What's fixed
- Fixed the 4:3 left-edge texture stretch that could appear while Marina and
the camera moved through a stage. - Fixed Vertigo and Seasick Climb regressions where sprites left Windows
Solitaire-style trails, the rotating wall disappeared or used the wrong
color, and moving 3D platforms lost or stretched their textures. - Removed a host-message retry loop that could consume an entire CPU core from
startup and interfere with graphics and audio work on lower-end systems. - Bounded deferred host events and RT64 render-target bookkeeping so abandoned
queues and render-target recreation cannot create increasing work over a
long session. - Prevented the pre-game launcher from redrawing without a limit when VSync is
unavailable. Its software fallback is now event-driven and uses a bounded UI
scale. - Restricted the Linux NVIDIA ubershader workaround to affected RTX 50-series
and Blackwell devices, so older GeForce GPUs retain RT64's faster specialized
shader path.
Vertigo and Seasick Climb intentionally remain centered 4:3 when widescreen is
selected because their rotating rooms are authored as fixed 320x240 canvases.
Ordinary scrolling stages still use expanded widescreen rendering.
Diagnostics and regression coverage
- Added renderer queue, shader, texture, upload, process-memory, and thread
statistics to the existing five-second session reports. - Added an optimized native profiling workflow and detailed performance guide.
- Added sustained walking captures, explicit 4:3/widescreen and
native/interpolated-rate matrices, anti-aliasing coverage, fatal-log checks,
and a dedicated rotation-stage regression suite. - Validated all 52 campaign stages in both widescreen-preference and explicit
4:3 sweeps. The final five-minute streaming soak held native cadence with no
slow frames or growing renderer queue.
The implementation and test evidence landed in
#34.
This release does not claim to resolve the separate audio-backend reports in
#26 or
#27.
Full changelog: v0.3.5...v0.3.6