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c8373f240750788c6c2aead46d6cc9e709ef9131
BT411
/
game
/
glass
T
History
Joe DiPrima
and
Claude Fable 5
c8373f2407
#169
lobby room layout: LEAVE button was half-clipped because 560x360 was the OUTER window size (the caption bar ate the bottom ~47px of a client that needed 336+), and rosters past 6 members drew through the fixed LAUNCH frame at y=250 (rows flow to 268 at 8 players). Buttons now sit below the full 8-slot roster (LAUNCH 280-326, LEAVE 336-366) and the window is sized by CLIENT rect via AdjustWindowRect (560x382). Geometry-proven; visual verify = next lobby + Friday's 8-player night.
...
Co-Authored-By: Claude Fable 5 <
noreply@anthropic.com
>
2026-08-11 15:51:07 -05:00
..
btl4console.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
btl4console.hpp
Miniconsole: the front end + LocalConsole marshal -- self-launched missions (step 3)
2026-07-17 23:33:39 -05:00
btl4fe.cpp
#162
K/D chain fixed at the authority model, once and for all: death tail master-gated (the 1995 sender one-shot restored -- the binary has NO receiver dedup, +0x290 never set [T1 byte-scan]); the
#81
latch-clear misattribution corrected (binary site = DropZoneReply tail); steam eggs stamp the host's advancedDamage mission-wide (penalty was silently off for every steam match);
#38
badge/patch ride the lobby (bd/pt keys). Bench: kd_bench.sh, five hard invariants, 4/4 deaths+costs+credits, zero dupes
2026-08-11 00:21:46 -05:00
btl4fe.hpp
Walk-up callsign/mech request: join menu -> relay -> the session egg
2026-07-22 13:58:51 -05:00
btl4lobby.cpp
#169
lobby room layout: LEAVE button was half-clipped because 560x360 was the OUTER window size (the caption bar ate the bottom ~47px of a client that needed 336+), and rosters past 6 members drew through the fixed LAUNCH frame at y=250 (rows flow to 268 at 8 players). Buttons now sit below the full 8-slot roster (LAUNCH 280-326, LEAVE 336-366) and the window is sized by CLIENT rect via AdjustWindowRect (560x382). Geometry-proven; visual verify = next lobby + Friday's 8-player night.
2026-08-11 15:51:07 -05:00
btl4lobby.hpp
#162
K/D chain fixed at the authority model, once and for all: death tail master-gated (the 1995 sender one-shot restored -- the binary has NO receiver dedup, +0x290 never set [T1 byte-scan]); the
#81
latch-clear misattribution corrected (binary site = DropZoneReply tail); steam eggs stamp the host's advancedDamage mission-wide (penalty was silently off for every steam match);
#38
badge/patch ride the lobby (bd/pt keys). Bench: kd_bench.sh, five hard invariants, 4/4 deaths+costs+credits, zero dupes
2026-08-11 00:21:46 -05:00