DKR-R 1.0.6

There's been a lot going on since 1.0.5! This release brings the recent local
fixes and contributor work together on the same source for every supplied build.

Skip intro now keeps the Start menu's original opening sequence. In Play,
tick Skip intro logos and choose Start menu or Character select. The setting
is offline-only; online boot and Track Lab's direct track launch stay unchanged.

Enhanced lava can now illuminate nearby geometry with a smooth pulsating glow.
Select enhanced water and Hardware ray tracing, then open RTX lava lighting
for its own on/off tickbox, Performance/Balanced/High quality, intensity,
pulse strength, pulse speed and range. Turning scene lighting off keeps the
rough, glowing lava surface and other enhanced-water effects enabled.
Balanced uses half-resolution lighting; Performance uses quarter resolution,
without reducing the game's selected image resolution. This is bounded, ray-tested diffuse lighting,
not a full multi-bounce path tracer. Static level geometry blocks the light;
dynamic racers are not added to the hardware acceleration structure.
Devices without ray queries retain the emissive lava surface without this pass.

Water presets now offer Original, Performance, Balanced, High and Custom.
Advanced controls separately tune reflection/wake/spray detail, reflection
strength and range, roughness, ripples, foam, wake visibility, clarity,
refraction, waterfall flowing detail and RGB tint. Reset controls and bounded
GPU timing logs are available. Presets do not change resolution, MSAA, target
FPS or reflection method; lower visual intensity is not always lower GPU work.

Enhanced water has additional viewport, allocation and MSAA safety checks,
including the Whale Bay preview correction. Waterfalls/fountains retain alpha
and fog with continuous flow and reflection opacity masks. Joined river sheets
follow their authored mapping; the Snowflake Mountain current and waterfall
scroll interpolation are corrected. Hardware fallback status is shown in Graphics.

Custom Track Select rows cycle through six backgrounds and each has its own
CUSTOM TRACKS heading. The correction keeps these background draws
behind the previews and text, instead of briefly covering the whole screen.
Returning to Future Fun Land keeps that world's original artwork.
Preview images, names and arrows also remain inside their frames while
scrolling on wide screens. The original 4:3 drawing cut-off is removed;
frame proportions, the live cinematic and confirmation zoom are preserved.
The follow-up also prevents brief text/image stretching as previews
change, without restoring the old wide-screen clipping.
Golden Balloon and Wave Race credits use the same compact link rows as the
other core technology credits, with their acknowledgements kept intact.
Very long track captions are abbreviated in-game to protect its fixed drawing
buffers. Installed mod names and their launcher details keep the full text.

Mixed `.dkrmap`/character libraries share checked texture and sprite namespaces.
Table-length, ID, offset and allocation checks address invalid or truncated
artwork references in Track Select. Budget errors still require reducing content.

Offline custom tracks can choose vehicles allowed by their headers, without
writing fake Adventure progress. Track Lab can generate preview flights and
warn about forced-vehicle starts. Modern camera corner/drift/hit behaviour and
defaults are revised; existing tuning migrates while retaining changed values.
Online vehicle selection and the offline-only Modern camera keep their limits.

All contributor changes merged into main through 2ced503 (PR #59) are included:
RT64 HLE bounds checks, reproducible setup/test assertions, session fixture
worker safety, Blender flythrough/vehicle/camera work and the iOS source port.
There is also a repeatable regression/performance harness, safer staged builds,
incremental/CI caching, verified dependency preparation, workflow linting and
ROM-free mobile compilation checks and concurrent Friend-test isolation.
Those compilation checks are not device tests.
Existing custom mods, online backends, Track Lab, Blender additions, saves,
texture priority and graphics preferences are retained.

Windows x64, Linux x86_64, Linux ARM64, Steam Deck and Android ARM64 packages
share the same authored Patch Pipeline. No ROMs, saves or private replay
fixtures are bundled. The Steam Deck package uses the Linux x86_64 payload.
Android build 1060002 keeps the previous application ID and signing identity for upgrades;
do not uninstall the previous app just to update, as that can remove its data.

Release numbering does not imply every device has been tested. Linux ARM64
and Android need physical-device testing, and SteamOS integration needs a
Steam Deck check. Hardware lighting remains optional and GPU/driver-dependent.
Use the same 1.0.6 build on every online peer. Preserve a backup of your saves
and mods before changing versions. No macOS or iOS binary is supplied here.

This release supersedes the earlier 1.0.6 test candidates. Online peers must
use the same exact compatible release, not merely a matching displayed version.
Architecture and floating-point admission checks remain; Windows/Linux x64
qualification does not establish x64-to-ARM rollback compatibility.
