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On windows taller than 16:9 with Fill wide screens (shape < 1), anchors top and bottom HUD elements (hearts, minimap, clock, gauges) to the window edges instead of keeping them in the 16:9 band. Middle elements (reticle, stamina wheel, quick menus, dialogue) stay in place. - Add hud_edges setting in runtime/settings (default off) and runtime/control_settings - Apply vertical offset in hud_patch and scissor_rect for outer vertical panes - Add toggle in runtime/ui/game_options.mm and runtime/ui/menu.mm - Add translations across all 13 supported languages (0 missing, 0 unused) - Add synthetic unit tests in tests/test_hud_scale.c and Makefile target Fixes Revivedx#528
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Nov 8, 2026
…th, texture sharpness, HUD at edges Fixes: - The program and pipeline tables grow at half load: a full table made the render thread loop forever after about three hours of play (#565). - Writable G-buffer aliases can take the feedback path, and duplicate attachments can be attached once, on RADV wall corruption. Both are opt-in, by environment switch only, for testing on the affected GPUs (#579). - The Settings page background meets the tab bar's line (#578). New: - PrintScreen saves a screenshot during play (#562). - Controls > Vibration strength, 10% to 100% (#563). - Video > Advanced options > Texture sharpness: Default, Sharp, Sharper (#564). - Video > HUD at edges, for screens taller than 16:9 (#558). Tested by playing on Windows and with a hidden start, warp and teleport run: no crash and no errors in the log. Not tested on RADV, nor the HUD at edges on a screen taller than 16:9. Co-authored-by: amekkaoui <47280181+amekkaoui@users.noreply.github.com> Co-authored-by: Daniel Barrios <ing.dbarrios@gmail.com> Co-authored-by: ethanblazkowicz <misscalmm@icloud.com> Co-authored-by: jfpaardoo <juaparpar@alum.us.es> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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What this changes
Adds a HUD at edges toggle to Video options (and in-game menu) for screens taller than 16:9 (e.g. 16:10, 4:3, or foldable inner screens like 2160x1856 Galaxy Z Fold).
When Fill wide screens is enabled on tall displays (
shape < 1), HUD panes in the top third (hearts) and bottom third (minimap, gauges, temperature, clock, runes) are anchored to the window's top and bottom edges rather than remaining in the centered 16:9 band. Middle elements (reticle, stamina wheel, dialogue, item pick-up banners, and quick menus) stay in place.hud_edgesinruntime/settings.h/runtime/settings.c(default off, preserving existing behavior)hud_edge_dy,hud_edge_view,hud_edge_matrix, andhud_edge_scissor_dyinruntime/nvn/hud_scale.hhud_patchand minimap mask inscissor_rect(runtime/nvn/vulkan/exec.c)runtime/ui/game_options.mmandruntime/ui/menu.mm, translated across all 13 supported languages (tools/i18n_check.py: 0 missing, 0 unused)tests/test_hud_scale.c(make test-hud-scale)Fixes #528
How it was tested
make test-hud-scaleandmake test-output-scaleverifying vertical projection offsets for top, bottom, and centered HUD panes, combined text/clock matrices, and minimap scissor masks across tall window shapes.python tools/i18n_check.pypassing cleanly (0 missing, 0 unused).make runtime-objsandgit diff --check.Checklist
testand opened againsttest