DKR-R v1.0.9 - Detail Playtest 2

This replaces Detail Playtest 1. Please use a fresh extracted folder and make
sure everyone joining the online lobby is using this build.

What changed

The custom-course records bridge no longer tries to run a guest callback after
the rollback guest has finished executing. It reads the checked settings and
record tables from the admitted owner's memory instead. Both supported US ROM
revisions are covered. Initial record restoration validates every destination
before writing, and only touches added-course slots. Normal save files and the
existing confirmed-only record persistence remain in place. Any remaining
capture failure should now include its actual reason.

Local 2p/3p/4p now uses the original, fast model selector to keep the highest
available character LOD selected when Maximum Vehicle Detail is on. It no
longer runs a second model-building path for local split-screen. This covers
CPU racers too. The highest models remain loaded by the shared residency policy.
Custom cars still use their independent highest-vehicle-LOD setting.

Online retains renderer-only detail selection, so the host does not force
everyone else's graphics settings. This path now uses indexed observation and
replacement lookups instead of scanning every observation for every command.
Vertex transforms are uploaded in batches, with the original material order,
head/body matrices, driver/chassis masks and transparent passes preserved.
Validated texture/material layouts are reused between frames only while all
their source bytes still match. Animated pose packets are rebuilt when needed;
they are not blindly reused across different snapshots.

The setting is still a Modern-profile setting. Turning it off retains ordinary
distance-based LODs. Accurate mode and ghost handling are unchanged. This does
not change view distance, physics, collision, game clocks or mod behaviour.

What to check

[ ] Online match starts with the same modern custom tracks and Magic Codes.
[ ] Existing custom-course records remain intact and new records can be saved.
[ ] 2p, 3p and 4p: Maximum Vehicle Detail on, then compare it off.
[ ] Watch CPU and human racers move between near/far cameras in EVERY view.
[ ] Repeat with stock characters, custom characters and custom cars.
[ ] Compare against your previous 20 FPS result on the same track/settings.
[ ] Online: one player on maximum detail, another with it off.
[ ] Check ordinary split-screen and online full-screen view, including finish.
[ ] Check wheel motion, driver placement, translucent parts and HD textures.

If anything is wrong, close DKR-R normally and send runtime.log. Look for
[graphics][all-player-detail] to see the actual selected native LOD, and
[graphics][detail-cost] for renderer preparation/submission timings and batch
counts. The timing messages are bounded and do not run a benchmark themselves.

Windows x64 and Linux x86_64 AppImage. Compilation and static inspections are
separate from your gameplay testing: I have not launched the game, mods, test
executables or AppImage. The repairs are implemented, but visual quality and
actual frame-rate recovery still need your approval. No ROMs, saves or personal
settings ship in these packages. This is not a signed automatic-update release.
