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- D302: fix a reintroduced D250-class perf regression -- 4 uncached getenv() calls added by D236 diagnostic passes 10/12/14/16 were running on every triangle draw in gfx_sp_tri1; cached with the established pattern. - D304: F10 mouse-sensitivity menu overhaul -- widened Input.AimModeSens' clamp to match Input.MouseTurnSpeed, then collapsed both plus the aim/turn link toggle into a single Input.MouseSensitivity control per user request (avoids decoupling into a confusing state). Fixed two real overlay bugs found along the way: overlayUpdateScroll() bottom-anchored the clicked row on every click (not just when off-screen), and overlayRowAtY()'s hit-test scanned rows past the last one actually drawn, letting a click near a scroll boundary silently hit the wrong row (reproduced as "All unlocked" triggering "Quit to desktop" instead). - D225: GE_DEBUG_UNLOCKALL=1 dev-tooling toggle (file2.c), default off. - D164/D76: docs-only correction -- the legal-screen one-line fix was already committed 8dfc578f4; findings.md just never caught up. - D252: root-caused and fixed a 6+-session-old rainbow-particle bug -- explosionRenderPart() wrote 5 vertices into a 4-vertex allocation, corrupting the next particle/effect's data in the shared vertex pool. User-confirmed live: "Rainbow went away." - D305: Steam Deck SIGSEGV recurrence past D285's own fix -- sndHandleEvent's preempt-scan dereferenced its list-walk pointer before checking it for NULL. Added the missing guard. User-verified crash-free on the Deck across multiple sessions, including toggling Game.AllUnlocked off/on. D236 pass-16 diagnostic (GE_D236RAW, bg.c) carried along from a prior session's in-progress investigation; unchanged, env-gated, zero-cost unset.