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Do not publish donor research dumps or private assets.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.
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.
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>
Structural lane batch 3: +4,128 padded / +4,101 meaningful bytes strict
exact (3 functions), zero stable-verdict regressions.
- rasterizer_xbox_active_camouflage.c: _rasterizer_active_camouflage_draw.
The debug build (0x7cd9c0) writes each normal/hyper-stealth blend as one
(1-p)*base + p*hyper expression. The texture-animation vertex constants
are a block-scoped aggregate initializer, so both constant arrays share
a slot as in January.
- render_particles.c: _render_particles. The draw pass indexes
group_particle_counts[group_index] with a short loop, and the inner loop
is while (particle_count-- > 0), advancing the particle at the body end
and before the delete-path continue (/Od 0x84f800).
- rasterizer_xbox_shadows.c: __rasterizer_environment_shadow_begin. The
debug build's boolean success = TRUE is returned once, and the
translation terms use dot_product3d (/Od 0x80d870; HCEX array name
vsh_constants__screenproj).
Rule-24 disclosure (owner per-site admission, 2026-09-21): two new
(real_vector3d const *)&shadow_matrix->position casts, one per
dot_product3d call. The /Od build calls dot_product3d at 0x80db50 and
0x80dbc2 with the matrix position. Deleting both casts leaves the
function strict exact, and point/vector share the three-real layout.
parked.json: unpark _render_particles and __rasterizer_environment_shadow_begin.
The owner packet gains the aggregate 3D->2D view-copy question.
Gate: ninja PASS, parks 112/0/0, admission 0 contradicted/0 revoked,
provider link PASS, fake scan unchanged, pytest 1152 passed / 5 skipped
/ 26 subtests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>