DKR-R v1.0.9 - All-Player Detail Playtest 1

Maximum Vehicle Detail should now cover characters and vehicles throughout
the game, not just single player. This includes CPU racers, custom characters,
custom cars, 2p/3p/4p local multiplayer and DKR-R Online.

Turn it on in Graphics using the Modern presentation profile. Turning it off
keeps the normal distance-based LOD selection. Accurate mode stays unchanged.
This setting changes model detail, not view distance or texture resolution.
It cannot add detail that a mod's own highest model does not contain.

Online graphics settings are still your own. The host does not choose them
for everyone. The higher-detail model is drawn from a private render copy;
it does not change the shared race simulation, physics or random choices.
Everyone in an online lobby needs this build. Do not mix it with older builds.

The previous achievements, texture dumping, custom vehicle seating, wheel
animation/interpolation and vehicle-selection work are included.

What I would like checked

[ ] Single-player Track Select and Adventure still look right.
[ ] 2p, 3p and 4p: compare the setting on and off in every viewport.
[ ] Check stock characters, custom characters, CPU racers and custom cars.
[ ] Watch distant racers approach and pass another camera. With the setting
    on, their model should stay at its highest available detail.
[ ] Check cars, hovercrafts and planes with stock/custom characters. Custom
    vehicle package support remains cars only, as before this change.
[ ] Check the race start, finish, end-race camera and replay sequences.
[ ] Check translucent parts, driver/chassis separation and wheel movement.
[ ] Online: compare one player's setting on with another player's setting off.
[ ] Check Experimental Rollback and the other online backends you use.
[ ] Check both online full-screen view and normal split-screen view.
[ ] Check performance on your usual tracks, including a busy four-player race.
[ ] Check switching scenes/restarting does not leave old geometry on screen.

If anything looks wrong, close DKR-R normally and send runtime.log. This build
adds bounded scene/view/object/LOD messages marked [graphics][all-player-detail]
so we can tell what the renderer actually submitted, or why it kept the native
mesh. Invalid optional presentation data keeps the original drawing rather
than stopping a healthy game.

Build status

Windows x64 and Linux x86_64 AppImage. Compiled and statically inspected only.
I have not launched the game, mods, gameplay tests or AppImage. Gameplay and
hardware approval are yours. Higher model detail in more viewports needs more
graphics power; this does not promise identical performance with the setting off.

Extract Windows into a fresh folder and run DKR-R.exe. Keep libexec and assets
with it. Linux users can make the AppImage executable and run it as usual.
No ROMs, saves, personal settings or installed mods are included. This is a
playtest package, not a published or signed automatic-update release.
