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Went back and actually tested the G_LIGHTING hypothesis from the previous commit instead of leaving it as an untested code-reading inference. Two things prompted this: (1) noticed a code comment near the existing GE_D172 probe documenting a live result never written up in findings.md -- "G_LIGHTING is ruled out (5000/5000 samples off)" for explosion.c's particles specifically, meaning the sibling case this session's theory leaned on was already empirically disproven, not merely unconfirmed; (2) that's exactly the kind of unchecked assumption this session's own rule-2 taxonomy work was written to prevent. Added GE_D157 (gfx_pc.cpp, gfx_sp_vertex, env-gated, cached getenv): logs geometry_mode/LIGHTING + resulting shaded RGB whenever a vertex's raw color bytes match one of glass2.c's g_BulletSparkColors[] entries. Re-ran the identical Bunker1 repro that produced the magenta/green/cyan screenshots -- only 2 hits, both LIGHTING=off, both unaffected white, no hit at all for the pale-yellow value the door-spark path should produce. Reading: G_LIGHTING likely isn't the mechanism here either (consistent with the sibling case), though the probe may simply not be catching the real spark vertices yet (exact-byte-match is fragile). Corrected the D219 finding to flag the "cross-validates M-110" framing from the previous commit as superseded, not delete it -- the reasoning trail (including the mistake) stays visible so a future session doesn't repeat it. Root cause of the visually-confirmed rainbow bug remains open; next steps revised to a texture-identity-keyed probe variant. Added GE_D157 to GE-ENV-PROBES.md. No src/game changes. findings-index regen was a no-op.