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d3f4b9a55a54054e5faec988333e915c5a81dc82
BT411
/
game
T
History
Joe DiPrima
and
Claude Fable 5
d3f4b9a55a
#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
...
Co-Authored-By: Claude Fable 5 <
noreply@anthropic.com
>
2026-08-11 01:58:23 -05:00
..
fwd
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00
glass
#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
original
SeekVoltageGraph: full reconstruction -- the eng-page POWER graph + top-box eraser (Gitea
#11
)
2026-07-19 20:27:39 -05:00
reconstructed
#162
eject-arm predicate fix, canary-caught: destroyedAtEntry now samples the binary's MODE-based FUN_0049fb54 (movementMode 2||9), not alarm-based IsMechDestroyed -- EjectPilot's alarm-10 pre-write made a real punch-out read 'already destroyed' and silently ate the suicide type-2 (-499 arithmetic) while cook-off suicides scored; the alarm-vs-mode trap
#108
fixed for deathBlastArmed, one latch over. Benches: eject canary 6/6 deaths+costs+type-2s (5 suicides incl. the real eject, 1 kill); primary kd_bench 7/7/7/0 re-verified
2026-08-11 01:09:13 -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