- Restore MSVC ABI (was accidentally GNU since v0.6.0, broke .CRT section)
- Replace game allocator with Windows process heap for filecache and
libdeflate malloc/free - game allocator not initialized during DllMain
when injected via CreateRemoteThread
- Defer timer calibration (Sleep 500ms) to lateInit - blocks under
loader lock during DllMain
- Remove exported malloc/free symbols from DLL
- Eliminate addObject compilation units for SSE files - direct @import
with AVX target instead
- Heap-allocate filecache (was 9.3MB static BSS)
- Strip transform44 of performance/ externs, pure profiling only
- Rename performance/ to weirdperformance/ to match module convention
- Skip default-off modules in all-variants build step
- Remove dead debug vars and stride logging from particle_sse
Removed deferred divide from both ray-tri functions -- the det-scaled
epsilon comparisons lose precision for near-parallel rays, potentially
accepting triangles the original rejects. Downstream SetupBoxFrustum
then writes to wrong globals near 0xCE6738 (SGroupPtr), causing
ERROR #124 on exit.
inflate_hook: replaced manual FS:0x24 thread ID pool with Zig native
threadlocal. Fixes potential crash on Wine where FS segment layout
may differ.
Build: switched from GNU to MSVC ABI (4-5K smaller per DLL, no
.eh_frame unwind tables). Added setjmp.h stub for libdeflate MSVC
build. Added noperf build variant (zig build noperf).
Lootable unit corpses (UNIT_DYNFLAG_LOOTABLE) now click-through over
blocking players, matching the existing behavior for interactable NPCs
and game objects. Adds isLootable() check to the interactable NPC test
and UNIT_DYNAMIC_FLAGS descriptor offset to shared offsets.
Also adds RELEASE_NOTES.md for tracking changes between releases, and
adds a checklist item in RELEASING.md to review it before publishing.
- dataassets module renamed to customassets everywhere (build flag,
source, DLL variant name, docs)
- Markers addon renamed to WorldMarkers (addon path, .toc, .lua,
Bindings.xml header, Lua globals, debug log prefix, mutex name)
- All 9 module mutexes now use WeirdUtils_ prefix to avoid
collisions with other DLLs in the same process