Commit Graph
267 Commits
Author SHA1 Message Date
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 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 b97330e719 VR: draw the held grenade with the first-person hands
The hands are drawn over the world, so they hid the grenade wherever they
overlapped it, and turning the palm up showed it behind the hand. It is now
drawn in the first-person pass with them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 11:02:48 +02:00
Stefan MaierandClaude Opus 5.5 dc4a724f8a VR: throw grenades by hand
The left trigger holds the grenade in the hand (the game keeps it there
past the throw animation); letting go throws it from the left hand, along
the fastest the hand moved over its last 150 ms, as hard as that was (full
at 4 m/s). Without a throw (vr.grenade_throw_speed, 1.5 m/s) the game
throws as before. The left hand's swing is no melee while throwing, and
the arms keep their pose through the throw animation.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 10:37:43 +02:00
Stefan MaierandClaude Opus 5.5 aa1bc76916 VR: crosshair messages (reload, low ammo) stay in the HUD
Halo draws its centre prompts as crosshair elements of the weapon HUD.
Only the reticle states now go to the crosshair layer; the message states
are drawn in the head-locked HUD, also while zoomed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 09:52:06 +02:00
Stefan MaierandClaude Opus 5.5 74ad349bbf VR: draw the crosshair in its own pass, keep HUD messages whole
The crosshair used to be cut out of the HUD image (an 80x80 region around
the centre) and moved to where the weapon aims, taking with it whatever
else lay there, such as part of the reload prompt. Now it is drawn alone
first (hud_draw_crosshair), captured into its layer, and the HUD is drawn
afterwards without it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 09:48:12 +02:00
Stefan MaierandClaude Opus 5.5 467c62b497 VR: one frame for the weapon's aim, model, crosshair and scope
- The weapon's frames are derived in one place: the controller's, the
  model's (turned so its barrel points where the controller does), and,
  with both hands on it, both turned alike by the turn that lines the
  model's grips up with the hands, measured in the model's frame (it was
  applied in the controller's, which tipped the aim up when gripping).
- The crosshair runs along that aim from the muzzle, as the shots do.
- The scope keeps its place above and ahead of the hand, moved only
  sideways over the barrel as drawn, facing back along the aim.
- Each weapon's barrel angle and gun node offset go to debug.txt.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 09:22:26 +02:00
Stefan MaierandClaude Opus 5.5 e2954e6e71 VR: turn each weapon so its barrel points where it aims; scope on it
First-person models point their barrels in towards the screen's centre,
so the model pointed a few degrees left of where the controller aims and
shots, the crosshair and the scope went. The weapon camera is now turned
by the barrel's direction at the ready (the gun node's axis nearest the
camera's forward), which is logged per weapon, and the scope's disc sits
over the barrel as drawn.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 09:10:57 +02:00
Stefan MaierandClaude Opus 5.5 c3b72b5848 VR: shots and the crosshair start from the weapon as drawn
Each weapon's first-person model sits differently in the hand, and the
pistol's barrel ran a few centimetres left of the controller's aim, so its
crosshair sat right of it. Shots, the crosshair and the laser now start at
the gun node as drawn at the ready, along the controller's aim.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 08:11:25 +02:00
Stefan MaierandClaude Opus 5.5 917a2757ac VR: the crosshair where the weapon aims; the weapon stays zoomed in
- The weapon's own crosshair (red on an enemy, as in the HUD) is taken
  from the HUD's centre and floats where the weapon aims, as far away as
  what it aims at, facing the eyes, as large as the HUD showed it
  (vr.crosshair). The laser is off by default (vr.laser) and never shows
  over the menus.
- Zoomed in, the first-person weapon stays in the hand (the game hides
  it), the HUD's crosshair and zoom overlays give way to the scope, which
  has a fine cross of its own, and the scope's disc is 10 cm across.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 08:01:00 +02:00
Stefan MaierandClaude Opus 5.5 2581d7ee9c VR: a scope for the zoom, on a disc over the weapon
Zoomed in, the player's view is drawn once more, from the weapon along
its aim through the zoom's field of view, into a small square of the
back buffer (the first-person weapon left out), and shown on a disc over
the barrel that magnifies what it covers of the view by the zoom's
magnification (vr.scope_size). The weapon's zoom mask and filters no
longer darken the HUD before the eyes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:16:30 +02:00
Stefan MaierandClaude Opus 5.5 07dbf079ef VR: the wrist takes just the motion tracker; no log lines in the HUD
- The part of the HUD moved to the wrist is now just around the motion
  tracker's disc and its range (measured in a 640-wide HUD), larger on the
  wrist and without what else the corner holds.
- The terminal's log lines, which the beta prints over the bottom left
  of the screen, are left out in VR; the console, when open, still shows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:07:54 +02:00
Stefan MaierandClaude Opus 5.5 87f552ea5e VR: the laser follows the barrel while a reload turns the weapon
While an animation turns the weapon away from where it aims (reloads,
drawing and putting it away, posing, venting), the laser follows the gun
node's turn from its ready pose. The ready pose is now kept only while
the weapon is held ready or firing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:49:04 +02:00
Stefan MaierandClaude Opus 5.5 e0b71215c7 VR: through a melee attack, keep the whole pose in the hand
The melee animation moves both hands about the gun (the right one to the
stock, the left one onto the barrel) and the left arm with them; holding
only the gun still showed that. The whole skeleton now keeps its pose
from before the attack, in the hand. The melee diagnostics are gone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:31:29 +02:00
Stefan MaierandClaude Opus 5.5 8de21c2ea0 VR: the free left upper arm points at the shoulder
The free left arm keeps its shape on the foregrip, which left its upper
arm pointing anywhere (at the belly, looking down); it now turns about the
elbow to point back at the shoulder.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:15:12 +02:00
Stefan MaierandClaude Opus 5.5 b4f3afdc9b VR: the free left arm keeps its shape; punches land where you look
- Bent to the shoulder, the free left arm's skin, bound partly to the
  skeleton's root at the other hand, tore into ribbons wherever the hand
  was far from where the animation has it. The whole arm now follows the
  hand as it is shaped on the foregrip; the shoulder IK is kept for the
  right arm and the left one on the weapon.
- A melee attack aims where the head looks (the right controller aims
  the weapon), and each one is logged; vr.melee_swing_speed is 1.5 m/s.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:10:03 +02:00
Stefan MaierandClaude Opus 5.5 a24f615b4e VR: twist the forearm with the hand
The forearm, turned only to point at the wrist, kept the animation's
twist while the free hand could roll half a turn from it, and the skin
between them collapsed into a ribbon. It now takes most of the hand's roll
about its bone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 21:49:44 +02:00
Stefan MaierandClaude Opus 5.5 62f451d8dc VR: a natural free left hand, melee by swinging
- The free left hand lines up with the controller as a hand holds it:
  fingers along it, the knuckles (little finger to index) up its handle,
  the wrist behind its grip.
- Thrusting a hand forward (vr.melee_swing_speed) is a melee attack; the
  right grip still is too.
- Through a melee attack the gun stays in the hand; its animation would
  swing it before the camera.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 21:42:05 +02:00
Stefan MaierandClaude Opus 5.5 1882ae06bf VR: arms that follow the hands, the left hand free or on the weapon
- The first-person arms' upper arms and forearms are turned (two-bone
  IK) to run from the player's shoulders, below the head, to the wrists,
  instead of floating with the weapon.
- The left wrist follows the left controller, its fingers with it,
  unless the grip closes at the weapon's foregrip (vr.two_hand_reach):
  then the hand holds the weapon, which aims along both hands.
- Left controller: grip holds the weapon, Y switches weapons, X is the
  flashlight, and held switches grenades.
- The first-person skeleton's nodes are logged once per weapon.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 21:25:07 +02:00
Stefan MaierandClaude Opus 5.5 282991fc07 VR: aim with the right controller, the weapon in the hand
With vr.aim_with = "controller" (the default), on foot:
- the unit's aiming vector comes from the right controller, while its
  facing (the body, the view and the movement) keeps following the head;
- shots start at the muzzle of the weapon in the hand, kept inside the
  level from the camera as before;
- the first-person weapon and hands are posed from the controller
  (vr.weapon_forward/right/down place the model in the hand);
- the HUD's crosshair, which marks where the head looks, is left out, and
  a laser runs from the weapon to what it aims at (vr.laser).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 18:01:53 +02:00
Stefan MaierandClaude Opus 5.5 ce59138a2b Play in VR on OpenXR headsets (Quest 3/3S, Steam Frame)
The Android port gets an OpenXR session in the host (Khronos loader, core
OpenXR plus XR_KHR_opengl_es_enable): on a headset the game keeps its
640x480 layout drawn at the eye images' resolution, renders the player's
view once per eye from the tracked eye poses through asymmetric frusta,
and shows the HUD and menus as a head-locked or room-fixed quad layer.
The head aims the player; the right stick turns; the Touch controllers
map onto the Xbox pad; rumble goes to the controllers. Frames without a
player view (menus, loading, cinematics) go onto a screen in the room.

A marker file, xr_test, runs a self-test of the session, layers, colour
path and controllers without game data.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 09:17:19 +02:00
MrBruh 1bcd57afe4 Merge branch 'bnunu:main' into main 2026-09-28 14:46:17 +13:00
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
MrBruh 5389a16360 Merge branch 'bnunu:main' into main 2026-09-27 23:57:12 +13:00
Jonas Volman 3ea3ba1f31 Recover private weapon HUD resolver linkage and exact code 2026-09-27 03:29:51 -07:00
MrBruh bd9876ac9b Mouse support in menus 2026-09-27 22:05:55 +13:00
MrBruh 50eae19bac Native resolution fullscreen with F11 toggle 2026-09-27 20:42:09 +13:00
MrBruh b0e3bc96e3 Fix framerate-dependent timing 2026-09-27 19:23:44 +13:00
Jonas Volman e44eea9126 Recover UI launch helper source shape; preserve five-function research 2026-09-26 23:18:47 -07:00
MrBruh 0154ae9af5 Merge branch 'main' of https://github.com/cybersecurity/halo-ce-universal 2026-09-27 17:42:48 +13:00
MrBruh 0f38fea378 Merge remote-tracking branch 'upstream/main' 2026-09-27 16:57:47 +13:00
Jonas VolmanandClaude Opus 5.5 c680c2b09f ui: reconcile exact widget recursive rendering
Independently rebuilt and source-reviewed donor b659a777. Restores attested helper, clipping and color-call shapes; 743 meaningful / 752 padded bytes, 0 regressions. No new helpers or storage changes.

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 19:35:22 -07:00
Jonas VolmanandClaude Opus 5.5 81a11ff9b5 ui: reconcile exact scenario help widget assertion
Independently verified donor 9f0b3af9413e6dc5c1be28786d22f0ea7df6c119. Restore the first-party-attested null-and-text-box-type invariant. The redundant check is genuine source evidence, not a fabricated allocator lever. Complete 608-byte section and 50 relocations match January; no new helper, owner, warning or exact regression.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 15:18:18 -07:00
Jonas Volman 7c0af5f029 Reconcile approved compiler-application code, data and owner repairs 2026-09-26 12:02:50 -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
MrBruh 95881a5f91 Replace port assembly with C 2026-09-26 23:56:21 +12:00
MrBruh a06ef74eec Detach framerate from gameplay simulation 2026-09-26 21:49:07 +12:00
MrBruh 95c1e19338 Merge branch 'bnunu:main' into main 2026-09-26 20:40:13 +12:00
Jonas Volman b91402af73 hud: reconcile approved exhaustive crosshair state dispatch
Match _hud_update_weapon_local_player: 1472 credited bytes, 68 relocations. Default is unreachable over all 19 loop states. First-party evidence supports the ammo predicates and primary-trigger correction. Independently verified in the three-function batch with zero regressions.
2026-09-26 00:38:13 -07:00
MrBruh dcfd36f609 Merge branch 'bnunu:main' into main 2026-09-26 18:26:52 +12:00
MrBruh e29125b50e Port decomp to Android 2026-09-26 16:16:00 +12:00
Jonas Volman 4859d3044d Match motion sensor update with genuine shared helpers 2026-09-25 17:18:38 -07:00
Jonas VolmanandClaude Opus 5.5 3ee32a5cb5 R3 batch 2: owner rulings 1, 4, 7 - five objects complete
Owner rulings 2026-09-24:
- Q1 YES (04, not 04b): _actor_aim_grenade in its natural /Od body (no goto),
  keeping the BUG comment on January's vehicle-path read of the unassigned
  aim_vector. Header-inline helpers replace the TU redirects and the NODUP
  cross_product2d hand copy; the new COMDATs are identical to January's.
  Unlocks collision_features, real_math and path_smoothing (config 03A) and
  retires the stale collision_features rejection (04). The decals rejection,
  path_structure_bsp and path_obstacle_avoidance are untouched.
- Q4 YES (A2): _first_person_weapon_update without the two NULL guards,
  VALID_INDEX at all five /Od-attested sites, and the three magnitude
  redirects removed. The weapon-switch invariant is documented in source.
- Q7 YES: _uncompress_int32_to_real_vector3d stages the conversion through a
  real temp with a declaration-time initialiser (debug exact; verbatim in
  Oct-2001 2276P and the Sept-2001 cache.exe).

Full gate: 383 -> 388 / 468 Halo objects, +3 functions (+2,211 meaningful
code), 0 regressions, parks 82 -> 80, admission 0 contradicted / 0 revoked,
fake-match leads 26, pytest 1,161 passed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 00:04:10 -07:00
Jonas VolmanandClaude Opus 5.5 b993052102 R2 batch 3: first-party function names and storage from the completeness-critic routes
Zero credit; every packet was independently adversarially reviewed (22/22 approved).
- critic_3: 72 renames of placeholder/invented static function names across 20
  objects to first-party names. Each rename has Sept-2001 linker-map alignment
  (cachebeta xbe / retail cache exe, several also Aug-2001), relocation-masked
  body identity and matching callers; cachebeta publics show every row was a
  January static. hs's radiosity_hack_{start,save,find_point}_evaluate pairing
  is proven by the Sept .rdata hs_function_definition pointers; players'
  create_weapon also matches HCEX.pdb. Objects: ai_debug (reviewer-amended: a
  dead stub removed, its comment re-attached), transport_endpoint_winsock,
  transport_endpoint_set_winsock (+ parked.json key renames), profile,
  progress_bar, network_connection, saved_game_files, rasterizer_xbox_profile,
  xbox_sound_cache, game_engine_king, players, hs, hs_runtime, main, decals,
  rasterizer_lights, rasterizer_xbox_dynavobgeom,
  rasterizer_xbox_environment_fog, rasterizer_xbox_hardware_bitmaps,
  render_cameras.
- hs_compile: whitespace_characters, eol_characters and hs_type_primitive_parsers
  are external (cachebeta publics, HCEX DataIsGlobal); hs_compile_finish is
  static with a TU-local prototype (no public; HCEX static function).
- bink_playback: bink_playback_idle -> bink_playback_update__internal
  (first-party). The bink_decompress_audio_frame rename is NOT landed: it needs
  an added call whose position is unattested, the same class canonical held for
  hardware_geometry in 4d1ebf17.

Gate (full ninja, objdiff 3.3.1): objects 383, code 1,577,237, data 2,586,915
(all unchanged); stable diff 0 regressions; parks 83/0/0; admission 11/0/2/0;
fake scan 26; pytest 1161 passed; diff --check clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 16:59:40 -07:00
Jonas VolmanandClaude Opus 5.5 cdc8ebd3fe Batch 5b: reviewed zero-credit storage and provider hygiene
- geometry: drop the NODUP hand copy of plane2d_distance_to_point, so the
  header inline is used (selection byte only; removes a latent
  collision_bsp<->geometry LNK2005).
- collision_bsp: collision_bsp_usage_times is file-static (cachebeta publics).
- rasterizer_lights P1: HCEX file statics with January's .bss layout (the
  load-bearing `= {0}` follows the VC7 initialised-statics law and precedent);
  lands atomically with its 6 symbols.json rows.
- motion_sensor: .bss symbol layout fix (object_audit 44/2 -> 44/0).
- rasterizer_xbox_models: five D3D wrapper rows static.

All byte- and credit-neutral (gated with batch 5a); objects stay incomplete
on residual functions and held owner items.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 04:58:59 -07:00
Jonas VolmanandClaude Opus 5.5 466698b85a Batch 5a: admit hud_unit via a hud_draw.h check_stack_buffer header inline
January's 26 stack-sentinel sites in hud_draw, hud_unit, hud_nav_points,
hud_weapon and motion_sensor share one inlined shape. Both asserts at each site
carry one line literal (a macro). January's 48-byte _check_stack_buffer has no
relocations anywhere, and the Sept-2001 map flags the helper as an inline COMDAT
('i hud_draw.obj'). hud_draw.h now carries the STACK_BUFFER constants, the
unchanged check_stack_buffer body as a header __inline, and the sentinel macro
match_assert_stack_frame (descriptive name: neither the /Od build nor HCEX has
the sentinel). The invented corrupt_stack_found/stack_buffer_checked gotos in
hud_unit are gone, and hud_nav_points and hud_weapon use the macro too (exact
callers). motion_sensor keeps its copy: its sentinel callers are residual, so a
new COMDAT there would break rule (i).

hud_unit (reviewer-amended 01RS + 02-04R): first-party names and storage; the
_fast_ftol rejection is retired (identical copy, pair links pass both ways).

DISCLOSED for an owner ruling: P7 drops rasterizer_xbox_models' dead
#include "interface/hud_draw.h" (project commit 635bd83d; no name used; raw-
and warning-inert). It is load-bearing only as declared-name shielding: the
inline adds ~9 names, which flips __rasterizer_model_transparent_geometry_submit.

Gate (full ninja, objdiff 3.3.1, 23 hud_draw.h consumers): Halo objects 378 ->
379; stable diff unchanged, 0 regressions; parks 86/0/0; admission 11/0/2/0;
pytest 1157 passed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 04:58:59 -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 VolmanandClaude Opus 5.5 b9a8d587a0 Batch 3: admit twelve objects; four exact functions; verified storage and data fixes
Objects admitted (Halo 363 -> 375), each with an independent adversarial review:
units (first-party names incl. the reviewer-corrected unit_vectors_are_valid, 49
static flags, '$'-defect data entry), collision_debug (/Od helper calls),
render_objects (b807f9f6 provider packet), editor_flying_camera
(_editor_camera_set_position_and_roll 432, storage + grouped entry re-pin),
rasterizer_xbox_shadows (shadow_model_draw 688), cache_files_windows
(open_cache_files 752), light_volumes (light_volume_render 912, reviewer-amended
/Od declaration order), actor_firing_position, path, biped_limp_noodle (HCEX file
statics), leaf_map and model_animations (/Od helper calls replace hand expansions).

Zero-credit/data: path_structure_bsp HCEX tables (+200 data), hud_nav_points
storage, first_person_weapons patch A (park re-baselined).

Gate (full ninja, objdiff 3.3.1): stable diff +4 strict / 2,784 padded, 0
regressions; parks 89/0/0; admission 11/0/5/0; fake scan 26 (new lead is the
/Od-attested empty then-arm in the still-parked fpw update); pytest 1157 passed;
diff --check clean. Ledger: docs/object_matching_logs/claude_fifty_objects_20260925.md
(adds the Layer 2 owner-ruling disclosure, tallies and held items).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 23:53:28 -07:00
Jonas Volman ed3e308af0 bitmaps: restore exact ARGB inline color helper and owner API 2026-09-23 15:54:31 -07:00
Jonas VolmanandClaude Opus 5.5 2c7f73b9ad Close ui_widget_event_handler_functions after static ownership fix
All 100 functions were strict exact and the 934-byte .data section was
identical to January's: same payload, flags and resolved destinations
for all 228 relocations. But 98 handler functions,
event_handler_function_list and new_campaign_profile_name were external
in our source. cachebeta.pdb publics show all 100 were file-static in
January, and no other January object references them. Adding `static`
to their prototypes and definitions keeps every function strict exact.
All 452 January symbols now match, and the .bss is identical.

The object also emits the three stock D3D SDK .rdata tables. Each is
byte-identical to January's selected copy (rasterizer_xbox_decals,
progress_bar, headers) and pair-links in both orders, like the 54
already-admitted objects that emit them. The rasterizer_xbox_profile
hold additionally rests on that object's own shared-declaration debt.

One pinned entry in config/semantic_data_matches.json.
- Canonical scorer (objdiff 3.3.1): credits 934 data bytes and clears
  one more revoked row (4 -> 3).
- Pinned objdiff 3.6.0: a verified no-op.
- No code bytes, no config status change.

Verification: full ninja; stable diff vs frozen 8,245-function baseline
0 gained / 0 regressions; parks 103/0/0; fake-match scan 0 -> 0;
pytest 1154 passed; git diff --check clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 14:43:01 -07:00