port/src/input.c only (port-layer, no game-code change):
D165 - the M-30 menu 'pointer mode' fed mouse velocity into the stick, but
front.c frontUpdateControlStickPosition integrates the stick as a velocity
into a screen-pixel cursor -> velocity^2 feel. Replace with a P-controller:
maintain menuEst{H,V} (our estimate of the game cursor, stepped each poll with
front.c's exact recurrence via menuCursorStep), accumulate menuTgt{H,V} from
raw mouse motion, emit stick = clamp(6.0*(target-est), +/-70). Gain 6.0 =>
per-poll error decay 0.45, no overshoot, ~8-poll settle, parks under the
game deadzone with no drift. Input.MenuPointerMode (default 1) keeps the old
velocity mode as a fallback; Input.MenuPointerSpeed scales the mapping;
GE_INPUTLOG prints an est/tgt/eff/stick trace. No mouse motion => emitted
stick unchanged => prior behaviour exactly.
D166 - hipfire mouse pitch was a fixed digital threshold while yaw is analog.
Emit the C-button as a duty-cycled pulse whose frequency scales with mouse-Y
speed (fast = solid hold as before, slow = sparse taps). Input.HipfirePitchSpeed
tunes it. Aim-mode (RMB, already analog) untouched.
Build green; -level_09 (~360 frames) + GE_STARTMENU=6 smoke crash-free.
Feel-check owed (headless can't drive the mouse).
24 KiB
SMALL-FIXES — ready-to-execute fix notes for small / low-level open items
Read-only document. This file records proposed fixes and verification
procedures for the small, low-level bugs and noted issues that are parked in
BACKLOG.md, GRAPHICS-BACKLOG.md, HANDOFF.md, and the §F/§H finding log.
No code was changed when writing it (M-28). Each item is self-contained enough
to be picked up cold; items marked VERIFY-ONLY already have their fix in
the tree and only need confirmation + commit hygiene.
Standing rules for every item below:
- Game-code edits must stay inside the narrow
#ifdef PORTABI/layout exception (AGENTS.md #2); port-layer work has no such limit. Anything bigger than described here → stop, write it up with a confidence rating. - New findings get the next free Dxx in
docs/PCPortResearch.md§F/§H + an index row; recurring bug classes go todocs/PORT-LEARNINGS.md. - After any converter change: full regen chain
python tools_pc/d43_emit.py ntsc-final && python tools_pc/d69_emit.py ntsc-final && python tools_pc/d88_emit.py ntsc-final --regen. - Verification anchors (quiet machine only — D153): target level boots to ≥1
non-degenerate frame (
tools_pc/pixcount.py),-level_09+-level_20unregressed (tools_pc/framediff.py, use--maskfor the HUD). - Crashes:
tools_pc/debug.ps1(gdb + FATAL line + backtrace →gdb.txt).
A. VERIFY-ONLY — fix is in the tree, needs confirmation
A1. D154 — bg.c room-geometry hit-test GBI parser (committed WIP 072b5c44)
Status: written + builds green; never exercised (a no-input
GE_PCDUMP capture fires no bullets, and the M-28 box was thrashed).
What it is: bgTestRayIntersectionInRoom (src/game/bg.c:~3331, called
from bgTestBulletHitBackground on every shot that resolves against
background geometry) was the D135 sibling: raw 8-byte-N64-Gfx byte/word
indexing into the 16-byte PC room DL → desync → OOB vtxbase[idx] / walk-off
AV the first time a wall or floor is shot. The #ifdef PORT port reads
gdl->words.w0/.w1 (G_TRI1 from (w1>>16/8/0)&0xff/10; G_TRI4 nibbles from
(u32)words.w0/.w1 with the byte-mapping table in the code comment); both
texturenum recoveries return -1 (generic impact decal/sound, parked w/ D77).
Procedure:
- Quiet machine.
./tools_pc/debug.ps1 -level_09. - Get into a firefight and shoot walls/floor deliberately (not just guards) for ~60 s — this is the only trigger.
- Pass = no AV in
bgTestRayIntersectionInRoom/bgTestBulletHitBackground, bullets still resolve hits (decal/sound may be generic). -level_09+-level_20framediff unregressed.- Then fix up the commit (
072b5c44is labelled "WIP, unverified") and close the §F D154 row.
Risk: low — #ifdef PORT only, N64 path verbatim under #else. If a new
fault appears in this function, the nibble-mapping table is the thing to
re-derive against rsp/graphics/gmain.s (ground truth for GBI decoding).
A2. D139 — stage-unload cleanupObjects type byte (fix committed M-23)
Status: fix in (src/game/cleanup_objects.c, #ifdef PORT
CLEANUP_PDTYPE(o) = ((PropDefHeaderRecord*)o)->type instead of (u8)obj[0],
which on LE reads extrascale and walks off the propDef blob). Never
verified — the fast teardown test hit D140 first (since fixed), and M-27's
level-exit loop was playtested through the real front-end flow, which does
exercise lvlUnloadStageTextData → cleanupObjects on level exit.
Procedure:
- Re-check whether M-27's Dam→Facility playthrough already exercised it: if a real level exit completed without a teardown crash after the D139 commit, this is done — just record "verified via M-27 exit loop" on the §F row and stop.
- Otherwise:
debug.ps1 -level_09, complete/abort a real level exit (not pause-abort) and confirm no AV inobjFree/objFreeEmbedmentOrProjectile.
Risk: low — one-line read-source change, every other propDef consumer already uses the struct member.
B. Root-caused small fixes (not yet applied)
B1. D74 — dead + OOB texture-wrap block in fast3d (port/fast3d/gfx_pc.cpp:~1570)
Status: latent. Harmless for CLAMP glyphs today; could corrupt wrapped textures on triangles (room panels, model skins).
Root cause (confirmed against the tree): two independent defects in the D74 pre-wrap block inside the per-vertex UV loop:
- Always-false guard. The codebase's
gbi.h(include/PR/gbi.h, used by both game and fast3d viaport/shim/PR/gbi.h) encodes wrap mode as a 2-bit field:G_TX_NOMIRROR|G_TX_WRAP = 0x0,G_TX_MIRROR = 0x1,G_TX_CLAMP = 0x2. Socms & G_TX_WRAPis& 0— always false. The "is this tile in wrap mode" test must be "clamp bit not set":(cms & G_TX_CLAMP) == 0. (Compare the correct switch atgfx_opengl.cpp:706-712, which keys on the four combinations.) - OOB index.
tex_width2[i]/tex_height2[i]are per-texunit[2]arrays (set up atgfx_pc.cpp:~1471), but the block is inside the per-vertex loop whereiis 0..2 → read of slot[2]if the guard ever fires.
Fix:
- Hoist the tile-window computation out of the vertex loop: for each used
texunit
t, compute once —tw = tex_width2[t],th = tex_height2[t],wrapS = (cms & G_TX_CLAMP) == 0 && tw < tex_width[t], same for T. - In the vertex loop, apply
u = fmodf(u, tw); if (u<0) u += tw; u += uls/4(and V) only when the precomputed flag is set. - Delete nothing else — leave the surrounding D74 comment, extend it with a
line noting the
G_TX_WRAP == 0encoding trap (PORT-LEARNINGS §D class: "N64 hardware idioms fast3d does not emulate" — add the bit-encoding note).
Verify: build; -level_09 + -level_20 framediff; then a level with
visible wrapped triangle textures — Depot (-level_30) is the known
worst case (overlaps B2, but D74's block only fires for WRAP tiles). Check
tools_pc/golden/ dumps for no new garbage.
Risk: low-medium. The block has never run, so this is new behavior —
if wrapped textures suddenly look wrong, the fmod window size (tw from
lrs-uls+4/4) is the thing to validate against rsp/graphics/gmain.s's
tile-window handling before "fixing" it further.
B2. D152 — find the leaking osSetIntMask site + proper narrow fix
Status: mitigated (self-healing lock in port/src/libultra.c, M-28) — a
leaked section now costs ~2 s + a log line instead of a permanent black
screen. The root leak is still unidentified.
Procedure to root it:
- Replay the trigger: Facility (
-level_34), kill Trevelyan → mission-fail fade-out, undertools_pc/debug.ps1. - When the log shows
D152: ... stealing from owner=..., take the logged stale-owner address and the stealing caller's return address;addr2line -e build-pc/ge007.x86_64.exe -f -C <both>(image base0x140000000). The owner is the leak site. - Audit target: libaudio's
alEvtqPostEvent/alEvtqNextEvent/sndSetSfxSlotVolumepaths (src/libultra/audio/event.c,src/snd.c) — look for early returns between anosSetIntMask(OS_IM_NONE)and its matchingOS_IM_ALL(the D147 assumption that "the decomp never blocks / never early-returns while masked" is falsified on this path). Also check transient threads that acquire-and-exit (gdb.txtshowed New Thread / exited churn every few k frames).
Proper narrow fix (once the site is known), pick one:
- (a) Preferred: a dedicated
ALEventQueuelock (mutex per queue or one global in the port layer) taken byalEvtqPostEvent/alEvtqNextEvent, so the audio event paths stop using the process-wideosSetIntMasksection at all; then the self-healing steal becomes dead weight that can be reverted to the plain D147 recursive mutex. - (b) Cheaper: make the leak site balanced (the actual bug), keep the self-healing lock as belt-and-braces.
Verify: replay the mission-fail 3×: no D152: steal log lines, fade-out
completes, screen returns to the mission-failed UI. -level_09 framediff.
Risk: (a) is port-layer only if the lock lives in the shimmed
alEvtq* wrappers — but note event.c is compiled game-side libultra, so
the lock likely has to go inside event.c under #ifdef PORT (ABI-exception
class, document as Dxx). Keep the self-healing lock either way until audio
(Phase 3) lands.
B3. D120 — blood-stain hang: extend d43_emit.py for opcode-0x18 — DONE (M-30)
Status: FIXED (tools_pc/d43_emit.py, commit da98cdf1 + validation
4a7ab609). The CollisionVertices sub-array + its .index /
CollisionRelatedNode / CollisionRelatedIndex fields were already converted
(op24_is_collision path). The real gap was narrower than this note assumed:
PointUsage[] was reserved in the layout pass (add_region(puo, 2*nv)) but
the emit pass never wrote it → all-zero → chr.c's decal walk
index = PointUsage[index] cycled 0→0 (capped by the guard). Fix:
op24_pointusage[puo] = nv + a byteswap loop in the emit pass. Converter now
validates: 1469 regions / 70177 s16 entries round-trip, every index
< numVertices, none all-zero. The chr.c guard is kept as a safety net.
Verify: BUNKER1 firefight — blood decals on shot guards should appear, no
hang. Regen chain must be re-run for the sidecar to update.
Procedure:
- Byte-spec the record: dump one converted guard model's opcode-0x18 region
from a sidecar (
data/pccg-*) and diff against the raw ROM bytes; write out the N64 layout (fields, sub-array strides, terminators) in the converter comment — same method as the D69/D88 audits. - Extend
d43_emit.py: emit the widened struct with the 6 pointers viaput_ptr, and convert both sub-arrays (endianness + PC stride). - Keep the
chr.cguard until verification passes, then decide whether to keep it as a safety net (recommended — same philosophy as D85's bounds check) or revert. - Regen full chain; verify: BUNKER1 (
-level_09) guard firefight — blood decals now appear and no hang; framediff anchors.
Risk: medium — converter work with a runtime guard underneath, so a bad conversion degrades to today's behavior rather than crashing. Good subagent brief on its own (per HANDOFF-ARCHIVE M-9).
B4. B3 — RMB aim too sensitive (port/src/input.c)
Status: user-reported (M-28 playtest). Port-only.
Current math (aim mode, input.c:~471):
m = 61 + |dx| * (MouseAimSpeed/100) * AIM_GAIN(4.0), clamped to
60 + AIM_BAND(20) = 80. At the default MouseAimSpeed=50, 25 px/poll
saturates the band — a fast flick is "max stick" for many polls, and GE's
aim curve (stick-60)/10 then runs at full rate the whole time.
Fix (in order of cheapness):
- Lower the default:
mouseAimSpeed = 50 → 25(input.c:~128). One line; users can still dial it back up inge007.ini. - Make the band itself tunable: register
Input.AimBand(int, 5..40, default 20) and replace theAIM_BANDconstant in the two clamp sites — a smaller band = finer control near the gate, a larger one = more headroom. - Optional curve change if it still feels bad: make the mapping into the
band sub-linear (
m = 61 + AIM_BAND * sqrt(gx / saturating_px)) so small movements get proportionally less stick — but only after 1+2 are playtested; don't stack changes.
Verify: playtest-only (no headless signal): aim at a guard in BUNKER1,
flick the mouse, confirm no overshoot orbiting the target; hipfire turn
(MouseTurnSpeed) is untouched by this.
Risk: trivial — port-only, config-backed, default-reversible.
B5. B4 — menu screens need an absolute pointer mode (port/src/input.c)
Status: user-reported (M-28). Port-only design item; no code yet.
Problem: front-end / watch menus with the crosshair cursor behave like
an analog-stick game, not a PC pointer. Today all mouse input is delta
based (turn/look), and menu navigation goes through joyGetStickX/Y level
checks in front.c / options.c — synthetic stick deltas make menu cursors
crawl or slam.
Design (port-only, no src/ change):
- Add a menu-pointer mode to the input layer: when active, emit
absolute stick values derived from the cursor position —
sx = (mouseX / windowW) * 2 - 1 → [-80..80], same for Y. GE's front-end maps stick deflection to on-screen cursor position, so absolute→absolute gives true pointer behavior with zero game-code changes. - Mode detection is the open question — the port doesn't know when the
game is in a menu. Options, cheapest first:
- (a) Heuristic: mouse is ungrabbed (cursor visible) ⇒ menu mode. Pair with a rule that front-end screens release the grab and gameplay grabs it (the grab state already flips on focus loss; extend it to be driven by a key, e.g. hold-to-release, or auto-detect via the same signals D145 used for ESC-as-B). Simple, no game-state peeking.
- (b) Peek a game-side "am I in the front end" flag through an existing
exported symbol (check
front.c/lv.cglobals) and branch on it ininputPoll. Read-only access to a global is arguably inside the documented exception class, but record a Dxx if used. - (c) Explicit user toggle (config key + hotkey). Ugly but zero risk.
- While in menu mode: suppress aim/turn delta emission entirely; wheel and clicks map to A/B as today.
Verify: drive the mission-select / SELECT FILE screens with the mouse — cursor should track 1:1, click selects; in-game aim unaffected.
Risk: low (port-only) under option (a)/(c); (b) needs a Dxx write-up. Sequence after B4 so the gameplay feel is settled first.
B6. D118d latent sibling — front.c menu-nav stick level checks
Status: latent, noted M-27. Same bug class as the fixed watch-menu
over-scroll (options.c, GE_WATCH_STICK_FAST{UP,DOWN} → 0 under PORT).
What to do: find the joyGetStick*InRange / raw joyGetStickY < -0x46
style level checks in front.c menu navigation (main menu, mode-select,
mission-select paging) and apply the same treatment: under #ifdef PORT
drop the stick fast-scroll term so keyboard/digital input goes through the
latched single-step path only. Keep N64 verbatim under #else.
Verify: keyboard W/S (and D-pad) paging on every front-end menu = one step per press, no multi-skip; controller sticks still fast-scroll.
Risk: low — mechanical copy of an already-landed fix. Do it together with B5 so the menu-input area is touched once.
B7. D118a residual — hipfire pitch is digital, yaw is analog
Status: parked minor feel issue. The full fix needs a game-side hook; the deferred design is:
An #ifdef PORT analog-aim hook in bondview.c/bondview2.c where GE reads
digital C-up/C-down for hipfire pitch — replace the digital read with the
analog stick-Y value (which our input layer can emit even in hipfire, since
stick-Y is "move" only when the game consumes it as such; validate that
emitting a small stick-Y does not also make Bond walk). This is the first
behavioral src/ edit of the aim path — it exceeds pure ABI/layout; write
it up with a confidence rating before implementing (AGENTS.md #2: "stop and
write it up"), and gate it behind a config key defaulting to current
behavior.
Cheaper alternative worth trying first: raise MOUSE_PITCH_THRESH
granularity by emitting the hipfire pitch as repeated C-button pulses with
dwell proportional to speed — pure port-layer, approximates analog. Try this
before touching src/.
C. Cosmetic / graphics — investigation plans (root cause not fully known)
These are parked below crash/level work (GRAPHICS-BACKLOG.md). Each entry is
the next diagnostic step, because the root cause is not yet pinned. Do not
treat them as ready-to-apply fixes.
C1. D114/D116 — HUD text + ammo digits X-mirrored per glyph
Hard rule (PORT-LEARNINGS §D2): do NOT re-run the static trace (four sessions did; every stage verified non-mirrored at the GL boundary) and do NOT apply a global texrect S-swap (mirrors the whole screen).
Next attempt — pick one, in order:
- RenderDoc (or apitrace) capture of exactly one glyph's texrect draw.
The contradiction is "VBO verified non-mirrored but pixels mirrored" — a
GPU-side capture resolves it in one shot: inspect the bound texture's
upload bytes vs the
gDPLoadTextureBlocksource, and the final quad's UVs. - Asymmetric-1-texel experiment: temporarily force one HUD glyph's image
to a 2×1 or 3×1 asymmetric pattern (e.g. left half white) in the port
layer; if it renders right-half-white, the flip is between upload and
sample (texture origin /
glPixelStorei(GL_UNPACK_ROW_LENGTH)/ Y-flip); if it renders correctly, the mirror is applied per-glyph placement (texrect S-range inversion intextRenderGlyph's GBI — check thegDPTile/gDPSetTileuls/lrs signs for the HUD tiles specifically).
Suspects to check with the capture in hand: 4-bit CI tile upload stride vs
G_IM_SIZ_4b sampling, TLUT index endianness (wrong-but-symmetric TLUT would
not mirror — deprioritize), and the uls/lrs sign convention for rect
draws (D116 is a rect path; triangles were never suspected).
C2. D75 — front-end 3D models misplaced / absent (logo, gun-barrel Bond, cast)
Triage per §F D75 — distinguish (a) vs (b) before any fix:
- For the Nintendo logo and one cast model, determine which matrix path
builds their transforms:
guRotate/guLookAt(→ candidate (a), D73 scope gap inguint.hDVAL()) or theanimInit+ embedded raw-offsets intostruct playerpath (→ candidate (b), independent model/RW-pool bug, cf. D56/D100/D102 — all now-fixed struct-pun classes; a new instance of the class is the leading hypothesis). - Capture
GE_PCDUMPframes across the logo transition and gun-barrel/cast segments to localize which frame first diverges. - Files:
src/libultra/gu/guint.h,src/game/model.c,bondview2.c(animInit / modelSetScale),port/fast3d/gfx_pc.cpp.
Note: D148/D149 below are the same family — fixing D75's root cause will
likely take them with it. The D149 garbled geometry is also worth one check on
the converter side: the malformed sub-DL (seg5+0x9ee4, unresolved matrix
ptr + garbage opcodes) may be a d43_emit.py conversion defect rather than a
runtime transform bug — dump that sub-DL's raw ROM bytes vs the sidecar before
assuming it's runtime.
C3. D76 — disclaimer screen only partially drawn
Likely the D68 image-table class, incomplete: some sImageTableEntrys the
disclaimer references are missed by port/src/gimgfixup.c's bswap/shadow-sync.
Procedure:
- Enumerate the image entries the disclaimer screen references (trace
textRender/display_image_at_positioncalls in the legal-screen code, or log everygDPLoadTextureBlocksource during PPM frames f20–f100). - For each, confirm it is covered by the D68 fixup (bswapped IMAGESEG w1 + synced compiled globalDL shadow). The "only the classification line + one line below draw" symptom = exactly the covered subset rendering.
- Files:
port/src/gimgfixup.c,src/game/tex.c, image-table consumers.
C4. D148 / D149 — Dam exit cutscene absent; MISSION COMPLETE models garbled
Both are D75 family (see C2). Additional notes:
- D148: the missing piece is a scripted sequence — cinematic camera +
Bond rappel anim. Once D75's model path is fixed, verify the cutscene
trigger still fires (check whether the exit trigger even dispatches the
cinematic on PC — it may be gated on a front-end state flag our flow skips;
GE_STARTMENUtooling can crash-test the screen in isolation). - D149: see the converter-side check in C2. D144/D146 already keep the game alive on the corrupt DL; the fix should make the model correct, then D146's "unknown opcode → end DL" guard can stay as a safety net.
C5. D85 (residual) — room DL texLoadFromGdl decode
Status: OPEN but safety-netted; geometry renders, so this is below level
work. Remaining: decode the room-specific opcodes / CC-RM-LUT markers that
texLoadFromGdl still handles generically, and verify csize_*_DL_binary
sizing. Only worth touching if a level shows placeholder/garbage textures on
room geometry that can't be explained by B2 (Depot wrong-colors).
D. Housekeeping / cleanup (no gameplay effect)
D1. Stale §F index row — D132 says "proposed fix (not applied)"
The D132 fix is applied in the tree: tools_pc/d88_propdefs.py
(PROPDEF_PC_BYTES[14/19]=32, [44]=40; the (14,19,38,44) handler emits each
Index{k} into the low 4 B of the 8-aligned slot at PC 8+8*k) and
src/game/loadobjectmodel.c sizepropdef() (LINK/SWITCH/LOCK_DOOR → 8 words,
SAFE_ITEM → 10). The §F index row still reads "proposed fix (not applied) —
see below" while the subsection says "APPLIED (M-20, commit pending)".
Action: update the index row to resolved (M-20) and confirm the M-20
commit landed (git-blame both files). Docs-only.
D2. Stale BACKLOG technical-cleanup items
docs/BACKLOG.md "Technical cleanup" lists:
"Add a D24-implications bug class to PORT-LEARNINGS"— done M-19 (PORT-LEARNINGS §E, lines ~374)."Watch item:— done M-19 (§E, line ~407). Keep the watch item itself; it's still accurate (the one place we fake cooperative scheduling — first suspect for level-sweep hot-loop misbehavior under host load).osYieldThread=Sleep(0)"- "Remove TEMP D63 debug scaffolding" — partially done M-19 (
libultra.c- game-side probe blocks removed). Remaining:
port/fast3d/gfx_pc.cpptrail code — the/* TEMP D63 (strip before commit) */block at ~2462, theGE_D63-gated dram-branch trace at ~2516-2531, and the unknown-opcode dump at ~2759-2765. All env-gated / inert; strip in one pass (keep thecached = getenv("GE_D63")pattern only if a probe is retained — recommend removing all of it).
- game-side probe blocks removed). Remaining:
Action: one docs+code cleanup commit: mark the two done items, strip the
gfx_pc.cpp D63 trail, rebuild + -level_09 framediff.
D3. osYieldThread = Sleep(0) watch item (no action — recorded)
When a flaky timing bug appears (especially Phase 3 audio underruns): reach
first for host thread priorities (SetThreadPriority: scheduler thread
time-critical, tick normal) and the deferred GE_DETERM mode (D117) — not
for kernel changes. See PORT-LEARNINGS §E.
Status (updated M-30)
- B3 / D120 — DONE (PointUsage emit + validation).
- B4 — DONE (M-29
0bd0ceec). - B5 — DONE (M-30 velocity mode; M-31 D165 replaced it with a true
~1:1 P-controller pointer —
Input.MenuPointerMode1=pointer default, 0=old velocity). Feel-check owed. - B7 / D118a — DONE (M-31 D166, cheaper port-only alternative):
hipfire pitch is now speed-proportional C-button pulses, not a digital
threshold.
Input.HipfirePitchSpeedtunes it. The full game-side analog hook remains unimplemented (not needed unless the pulse still feels off). - B6 — investigated,
the
front.cstick checks are already edge-gated / toggle-guarded, not a real over-scroll (unlike the fixed options.c watch case). No-op. - RC4 (palette off-by-one, was in
C/ TEXTURE-GLITCH-ANALYSIS) — RETRACTED: the current RGBA5551 decode is correct. - A2 / D139 — likely closeable: M-27's Dam→Facility playthrough ran a
real
lvlUnloadStageTextData→cleanupObjectswith no teardown crash after the fix. Confirm the commit landed, then close the §F row. - D2 (D63 scaffolding strip) — the
port/fast3d/gfx_pc.cpptrail is stripped (M-30d0789358). The remaining#if defined(PORT)GE_D63probe blocks in ~10src/game/*.cfiles are inert but some siblinggetenv/staticlines nearby are NOT#if defined(PORT)-guarded (e.g.bg.c:2880d63bgprimarycount) — a strip pass must verify N64-build safety first (Non-Negotiable #1). Low value; defer.
Suggested order for what's left
- A1 (D154 wall-shoot GBI parser) — needs a firefight-into-a-wall playtest, then close/commit.
- B1 (D74 wrap-block) — the in-place fix boot-crashes; needs the hoist-out-of-vertex-loop rework + per-level visual check. Cosmetic, gate behind a config flag like RC2. Risky, low priority.
- B2 (Depot ceiling blue-speckle) — RC2 didn't touch it; needs
GE_DTEX/ RenderDoc on that specific surface. RC1 (wallet-Bond) is the D75 front-end-model track. - C1–C4 cosmetics — after in-level crashes / campaign playtest.