raptorreplica
44b95b71b0
Record reviewed EC terrain successor at 1988 frames
2026-10-12 04:50:51 +11:00
raptorreplica
17befbc68f
Record 1972 reviewed HD frames and frozen handoff
2026-10-12 04:16:41 +11:00
raptorreplica
3da3e3ac77
Record 1908 reviewed original HD frames and frozen handoff
2026-10-12 03:41:36 +11:00
raptorreplica
70a034ba9a
Record source-reviewed 1860-frame HD development pack
2026-10-12 03:07:12 +11:00
raptorreplica
e01206de02
Record corrected terrain families and 1844-frame development closure
2026-10-12 02:09:36 +11:00
raptorreplica
bed172e05e
Record 1812 reviewed original HD development snapshot
2026-10-12 01:35:49 +11:00
raptorreplica
266eae5107
Record 1748 reviewed original HD development snapshot
2026-10-12 01:06:38 +11:00
raptorreplica
f8e15850e9
Record 1652 original HD development snapshot and held material scopes
2026-10-12 00:15:40 +11:00
raptorreplica
09fe667156
Record 1465 reviewed original HD frames and frozen runtime continuity
2026-10-11 22:46:43 +11:00
raptorreplica
e3ab310255
Register 141 reviewed originals in external 1289 HD checkpoint
2026-10-11 21:39:27 +11:00
raptorreplica
65e7a9d22c
Checkpoint 141 reviewed original HD frames outside frozen release
2026-10-11 21:25:32 +11:00
raptorreplica
51ab388ea0
Record complete Black Tide Linux and Windows release validation
2026-10-11 21:05:50 +11:00
raptorreplica
fa2291c3a0
Document completed independent HD artwork reviews
2026-10-11 21:04:35 +11:00
raptorreplica
0e8a27c728
Render scripted boss phases and accelerate validated mod loading
2026-10-11 20:49:37 +11:00
raptorreplica
9226a13433
Record later 74-frame HD preparation and startup source epoch
2026-10-11 20:42:20 +11:00
raptorreplica
b2dc5781c4
docs: preserve 73 later HD approvals and post-Host continuity
2026-10-11 20:28:12 +11:00
raptorreplica
38fb6b51c2
docs: checkpoint 68 prepared HD frames beyond frozen runtime
2026-10-11 20:17:58 +11:00
raptorreplica
71cb7cdba3
Add Iron Coast II Black Tide eight-mission campaign
2026-10-11 20:08:01 +11:00
raptorreplica
a08b932beb
Document prepared later HD cohort without changing coverage
2026-10-11 20:07:36 +11:00
raptorreplica
888a5eef1c
Checkpoint 52 later HD approvals and shop icon diagnostic
2026-10-11 20:04:54 +11:00
raptorreplica
7556a12069
docs: record verified 1148-frame runtime copy
2026-10-11 19:44:10 +11:00
raptorreplica
4e338b85ab
Record immutable 1148 HD handoff and review dependency repair
2026-10-11 19:27:59 +11:00
raptorreplica
f9b6caf4d4
Add scripted boss phase artwork and native impact effects
2026-10-11 19:23:30 +11:00
raptorreplica
e1a6b54712
Checkpoint 1,148 reviewed HD frames against final Stage2 API source
2026-10-11 19:18:54 +11:00
raptorreplica
b4a51f1782
Checkpoint 1,071 reviewed HD frames and preserve Stage2 handoff scopes
2026-10-11 19:02:50 +11:00
raptorreplica
6ca6919590
Record immutable 1,037-frame development handoff
2026-10-11 18:53:17 +11:00
raptorreplica
9d3b15b8d6
Checkpoint 1,037 independently reviewed development HD frames
2026-10-11 18:50:32 +11:00
raptorreplica
5ba472ebc9
Checkpoint 929 independently reviewed development HD frames
2026-10-11 18:34:05 +11:00
raptorreplica
fb6574a732
Record native Windows validation of the 800-frame package
2026-10-11 18:32:28 +11:00
raptorreplica
c3865500d7
docs: checkpoint independent original HD reviews
2026-10-11 18:24:26 +11:00
raptorreplica
964ba930d7
Package 800 reviewed HD frames for Linux and Windows
2026-10-11 18:23:38 +11:00
raptorreplica
e7478bddeb
Clarify runtime handoff wording
2026-10-11 18:19:09 +11:00
raptorreplica
7c11df12f7
Record 800-frame Linux and Windows runtime handoff
2026-10-11 18:18:49 +11:00
raptorreplica
2fb1fad843
Checkpoint 800 independently reviewed HD frames
2026-10-11 18:13:47 +11:00
raptorreplica
f86c5d446d
Verify the tracked Windows runtime in native CI
2026-10-11 18:00:54 +11:00
raptorreplica
25bf21349a
Record relocated Windows gameplay and sound validation
2026-10-11 17:53:17 +11:00
raptorreplica
1b52466f4c
Include a self-contained Windows build and portable profiles
2026-10-11 17:51:38 +11:00
raptorreplica
1bfe69dc68
Checkpoint 697 reviewed HD frames and exact runtime proof
2026-10-11 17:31:00 +11:00
raptorreplica
aeca7501bb
Freeze HD review libraries and checkpoint 441 approved frames
2026-10-11 17:11:36 +11:00
raptorreplica
26ed9ccdbb
Refresh the tracked playable bundle with reviewed engine and 340 HD frames
2026-10-11 16:52:09 +11:00
raptorreplica
c0a6fd3431
Add scripted lightning weapon mods with interpolated anchored effects
2026-10-11 16:45:22 +11:00
raptorreplica
98465133aa
Record repository relocation and original ground-target investigation
2026-10-11 16:37:50 +11:00
raptorreplica
8f459796b1
Make RustRaptor the repository root and track its playable bundle
2026-10-11 16:33:37 +11:00
raptorreplica
e17bc1003e
Package RustRaptor and refine controls, menus, saves, sound and mod selection
2026-10-10 13:47:41 +11:00
raptorreplica
0844f6dffa
Match full reference demo and validate original missions, transitions and sprite rendering
2026-10-10 12:42:33 +11:00
raptorreplica
967ba69ee8
Add separate Iron Coast mission, weapon and enemy mods with SD HD artwork and audio
2026-10-10 12:20:24 +11:00
raptorreplica
dbb1d4596b
Add independent Rust engine, deterministic mod API and asset pipeline
2026-10-10 12:17:43 +11:00
raptorreplica
eee082f2ad
Preserve current legacy presentation and options improvements
2026-10-10 11:07:37 +11:00
raptorreplica
214789fe87
Fork the vendored engine into the playable replica
...
Engine changes vs the vendored upstream (full ledger in
docs/upstream-patches.md):
- Assets: replace the encrypted FILE000N.GLB archives with a catalog of
pre-decrypted loose files (data/INDEX); GLB_SlotItems() drives
mission-pack / registered-version detection; payloads never run the
GLB cipher at runtime.
- Platform: Linux/SDL2/ALSA only; Android, MSVC/MinGW, macOS packaging,
bundled Windows SDL2 SDKs and the ENDOOM exit screen are gone;
EXIT_Error now prints before exiting.
- Rendering: decouple presentation from simulation -- sim stays at the
original 70/3 Hz, frames render interpolated at display rate (player,
map scroll, enemies, shots, bonuses, anims, shadows); menus keep 70 Hz
pacing; vsync with a delay-guard fallback.
- QoL: borderless window mode (Video/borderless), no menu cursor
snapping onto default buttons.
Fix four regressions from the render split:
- Shield bars never redrew: RAP_ThinkStats latches g_oldshield each sim
step before RAP_DisplayStats' dirty check could fire. Bars now draw
unconditionally per rendered frame; g_oldsuper deleted, g_oldshield
kept as sim-side damage-detection state only.
- Dying ships despawned without exploding: the render loop never called
ANIMS_DisplayHigh(); most air-death explosions register HIGH_AIR.
Restored between the player and enemy shots, as upstream orders it.
- Laser turret broke: reusing doneflag as a draw marker (it is
hit/retire game state, and the turret retire path never frees its
shot) hid the beam on hitting ticks and leaked one SHOTS pool slot
per fire until no weapon could shoot. S_LINE tracers now carry an age
counter: one Think pass, every render of their birth step, purged at
the top of the next Think.
- Muzzle flash was cleared per rendered frame, making it invisible at
display refresh rates; now cleared once per simulation step.
2026-08-26 18:45:07 +10:00