and path.c stores through the field instead of a punning cast.

Consumer sweep (full ninja, objdiff 3.3.1): stable diff shows 0 regressions and no
moved rows beyond the batch-1/Layer-2 gains. Parks 93/0/0, admission 15/0/7/0,
pytest 1157 passed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 23:42:16 -07:00
Jonas VolmanandClaude Opus 5 ab0fbecfa6 render_objects: 2 function(s) strict exact
Wave w1 landing, adversarially verified. exact: _render_object_shadow_end, _object_render_state_refresh. Full build of the combined batch: 54 strict gains / 29,440 padded, 0 regressions, parks 355/0/0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 02:51:07 -07:00
Jonas VolmanandClaude Opus 5 5dcb9e15ff render_objects: close render_object_list
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 19:39:16 -07:00
Jonas Volman 6d351b3578 Reconcile Opus first-person weapon reconstruction 2026-09-04 01:45:18 -07:00
Jonas Volman 3bfde7bd15 Reconcile object lighting source packet 2026-09-03 23:39:15 -07:00
Jonas Volman be69b99c22 Complete structure_render object reconstruction 2026-09-03 23:01:10 -07:00
Jonas Volman 3be7d02614 Reconcile Opus small rendering units 2026-09-03 01:07:17 -07:00
Jonas Volman ddbcd02eb8 Match render object lifecycle 2026-07-15 08:58:07 -07:00
punpckhdq e830efbd7c Initial commit 2025-11-27 02:27:27 +00:00