diff --git a/xbox/native-bios/Package.appxmanifest b/xbox/native-bios/Package.appxmanifest
index f76fbd06e6..97cb488d45 100644
--- a/xbox/native-bios/Package.appxmanifest
+++ b/xbox/native-bios/Package.appxmanifest
@@ -6,7 +6,7 @@
IgnorableNamespaces="uap mp rescap">
+ Version="1.0.0.50" />
diff --git a/xbox/native-bios/ScenePrimitives.inc b/xbox/native-bios/ScenePrimitives.inc
index 89b94e8451..42fa982770 100644
--- a/xbox/native-bios/ScenePrimitives.inc
+++ b/xbox/native-bios/ScenePrimitives.inc
@@ -138,7 +138,8 @@ JSValue MeshFree(JSContext* ctx,JSValueConst,int argc,JSValueConst* args){
}
// meshDraw(handle, camera, capsuleScale = 1, tintR = 1, tintG = 1, tintB = 1) → triangles emitted.
// capsuleScale is the game's cameraScale(): edge capsules store a world width
-// and take their pixel width from it, as drawQuadMesh did in JS.
+// and take their pixel width from it, as drawQuadMesh did in JS. Zero or less
+// skips the capsules — the P1 inset never drew them, and keeps not drawing them.
JSValue MeshDraw(JSContext* ctx,JSValueConst,int argc,JSValueConst* args){
auto* scope=static_cast(JS_GetContextOpaque(ctx));int32_t handle=-1;SceneFloats camera(ctx);
if(!scope||!scope->api||argc<2||JS_ToInt32(ctx,&handle,args[0]))return JS_NewInt32(ctx,0);
@@ -193,7 +194,7 @@ JSValue MeshDraw(JSContext* ctx,JSValueConst,int argc,JSValueConst* args){
}
// Edge capsules: worldSegment's near clip, then the fan at min depth + bias.
const double guard=m[20]-m[18];
- for(size_t i=0;i0&&i