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937c9ad74c414bbaa9fe9eea47340d1498d4a472
BT411
/
game
T
History
Joe DiPrima
and
Claude Fable 5
fc71f9c0bb
#156
the mission start/end fade RECONSTRUCTED: POVStartEndRenderable was an inert stub (rounds hard-cut) -- the binary's 5-phase fog machine (ctor @00454394, Execute @0045447c; constants byte-read @0x454740-50: flash 0.1s, fades 1.0s, plane floors 0.01/0.05) now runs at the renderer frame head keyed on the local player's SimulationState (3 MissionStarting -> white flash + 1.0s fade-in from white; 4 MissionEnding -> 1.0s fade-to-black, planes closing to the floors, re-arm). Drives the live fog pipeline (currentFogNear/Far + FOGCOLOR, which the frame Clear also samples -- the fade owns sky/void too) and re-reads the STYLE members per frame exactly as the binary re-reads live view fog (mid-fade searchlight swaps track). Armed by the now-real ctor in btl4vid.cpp (house pattern: inert object, module machine). Bench fade_bench.sh: 40s relay-clocked round, both nodes PASS armed + phases 1/2/3/4 in order with the end edge on simState=4. Rider: the [rio] STALL detector now keys on REPLY drought instead of request age (which the 50ms poll refreshed forever -- the detector could never fire;
#160
telemetry).
...
Co-Authored-By: Claude Fable 5 <
noreply@anthropic.com
>
2026-08-11 18:54:12 -05:00
..
fwd
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00
glass
#169
rider: shorten the roster build-gate tag to [WRONG BUILD] -- the '-- WILL NOT LAUNCH' tail clipped at the 536px row edge (caught in the layout preview render)
2026-08-11 15:55:23 -05:00
original
SeekVoltageGraph: full reconstruction -- the eng-page POWER graph + top-box eraser (Gitea
#11
)
2026-07-19 20:27:39 -05:00
reconstructed
#156
the mission start/end fade RECONSTRUCTED: POVStartEndRenderable was an inert stub (rounds hard-cut) -- the binary's 5-phase fog machine (ctor @00454394, Execute @0045447c; constants byte-read @0x454740-50: flash 0.1s, fades 1.0s, plane floors 0.01/0.05) now runs at the renderer frame head keyed on the local player's SimulationState (3 MissionStarting -> white flash + 1.0s fade-in from white; 4 MissionEnding -> 1.0s fade-to-black, planes closing to the floors, re-arm). Drives the live fog pipeline (currentFogNear/Far + FOGCOLOR, which the frame Clear also samples -- the fade owns sky/void too) and re-reads the STYLE members per frame exactly as the binary re-reads live view fog (mid-fade searchlight swaps track). Armed by the now-real ctor in btl4vid.cpp (house pattern: inert object, module machine). Bench fade_bench.sh: 40s relay-clocked round, both nodes PASS armed + phases 1/2/3/4 in order with the end edge on simState=4. Rider: the [rio] STALL detector now keys on REPLY drought instead of request age (which the 50ms poll refreshed forever -- the detector could never fire;
#160
telemetry).
2026-08-11 18:54:12 -05:00
btl4main.cpp
#163
round-end freeze + hang-on-exit FIXED: bare ExitProcess ran DLL detach with live Steam threads (no SteamAPI_Shutdown existed anywhere) and intermittently deadlocked -- the dead process's fullscreen frame squatted on screen while its menu child hung in SteamAPI_Init against the wedged sibling (field-captured, ZEUS 22:12:38). Ordered exit everywhere: flush forensics, BTSteamNet_ShutdownAll BEFORE the child spawns, hide our windows, TerminateProcess (detach skipped, deadlock structurally unreachable). Audit ledger: docs/MISSION_END_AUDIT_20260811.md (also yields
#156
's fade root cause). Bench: relaunch_bench.sh -- old pids dead, menu children clean
2026-08-11 01:58:23 -05:00