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@valentderah the plan above is up to date with Suggested order: #865 first (CI on both hosts), then #915 and #914, then #790, #732 and #1188. #1188 is reworked since you last saw it: quick save and quick load now work with no menu on the screen, and it was also checked on 1.2.1. #497 stays a draft on If something comes up after a merge, I'll rebase the rest the same day. |
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@valentderah, the merge plan for the release after v0.4.0. It replaces #965, which I am closing: everything from it that was merged is in v0.4.0.
From #965, now in v0.4.0
#917 (
sync_ahead, #676 by ProSep), #916 (dynamic resolution, #573 by ProSep), #1040 (ipavlin98), #1060, #1061, #1066 and #1006 (Luxury213). Thank you for all of them.Merged after v0.4.0
#1112 (fixes #1106, DLSS on 1.2.1), #913 (NVIDIA Reflex, #638 by STS78721), #1071, #864 (
tests/run_all.py, #675 by zzs181), #1087 (grass_range) and #1092 (the mouse wheel), #1118 (the game window's own mouse cursor image back, aspointer_image, off by default), #1142 (fixes #1122, the setup names the program that holdstotk.exe) and #1002 (1.1.0 patches by shenjackyuanjie); on 2026-11-14 #1161 (with #1184), #1162 and #1163 (ipavlin98) and #1165 (shadowas a knowntotk.inikey: the false "unknown key 'SHADOW'" warning is gone); on 2026-11-15 #1200 (contact shadows leave faces turned away from the sun alone). Thank you.Also in
devsince v0.4.0 (04ccb9c is the head as of 2026-11-14 14:16):optref_guard, then theabilitypatch set,ability_guard), the V-register locals in the lifter (6732297, 4-6 % less guest time in a town),ov_ability.ccompiled per install, the shaped RomFS folders written only for the player's screen shapes, freeing every DLSS size slot on a preset change, the replay comparing and copying its per-draw state inline (about 5 % less render-thread time, Are further performance improvements planned? #381) and the recorder woken on every publish (FPS degrades over play‑session with bound:cpu, GPU idle, no memory leak (0.4.0 vs stable 0.3.11) #1174).Tested by us, not in
devyet2026-11-15, 12:46:
devis at 434533a (version 0.4.1, #1207). Every PR of ours below merges into it without conflicts (GitHub: mergeable, clean). #914 (FSR 3.1) is not going intodev(maintainer, 2026-11-15): no frame generation in the FSR 3.1.5 libraries, ~2 ms of bridge CPU per frame, and the plan is AMD FidelityFX SDK 2.4 (#876, #1089). It stays open as a reference; we no longer carry it ontodev. #1188 is rebased onto c26c3a0 and out of draft.2026-11-15: all of them are rebased again, onto
dev94eb3d4, and show as mergeable. The conflicts:runtime/cfg.c's name list in SMAA on the present (#624 by ipavlin98, on dev) #915, AMD FSR 3.1 as the other DLSS / DLAA engine, on dev (#228 by Lucas-blip-png) #914, Run The Second Quest on 1.4.3: MSFix as host hooks, IPS data writes, mods without their code module (from ericdallo's fork) #790 and Achievements tab: statistics from the save and achievements on them #732;dev's function-entryhooklines (6a23628) took the name Run The Second Quest on 1.4.3: MSFix as host hooks, IPS data writes, mods without their code module (from ericdallo's fork) #790 used for its host hooks, so Run The Second Quest on 1.4.3: MSFix as host hooks, IPS data writes, mods without their code module (from ericdallo's fork) #790's line is nowhost_hook.dev'shooklines are unchanged (details).Each was built on 1.4.3 and passed
--selftest. Each then ran in the world under the Vulkan validation layer with its feature on: 0 validation errors, 0 shader failures.vk: SMAA on.plugins_test,lift_cache_testandexefs_patches_testpass;--probe-pluginsand--probe-modspass;MSFix ... runs, 7 hooks on, 5718 frames.Every PR of ours below shows as mergeable. All of them were rebased onto
dev(42b36b0) on 2026-11-14. Two had conflicts: #914 inruntime/vk_dlaa.c, next to #1162'sscene_shaped(both kept), and #790 inrecomp/gen.py, next to the V-register locals (6732297). For #790,recomp/vlocals.pynow also stores and reloads the V locals around a host hook (rt_hook), asregs.ESCAPEalready does for the X registers: the MSFix hooks run host code in the middle of a lifted function. Each was built from a fresh lift ofdev(#790 from its own lifts, with and without The Second Quest's ExeFS patches),--selftestpassed, and each ran in the world on 1.4.3 (RTX 4080 SUPER) under the Vulkan validation layer with its feature on (SMAA, FSR 3.1, achievements): 0 validation errors, 0 shader failures, and no layer message beyond the one warningdevitself shows (a fragment output without an attachment). #790 with The Second Quest, its Russian texts, TSQ Free Warp and a 4K texture pack, on a TSQ save: the MSFix hooks run, 59.7 fps, into the world. Under the validation layer that run crashed inside the layer itself while loading (VkLayer_khronos_validation.dll, 11 GB committed with the 4K pack), so it was run without the layer. #865's compile gate passes locally on the rebased branch (124 files, 0 failed). Since thendevmoved to 04ccb9c (#996's lift cache, the inline replay state), and #790 and #732 were rebased onto it the same day (the setting-name list inruntime/cfg.c; for #790 alsorecomp/patches.pyanddocs/building.md). #790's hooks already reach the lift cache's key (a hook is a('hook', index)word of its site, afn:argument a function start inmodule_key);tests/lift_cache_test.pynow has a case for it, andlift_cache_test,plugins_testandexefs_patches_testpass. Both built, selftested and ran in the world again: #732 with achievements on under the validation layer, 0 errors; #790 on a TSQ save with the mods, the MSFix hooks on, 59.7 fps. Under the validation layer one of two #790 runs without mods stopped inside the layer itself (VkLayer_khronos_validation.dll, the same place as the run with the mods above); the rerun and twodevruns went through, so I count it as the layer's, not proven. #1188 now has rebindable keys, F6 and F7 by default as in Half-Life. Each stands alone, and every new setting is off by default.Ready
devover the scan-planned march and on top of #1200dev6151ac4 vs the branch: canyon, Depths, a Brightbloom cave and Pondside Cave under the validation layer, 0 errors, 0 shader failures; the lighting pass found in every scene; GPU 5.79 vs 5.74 ms. In a player's daily build since 2026-11-15. Screenshots in the PR.antialiasing = smaaon the presentdevon 2026-11-12 and run again:vk: SMAA on, 0 validation errors.Our own features, waiting for your review
dev;plugins_test.pypasses. The plugin part waits for the step 2 design, #845.main)dev.main)quicksave, off by default; keysquicksave_key/quickload_key, F6 / F7 by default as in Half-Life). Reworked on 2026-11-15, out of draft: F6 asks the game for its own autosave (as itsOneShotAutoSaveMgrRequestAutoSavenode does, the wait between autosaves skipped) and keeps a copy of the slot; F7 holds the picture on "Loading the quick save" while the game's load list runs underneath and its slot reads open the quick save's files. A toast says what happeneddevc26c3a0, vanilla lift:--selftest, the probes,settings_doc_check,mouse_direct_checkandcheck_contentpass. Lookout Landing: F6, walk away, F7 brings Link back (save 0.5 s, load 4.9 s), 0 validation errors; on a copy of a long play F6 writes the oldest autosave slot, never the manual one. Real keys in a player's daily build since 2026-11-15. Screenshots and the log in the PR.Other authors' PRs we tested
f_7001bd0138checksx21 >> 32in [1, 127]; three saves on 1.4.3 at 60 fps withoptref on, 0 validation errors, no crash (comment). The 3.5 h crash itself is not reproducible here.dev'sabilityguard (e683938, c89b0f3) covers all four of the author's crash targets (comment)replay_async(deadlynch)--no-cachedevusnap_fast(t04dJ14n9)devmain)main)dev's installer; downloads are checked by size only, not SHA-256Not ready
The rest of #836's "not ready" list stays as it was: #487, #690, #647, #741, #669, #657, #748.
Suggested order
dev, so Darken only sunlit pixels with contact shadows #439 can be closed with it.main): I can move it ontodevwhen you want it.All reactions