* Fix camera drifting during multi-part emotes Block translational movement in HandleCameraRelativeMovement() when a multi-part emote is active. Previously, movement input was processed unconditionally, causing the native ROI (and camera) to move forward while the display ROI stayed pinned at the emote position. Now the emote check forces hasInput=false and zeros m_smoothedSpeed so neither position updates nor coasting occur during any phase of a multi-part emote. Camera orbit controls (rotation/pan/zoom) remain unaffected. https://claude.ai/code/session_01QMcZSa3ysdyACVea66QA5K * Fix use-after-free crash in NameBubbleRenderer::Update Lego3DSound::FUN_10011a60 (used by LegoCacheSound::Play) did not reset m_isActor and m_enabled when reassigning the ROI reference. When a cached sound was reused — first for a known actor name (setting m_isActor=TRUE), then for a multiplayer clone found via FindROI — the stale m_isActor flag caused Reset() to call ReleaseActor on the clone's ROI, freeing it while ThirdPersonCamera still held a pointer. The next Tick then dereferenced the dangling pointer in NameBubbleRenderer::Update. Reset the ownership flags at the top of the reassignment path so they match the clean-state semantics of Lego3DSound::Create. Also guard multi-part emotes behind an active 3rd-person camera check and remove a leftover debug log in RemotePlayer. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude <noreply@anthropic.com> |
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LEGO Island, portable
Development Vlog | Contributing | Matrix | Forums | Patreon
This initiative is a portable version of LEGO Island (Version 1.1, English) based on the decompilation project. Our primary goal is to transform the codebase to achieve platform independence, thereby enhancing compatibility across various systems while preserving the original game's experience as faithfully as possible.
Please note: this project is primarily dedicated to achieving platform independence without altering the core gameplay or rewriting code for improvement's sake. While those are worthwhile objectives, they are not within the scope of this project. isle-portable offers support for light modding using extensions.
Status
| Platform | Status |
|---|---|
| Windows | |
| Linux | |
| macOS | |
| Web | |
| Nintendo 3DS | |
| Xbox One | |
| iOS | |
| Android | |
| Playstation Vita | |
| Nintendo Switch |
We are actively working to support more platforms. If you have experience with a particular platform, we encourage you to contribute to isle-portable. You can find a list of ongoing efforts in our Wiki.
Usage
An existing copy of LEGO Island is required to use this project.
As it stands, builds provided in the Releases tab are mainly for developers; as such, they may not work properly for all end-users. Work is currently ongoing to create workable release builds ready for gameplay and general use by end-users. If you are technically inclined, you may find it easiest to compile the project yourself to get it running at this current point in time.
Installation instructions for some ports can be found in our Wiki.
Library substitutions
To achieve our goal of platform independence, we need to replace any Windows-only libraries with platform-independent alternatives. This ensures that our codebase remains versatile and compatible across various systems. The following table serves as an overview of major libraries / subsystems and their chosen replacements. For any significant changes or additions, it's recommended to discuss them with the team on the Matrix chat first to ensure consistency and alignment with our project's objectives.
| Library/subsystem | Substitution | Status | |
|---|---|---|---|
| Window, Events | SDL3 | ✅ | Remarks |
| Windows Registry (Configuration) | libiniparser | ✅ | Remarks |
| Filesystem | SDL3 | ✅ | Remarks |
| Threads, Mutexes (Synchronization) | SDL3 | ✅ | Remarks |
| Keyboard/Mouse, DirectInput (Input) | SDL3 | ✅ | Remarks |
| Joystick/Gamepad, DirectInput (Input) | SDL3 | ✅ | Remarks |
| WinMM, DirectSound (Audio) | SDL3, miniaudio | ✅ | Remarks |
| DirectDraw (2D video) | SDL3 | ✅ | Remarks |
| Smacker | libsmacker | ✅ | Remarks |
| Direct3D (3D video) | SDL3 (Vulkan, Metal, D3D12), D3D9, OpenGL 1.1, OpenGL ES 2.0, OpenGL ES 3.0, Software | ✅ | Remarks |
| Direct3D Retained Mode | Custom re-implementation | ✅ | Remarks |
| SmartHeap | Default memory allocator | - | - |
Building
This project uses the CMake build system, which allows for a high degree of versatility regarding compilers and development environments. Please refer to the GitHub action for guidance.
Contributing
If you're interested in helping or contributing to this project, check out the CONTRIBUTING page.