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D300: new hipDirectCompute() in port/src/input.c writes vv_theta/vv_verta directly for hipfire mouse-look, mirroring GEPD's linear px->degree model and the existing D194 aim-mode pattern -- replaces the N64 stick-curve routing that saturated at ~13 px/poll (issue #89). Ported GEPD's dead/watch/pause safety gates. Input.MouseDirectLook=1 default, escape hatch to the legacy path. User-confirmed better feel in a live playtest. D243: added a permanent onscreen-visibility probe (D243M: onscreen, chr.c) to test whether chrTick's posIsOnScreen gate explains the abseil cutscene's frozen render position (M-159). A live capture refuted that and found the real mechanism instead: chrTick overwrites prop->pos with a stale value via its own chrUpdateAnim/modelTickAnim animation-position logic, racing the AI script's scripted write (M-160). A decisive throwaway experiment neutralizing that overwrite produced no visible change in a live playtest (M-161) -- the mechanism is real but isn't the dominant visible cause. Experiment reverted; D243 parked pending a new lead after ~15 session-passes without a fix. Docs: findings.md/findings-index.csv/porting-notes.md/GE-ENV-PROBES.md updated throughout.