openvibers/source.openvibe.games Commits

Default client-DLL JS off for a stable, playable game

CO Copilot committed 2 Jul 2026 · 352d7752b6 · 1 file, +7 −0

Ruled out CRT mismatch (client+quickjs both /MT Release), aliasing,
computed-goto, and stack as the clang-cl JS_Eval crash cause; it remains
a deep clang-cl QuickJS bug (gcc/Linux fine). Disable ov_client_js_enabled
by default so the game loads into the world and is stable/playable, with
all server-side JS/net/addon/gamemode systems working. Verified in-world:
weapon rendered, HEALTH 100, gamemode "Welcome" message shown, stable.
Client-DLL QuickJS remains a tracked issue; client scripting via HTML panel.

Changes

ddiff --git a/game/openvibe.games/cfg/openvibe_proton_stability.cfg b/game/openvibe.games/cfg/openvibe_proton_stability.cfg
iindex b0cb923..aeb88d0 100644
---- a/game/openvibe.games/cfg/openvibe_proton_stability.cfg
++++ b/game/openvibe.games/cfg/openvibe_proton_stability.cfg
@@@ -26,3 +26,10 @@ r_3dsky 0
// freezes) — this is the menu override. The menu only joins a server on an
// explicit user click, so it won't auto-connect on its own.
ov_menu_auto_open 1
++
++// Client-side QuickJS runtime OFF by default: it currently crashes inside
++// JS_Eval on the clang-cl Windows build (pinpointed via the flushed log;
++// gcc/Linux is fine). With it off the game loads into the world and is stable
++// and playable, and all server-side JS/net/addon/gamemode systems work.
++// Client-side scripting is served through the HTML panel meanwhile.
++ov_client_js_enabled 0