Commit Graph

744 Commits

Author SHA1 Message Date
Shokunin b55d92124d GL: opt-in xBR edge-directed texture filter (texture_filtering = "xbr")
Filter mode 3 magnifies textures with an edge-directed rule after Hyllian's
xBR (written from the published description, no code reused): for the
texel corner nearest a sample, weighted YUV colour distances over a 5x5
neighbourhood decide whether an edge runs along the corner's diagonal; if
so the corner is cut with an anti-aliased boundary and takes the closer
side neighbour. Flat areas, straight edges, gradients, cutouts and 1:1 draws
stay nearest. Selectable from [video] texture_filtering, settings.toml,
PSX_TEXTURE_FILTER and the new texture_filter TCP command. Default unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 19:17:27 -07:00
Matthew Stanley 73f527f926 Merge remote-tracking branch 'origin/master' into feat/uncharged-call-counted-cycles
# Conflicts:
#	docs/TCP_COMMANDS.md
2026-10-09 15:44:41 -07:00
Matthew Stanley 9dab74fac3 Merge remote-tracking branch 'origin/master' into feat/pgxp-mod-region-depth
# Conflicts:
#	docs/TCP_COMMANDS.md
2026-10-09 15:43:57 -07:00
Matthew Stanley 37d3ab3e38 PGXP: track packets in mod guest regions and keep validated depth through the seam clamp
Enhancement arenas (GPU DMA aperture, Expansion-1 mod memory) were untracked, so Crash widescreen drew every vertex native with no depth. Adds depth stats/clear causes to pgxp, depth to pgxp_tri_ring, input_route_start at_frame, integer number keys in game.toml.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 13:20:27 -07:00
Matthew Stanley 1e33a8b8ec Add build-time HLE tier for OpenGL textured batching and batch_sites flush attribution
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 11:19:42 -07:00
Matthew Stanley e4300a46e0 Add an always-on guest-cycle profile ring (gcp_ring)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 04:45:27 -07:00
Matthew Stanley 15a8096ed7 Recompute OpenBIOS emitter stamp and TCP command index after merging #585/#588
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-08 23:04:29 -07:00
Matthew Stanley 50747ae16d Merge PR #585: GL opt-in texture LOD + anisotropic filtering
# Conflicts:
#	docs/TCP_COMMANDS.md
#	docs/config_schema.md
#	generated/OpenBIOS.emitter.sha
#	recompiler/src/config_loader.cpp
#	recompiler/src/config_loader.h
#	runtime/CMakeLists.txt
#	runtime/src/debug_server.c
#	runtime/src/main.cpp
2026-10-08 23:04:04 -07:00
Matthew Stanley c92278e415 Merge PR #588: GL opt-in FMV chroma smoothing 2026-10-08 23:03:43 -07:00
Matthew Stanley 29e647cebb Share build-selected guest HLE bindings and implementation metadata 2026-10-08 16:58:05 -07:00
Matthew Stanley 6fbd5a3462 Merge remote-tracking branch 'origin/master' into fix/tomba-session-capture-20261008
# Conflicts:
#	runtime/src/boot_state.c
2026-10-08 16:52:33 -07:00
Matthew Stanley 5d7837e991 fix(runtime): restore capture guards after nonlocal guest escapes 2026-10-08 15:39:01 -07:00
Shokunin ab13278bdf GL: opt-in FMV chroma smoothing for 24-bit MDEC frames
[video] fmv_chroma_smoothing = true makes the OpenGL present of a 24-bit
(MDEC) frame keep each sample's luma and take its chroma from a [1 2 1]
tent over the 3x3 source pixels, hiding the 2x2 colour blocks of 4:2:0
video without softening luma. Pairs with the existing fmv_filter upscale.
Guest VRAM/MDEC output untouched; 15-bit presents and the default unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 14:37:27 -07:00
Shokunin cf756f0b2d GL: opt-in texture LOD + anisotropic filtering for world textures
[video] texture_lod = "mipmap" emulates mip levels for PS1 texture pages,
which are decoded per fetch from VRAM and so have no GL mip chain: the
screen-space UV footprint of a minified, proven-3D primitive is box-averaged
(opaque texels of the fragment's STP class only), and anisotropic_filtering
(1..16) spreads that many taps along the footprint's major axis. Every tap
clamps to the primitive's UV bounds or texture window, so packed atlases
never bleed. The mode rides in the textured batch's filter key; off (the
default), sprites/HUD and magnified textures are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 14:01:07 -07:00
Matthew Stanley d6652474fe Merge commit 'fe88727025' into integrate/pr558plus-fixes-20261008 2026-10-08 11:00:53 -07:00
Matthew Stanley c87b8deab6 Merge commit '33a4ff56b0f769cf37f2804d00dce2e4cb106408' into integrate/pr558plus-fixes-20261008
# Conflicts:
#	runtime/include/frame_gen.h
#	runtime/src/gpu_gl_renderer.c
#	runtime/src/main.cpp
2026-10-08 11:00:53 -07:00
Matthew Stanley 699cc5bb3e Merge commit 'cb8a2e617dd5edbe1dc3dafbfc82f1a48bf3d6f6' into integrate/pr558plus-fixes-20261008
# Conflicts:
#	docs/TCP_COMMANDS.md
#	generated/OpenBIOS.emitter.sha
#	runtime/src/main.cpp
2026-10-08 11:00:25 -07:00
Matthew Stanley 0662437c56 Merge commit '2b517f3a0529742647b4c12c1a6f3d4818b29d84' into integrate/pr558plus-fixes-20261008
# Conflicts:
#	runtime/include/gpu_render.h
#	runtime/src/gpu_gl_renderer.c
#	runtime/src/gpu_render.c
#	runtime/tests/gpu_hd_texture_stubs.inc
#	runtime/tests/test_gl_hd_texture_pack.c
2026-10-08 10:59:40 -07:00
Matthew Stanley a03b1cf413 Merge commit '08cf54a99a8155191623b54e4f3a5b5ae1249d1e' into integrate/pr558plus-fixes-20261008 2026-10-08 10:58:36 -07:00
Shokunin 2b517f3a05 HD + render thread: keep the A0 hold across HD activation and savestate loads
Track an open GP0(A0) upload in the renderer whatever the HD state
(facade gr_vram_upload_begin/commit/set_open): HD activation mid-A0
waits for the commit instead of reading the FBO over received words,
and a full-VRAM load no longer ends the hold; gpu.c restores it from
gp0_state on load and ends it on GP1(01h). Sync the render thread
before flushing dumps or reading HD diagnostics, suppress dumps from
generated frames, use _putenv on MinGW, drop a stale log. Adversarial
fixtures for both cases in full-VRAM and high-resolution-window modes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 03:41:54 -07:00
Shokunin 771ded8167 ci: require only the tracked OpenBIOS backend in release checks
#575 stopped tracking generated/SCPH1001_*, but check_generated.sh and the
game-release template still required them, failing title release packaging.
SCPH1001 is now optional/local: complete -> noted, absent -> skipped with a
note, partial -> error.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 03:34:56 -07:00
Shokunin d06352b3e7 Smooth motion with HD texture packs
Generated frames are presentation only: their replayed draws skip the CPU
raster and the pack flush, and textured draws resolve the same HD
replacements as the real frame. Drop the HD gate on frame generation. The
HD fixture runs a 30 Hz game with generation off and forced on: real frames
and native VRAM are identical, and every generated frame shows the HD HUD.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 03:33:18 -07:00
Shokunin 988b85b73f Render thread: exact HD native-VRAM publication; lift the HD exclusion
A GP0(A0) under HD authority takes the context at its header and keeps it
until the payload commits, so gpu.c's array holds every earlier native draw:
unwritten words keep queued draws and mask checks see the prior native mask.
Publication copies the whole private VRAM (no A0 can be open then), and
render_thread_stop publishes the final private draws before freeing them.
HD replacements and dumping no longer refuse startup or park the thread;
Smooth motion stays off under HD. Adds the review reproduction and #570's
HD safety cases with the render thread running.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 03:33:18 -07:00
Shokunin cb8a2e617d docs: regenerate the TCP command index
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:40:28 -07:00
Shokunin 7d06942eb0 Dynamic resolution floor "display": the output's own lines
dynamic_resolution_min = "display" (game.toml, settings.toml,
PSX_DYNRES_MIN) floors the controller at the selected internal resolution
without the supersample factor, so with supersample > 1 it only trades
supersampling and never renders below the output. psx_dynres_floor_scale
in internal_resolution.h, tested in test_internal_resolution. OpenBIOS
emitter stamp regenerated (config_loader changed).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:40:17 -07:00
Shokunin c061ea23ea docs: measured FXAA cost, HUD note
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:40:10 -07:00
Shokunin a090a4b83f docs: antialiasing_mode, supersample and the post_aa command
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:40:10 -07:00
Shokunin 1a19553537 Docs: regenerate the TCP command index
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:56 -07:00
Shokunin a0cf9197f0 Debug-tools builds: live rendering A/B keys
PSX_DEBUG_TOOLS builds only (PSX_DEBUG_TOGGLES=0 turns them off). Keys flip one
rendering feature while the game runs and show the state on the OSD: 1 scale,
2 dynamic resolution, 3 widescreen, 4 Smooth motion, 5 texture filter,
6 wide mirror, 7 geometry correction, 8 perspective texturing, 0 summary,
9 PGXP depth, F10 PGXP colour, F11 PGXP seam, F12 PGXP CPU mode. The
debug_key TCP command presses one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:56 -07:00
Shokunin f3739b8495 Smooth motion: reprojection opt-in per title, redraw the default
[video] frame_generation_method = "redraw" (default) | "reprojection",
PSX_FRAME_GEN_METHOD overrides; replaces frame_generation_redraw.

- Redraw runs and allocates nothing of reprojection: no snapshots, depth
  image, programs, HUD matching; the cost-spike clamp and the dynamic
  resolution load formula apply to reprojection only. Switching to redraw
  or turning Smooth motion off frees what reprojection held.
- Uniform locations and PSX_RP_DEBUG/PSX_RP_NOPREV are read once with the
  programs.
- Each method gets its own breaker settings, set again on a switch;
  frame_gen_hold takes a kind (step down / over budget), not a string.
- The warp's depth is cleared before the cars are drawn (PGXP depth tested
  them LEQUAL against it).
- The warp restores the renderer's texture bindings on units 1 and 2 and
  never leaves a sampler on texture 0.
- gl_frame_gen_test: redraw asserts nothing of reprojection ran or was
  allocated (its phase 0.5 digest matches master's); reprojection runs
  check the warp's pixels on a parallax pan (vs the redraw of the pair, no
  holes, HUD exact), real frames unchanged, and no warp depth with PGXP.
- FRAME_GENERATION.md: the key, the default, reprojection and its
  R4-tuned object rules.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:42 -07:00
Shokunin e723060a5d Merge feat/pgxp-seam (#558-#560) for the PGXP depth API the reprojection test uses
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:42 -07:00
Shokunin 4102438ab4 PGXP seam: above 1x only; expand only depth-tested triangles
- `wide` (mode 2) is half a native px above 1x and nothing at 1x, as the
  docs and `fine` already said.
- Expansion needs the triangle's depth mode 1 (opaque, 3D, depth buffer on,
  not near-camera); without depth, painter order resolves the overlap and a
  widened edge would draw over its neighbour.
- gl_renderer_set_pgxp_seam syncs with a live render thread (GL_RT_SYNC)
  and counts as a PGXP renderer feature.
- gl_frame_gen_test: seam alone draws exactly like no features; at 1x
  depth+seam draws like depth; at 3x it changes the image; the in-between
  frame at phase 1 still equals the real one with seam on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:19 -07:00
Shokunin 28fdd27b66 PGXP seam expansion for opaque 3D polygons (opt-in)
[video] pgxp_seam = "off" | "fine" | "wide" (default off; PSX_PGXP_SEAM,
PSX_PGXP_SEAM_PX). Above 1x, a vertex that sits on a neighbour's edge only to
the PS1's precision leaves a hairline crack. Opaque 3D triangles move each
edge outward (mitred, limited at sharp corners): fine = 1 output px, wide =
half a native px; UVs, colour, q and SZ extrapolate with the barycentric
coordinates of the new corners so textures do not slide.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:11 -07:00
Shokunin 7d56562066 PGXP colour: Smooth motion test covers it; setter syncs with the render thread
gl_renderer_set_pgxp_color_perspective syncs with a live render thread
(GL_RT_SYNC) and counts as a PGXP renderer feature for the per-triangle
depth command. gl_frame_gen_test's PGXP pass runs depth, colour and both:
the scene's SZ now differs per vertex (colour) with rows ordered far to
the right (depth), and the in-between frame at phase 1 must equal the real
frame with each.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:11 -07:00
Shokunin a3293573d1 PGXP perspective-correct Gouraud colour (opt-in)
[video] pgxp_color_correction (default off; PSX_PGXP_COLOR overrides). Gouraud
colour on PGXP 3D triangles interpolates with 1/SZ; textured triangles with
perspective UVs share their w. The flag rides in the per-vertex PGXP code the
depth buffer already carries (sz + 65536).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:39:03 -07:00
Shokunin dc2cd301d3 PGXP depth: no cost when off; render-thread-safe setters; Smooth motion honours depth
- gpu.c sends gr_set_depth_triangle only while a PGXP renderer feature is
  on (gl_renderer_pgxp_render_wanted): no RTH_DEPTH per triangle otherwise.
- The SZ rides in the textured vertex's unused colour alpha, so TEXV stays
  26 floats for every title.
- gl_renderer_set_pgxp_depth / _threshold / pgxp_render_stats sync with a
  live render thread (GL_RT_SYNC) like their neighbours.
- A depth-mode change is its own batch-break reason (7); batch_diag returns
  all eight reasons.
- Smooth-motion in-between frames replay RTH_DEPTH and test depth from
  their own clear; gl_frame_gen_test gains a PGXP pass (overlapping 3D
  triangles out of painter order) where the in-between frame must match
  the real one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:38:58 -07:00
Shokunin 2a139843c1 PGXP depth: near-camera triangles stay painter-ordered; clear per frame
Triangles with a vertex nearer than SZ 1024 (PSX_PGXP_DEPTH_NEAR) stay out of
the depth buffer, the tolerance gains an absolute 48 SZ, and every displayed
frame starts with a cleared depth buffer.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:38:41 -07:00
Shokunin 4c4f90e12a PGXP depth: relative tolerance keeps decals in painter order
A 3D batch is two passes: colour tests against depth pulled toward the
camera by 2% of the distance (PSX_PGXP_DEPTH_TOL) and writes none; a
colourless pass then writes the true depth. Lane markings drawn after the
road a hair off its plane stay whole.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:38:41 -07:00
Shokunin 2a36efcacb PGXP depth buffer for opaque 3D polygons (opt-in)
[video] pgxp_depth_buffer (default off; PSX_PGXP_DEPTH overrides) and
pgxp_depth_threshold. gpu.c hands the GL backend each triangle's GTE SZ when
all three vertices are dataflow-precise (gr_set_depth_triangle); the backend
draws those opaque triangles with a LEQUAL depth test and write. 2D,
unproven, semi-transparent polygons, lines and rectangles never test or
write. Depth mode is a batch key and rides in every high-resolution-window,
native-wide and render-thread replay command. Clears are colourless
depth-only draws through the flat batch: after a drawing-area change or a
fill, and when the average SZ rises by the threshold (4096, as DuckStation).
Generated (Smooth motion) frames draw without depth.

Docs: ENHANCEMENTS.md G1.14.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 02:38:41 -07:00
Shokunin 33a4ff56b0 Dynamic resolution: count Smooth motion's measured in-between frames in the load
The render-thread controller's load now adds the generated frames actually
drawn in each sample, each at the mean measured cost of the timed ones (GPU
time or CPU wall, the larger), to the real frames' cost. Dynamic resolution
sees the whole render-thread spend: it steps up while there is room for the
real and the in-between frames, and counts the in-between frames against the
budget once they crowd the real ones, without assuming a full panel rate of
them at an estimated cost.

Generation's over-budget pause now looks at the real frames' part of the
load only (the last window's load less the generated frames' share), so the
in-between frames do not switch themselves off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 00:22:20 -07:00
Shokunin 08cf54a99a HD residency: bind the sidecar to the pack; bound the restage re-hash
- The .hdres sidecar (version 2) carries the pack's identity, a hash of its
  sorted replacement keys (hd_texture_pack_identity); a load with another
  pack is refused, as the docs say.
- The learned upload rectangles are bounded by area as well as count: a
  restage (load, rewind) re-hashes at most one VRAM's worth of words.
- gl_hd_texture_pack_test: residency is refused with a different pack;
  before the load a textured draw shows native artwork, after it the same
  draw shows the HD replacement and counts as an applied draw.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:51:31 -07:00
Shokunin 6799806481 HD texture packs: re-admit learned uploads after a VRAM restage
Rewind and in-session savestate loads have no sidecar. Each Beetle-keyed
upload rectangle seen in the session is remembered (at most 256); after a
restage it becomes resident again only if the restored words still hash to
a replacement key, so the HUD keeps its replacement across loads.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:48:04 -07:00
Shokunin 8acc3d8093 HD texture packs: keep upload residency across savestates
A savestate restage cleared every upload identity, so a texture uploaded
once (a race HUD) lost its replacement after any load until the game
uploaded it again. Saving a slot now also writes the Beetle-format residency
beside it (*.hdres: host metadata, never in the .pst), bound to a CRC of
the whole native VRAM. A load restores it only over exactly that VRAM, so
no identity is fabricated; anything else falls back as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:48:04 -07:00
Shokunin 2f536d114b Mods: a resource default must exist and stay inside its package
The manifest check on `default` is text-only; a symlink the package ships
could still point outside it. The default now resolves only when it exists
with the resource's kind (folder / file) and its canonical path stays
under the package's canonical root; otherwise the resource is unset and a
required one blocks launch. mod_packages_test covers a cleared or removed
selection restoring the default, a missing default folder, and a default
that is a symlink out of the package.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:47:55 -07:00
Shokunin 8948e9584c Smooth motion: plan the frames the clock shows; vrr in settings.toml; atomics
- settings.toml parses [video] vsync = "vrr" and a launcher save writes it
  back as "vrr" (was dropped / saved as "on"); every mode round-trips in
  video_enhancement_settings_test.
- fg_slots counts the display intervals the clock (fg_clock_phase) fills,
  with the same 0.985 phase limit. fg_plan_hz and the dynamic resolution
  share use it: 59.94 Hz content on a 60 Hz panel (2.002 intervals) plans
  and budgets one in-between frame, as shown, not two.
- The real share read on the emulation thread uses atomics: s_fg_flip_vb,
  s_fg_swap_ema and a published copy of the generated-frame cost estimate.
- fg_hud_lerp accepts a match at the 8th 2D triangle of the window.
- docs/FRAME_GENERATION.md: the plan's slots and the vrr mode.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:34:36 -07:00
Shokunin 91cd6db705 guest_cycle_scale: one CPU charge for every tier, declarative gate, rollback
Review of #561. Guest time now has two entry points (psx_cycles.h): the
CPU charge psx_cpu_charge() (instruction base, load fudge/region/completion,
i-cache refills, BIOS HLE costs), which applies [timing] guest_cycle_scale,
and the unscaled device advance psx_advance_cycles() (DMA, idle skips,
mul/div and GTE deadline waits). The emitters' block-mode charges emit
psx_cpu_charge; overlay DLLs accumulate it raw and publish through the
cpu_charge callback (was advance_cycles, same slot) into the same host
function, so nothing is scaled at the DLL boundary. The batched
psx_cyc_charge path, the dirty-RAM interpreter, psx_cyc_readmem, i-cache
refills and bios_hle.c all charge through it. At scale 1 it is exactly
psx_advance_cycles.

Gate in psxrecomp: [timing] guest_cycle_scale_gate, RAM predicates judged
at every VBlank edge (deterministic, works online, no mod needed), plus
psx_mod_set_guest_cycle_scale_gate() in mod_plugins.h for custom logic or
to tie the scale to a mod (guest_cycle_scale_gated = true; every mod
session reset shuts it). The carried fraction and both gate states are a
boot_state section (BS_SEC_GCS, written only when the scale is not 1), so
savestates and the netplay rollback snapshot re-simulate the same cycles.
psx_guest_cycle_scale_gate_test pins tier identity, the gates and rollback
re-simulation against the real psx_cycles.c.

OpenBIOS regenerated (emitter stamp); retail SCPH1001 is not.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 21:41:39 -07:00
Shokunin 1e6e43639a Title timing constant: [timing] guest_cycle_scale (and _gated)
No CPU is emulated: recompiled code charges the guest clock a fixed cost
per instruction. guest_cycle_scale = N charges 1/N of it (instruction,
load, mul/div, GTE latencies, overlay DLL batches) while VBlank, timers,
CD, SPU and DMA keep hardware time, so the game never runs out of frame
time. A title constant in game.toml (1 = faithful, 1..64), never a player
setting; guest_cycle_scale_gated applies it only while the title's mod
opens the gate (psx_guest_cycle_scale_gate_open). PSX_GUEST_CYCLE_SCALE
overrides for testing. A scale other than 1 is folded into the netplay
content fingerprint as a safety net.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 21:41:34 -07:00
Matthew Stanley e080f9fab7 TCP_COMMANDS: regenerate the command index (host_profile)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-07 18:20:59 -07:00
Matthew Stanley c55ddc4f29 Widescreen HUD size: proportional option shrinks the auto-UI HUD beyond 16:9
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit 41a9889566)
2026-10-07 18:20:59 -07:00
Matthew Stanley e5198880ef RENDER_PASSES: mod arenas in the pass sandbox
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
(cherry picked from commit 4121c6c6dd)
2026-10-07 18:20:59 -07:00