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 > 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
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
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>
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>
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>
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>
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>
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.
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>
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>
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>
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>