A game's level name is the map's own (custom_maps\hugeass), so no screen or
server browser listing shows a hash, and the game record's map version is
the map's hash's first 32 bits, which a client finds its file by. Maps are
no longer renamed; a download beside another version of its name is named
<name>_<hash>.map and listed as "(2)"; maps the last build renamed get
their names back. Network version 29: the level name and the map version
mean something else.
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>
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.
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>
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>
rasterizer_xbox_bitmap_rebuild_hardware_format pads a linear bitmap's rows
to 64 bytes, rounding up; the texture header rounded its pitch down, so a
Custom Edition bitmap whose rows were not a whole multiple was drawn
skewed. The header now rounds up too (Xbox maps' rows always are a
multiple, so they are unchanged).
The texture header's pitch only: OpenCE never had the misalignment log the commit's custom_edition_bitmaps.c part removes.
(cherry picked from commit 90a057778f76eb96d45a112b95be2a0c1e1d69a2)
The header's name is read only within its field.
(cherry picked from commit d4ff4cc226e25d315ca1db853ebef14953521691)
(cherry picked from commit f0dd7c9fa533a95e8e653e203064a985965f4007)
25 notes ("left unassigned only by this default arm ... approval pending,
2026-09-27 audit") argued that a variable was never read unset. Where the
arm ends in system_exit they were right and simply go. A release build's
assertions return, though, so where the arm only asserts the variable now
starts with a value (a Custom Edition map's HUD data can reach hud_draw's).
A failed map precache reads as failed.
rasterizer_debug_drawing_begin had two declarations, one with an argument
its definition never takes; it now has one, and the port's macro papering
over the mismatch is gone.
(cherry picked from commit 74f8a048e4c3cc7dbc4b050dd41a8bae912bb367)
Conflicts:
- d3d8_gl.c, xgpu.h: upstream's own snapshot ring for the visibility
counters left out for ours (host_gl_counters_snapshot, the same idea,
tried on both headsets, which also halves multiview's counts; its copy
already has the memory barrier upstream added); both declarations kept.
- rasterizer_xbox.c: the mirrored skinning's winding and upstream's
many-node matrices, both.
- main.c, network_server_manager.c: both (bots' machines and a lone host
may count down).
- android_build.py: the OpenXR loader and upstream's SDL mouse patch
(another SDL file than ours), both.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Our version of #147. With audio.loose_sounds (off by default), each of a map's sounds that has a Halo PC sound tag file of its name in the data root's tags folder plays from it (port/linux/game/loose_sounds.c); loose_sounds_reload and loose_sounds at the console read them again or give the map's back. The files' samples are made the Xbox ADPCM this build plays through the Custom Edition converter, so no channel pools change and stock maps play as before. The override is written into the map's definition in place, keeping the counters the game updates; a change stops every sound and flushes the sound cache first, and old samples are freed once no cache block holds them. A split sound's length is its chain's.
The sound cache is HALO_PORT_SOUND_CACHE_SIZE: 16 MB on desktop, the Xbox's 4 MB on Android, with the debug view's buffer sized to match.
The powerup bounds of #117 move from source/models/models.c to port/linux/game/powerup_render_bounds.c, called from scenario_tags_load beside the other tags-loaded hooks, so the game's models.c no longer takes <xtl.h> and D3D buffer locks. It uses square_root and a relative margin in place of sqrtf and nextafterf, which strict gnu89 does not declare, and the objects.h scale change is marked as the port's. tools/test_powerup_bounds.py is dropped: it redeclares the engine's types by hand and CI does not run it.
On bloodgulch the active camouflage's render radius grows from 0.1 to 0.23 and the overshield's from 0.1 to 0.21; no other equipment changes.
A client joining a game on a Custom Edition map checked only that it had a
file of that name. With another version of the map (an older release, a
re-edit), its tags are not the host's: the objects, weapons and vehicles the
host sends are other things there, and the game desyncs or crashes.
The host now sends its map file's header checksum as the game record's map
version, which the Xbox game always left 0, and a client whose copy has
another checksum leaves with an error saying so and where to copy the
host's. The record's layout is unchanged: a host that sends 0 (an older
one, or the game's own maps, whose builds of other regions play together)
is not checked, and older clients ignore the field.
A Custom Edition map's linear bitmap rows need not be whole 64-byte steps:
its pixels are padded to them as they load (custom_edition_bitmaps.c). The
texture cache refused one that wasn't (it was never drawn), and since the
tag checks came in, the validator also made it swizzled, which drew a
non-power-of-two bitmap scrambled: sanctuary's kill icons, 24 bitmaps.
Both now take the padded pitch for a Custom Edition map; the Xbox maps'
rows are whole steps, as before.
A client joining a game on a map it does not have (a Custom Edition map
not in custom_maps, or one of the game's own not in maps) now leaves with
an error naming the map and where to copy it, instead of the damaged disc
error. It also says when the map cannot run there or the host names a
Custom Edition map as other versions do. The port's error texts wrap to
their dialog, in the smaller font when they would not fit.
Network version 22: hosts now name Custom Edition maps custom_maps\<name>,
which older clients cannot load or explain; they are told to update.
Conflicts: port_config.c (both sides' debug settings), hud_weapon.c (the
VR crosshair filter before upstream's state index check),
first_person_weapons.c (the VR arms kept; upstream's animation node check
added, and its node count limit applied to the VR arms too).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Custom Edition maps are loaded from the custom_maps folder, as level
custom_maps\<name>, apart from the game's own maps of the same name. The
map lists get CUSTOM SINGLEPLAYER and CUSTOM MULTIPLAYER, by the scenario
type in the map: a custom singleplayer map plays as a campaign level, or
as network co-op from the Map screen; a custom multiplayer map plays as a
multiplayer map. A map with an OpenSauce header that asks for nothing of
OpenSauce's runs as stock Custom Edition runs it.
Conflicts: d3d8_gl.c (multiview variants kept beside the per-pixel lit
shaders: shader[4] and lit_shader[4], vertex_shader_get takes both;
multiview targets before multisampling; the picture read resolves both),
nv2a_vsh.c/xgpu.h (lighting and multiview parameters), render.c (no
anti-aliasing pass on VR eye passes), dsound_sdl.c, p2p.h.
VR: anti-aliasing off (the eyes go to the headset from their textures);
the VR online list skips password games (the server browser asks).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Upstream's PC menus are kept for the desktop; in VR the Xbox's stay, which
the VR port's join codes, game list, host options and keyboard pointer are
built into. config_write_integer now writes through upstream's config_write.
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>
debug.vehicle_spawn: holding both thumbsticks in for 1.5 s puts the next
vehicle the map has loaded (not the Pelican, dropship or lifepod) a few
metres ahead of the player, cycling through them.
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.