DKR-R v1.0.7 beta 10 - HD water loading fix
==========================================

This build fixes the HD water loading path. It keeps the previous beta 10
features and the first surgical performance pass. It is not the 1.0.7 release.

What was wrong
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The old prefetch mistook runtime texture flag 0x4 for interlacing. In the
running game, that flag is semi-transparency, so transparent water was skipped.
The old prefetch also let individual HD animation frames appear as soon as
each upload completed. That could alternate HD and original frames on the
first animation cycle, even if the whole animation was queued together.

What changed
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* Transparent liquid frames can now be prefetched. The original word-swapped
  Rice checksum and texture-pack priority are retained.
* The secondary wave texture uses the square dimensions in wave_load_material.
* Each identified liquid animation stays on original artwork until its whole
  matching HD family is resident. One renderer workload uses one frozen
  decision for its descriptors AND texture dimensions, filtering and mip flags.
* Completed families switch to HD together. Cache reload and eviction invalidate
  readiness. No extra GPU texture copies, shader passes or permanent preloads
  are introduced, and the existing streaming workers/fences remain in charge.
* A genuinely incomplete HD family stays consistently original rather than
  alternating missing frames. Packs with no matching HD family are unchanged.
  Unsupported palettes/layouts are not guessed or replaced with dummy images.

No source ROM, personal save, installed mod or texture pack is changed. Enhanced
water, reflections and lava lighting are not forced on. Existing flow maths,
intro, credits, graphics quality, game clocks and online identities are kept.
All authored changes are in the Patch Pipeline. Renderer changes are compiled
from isolated copies, not edits to checked-out dependencies or generated guest
functions. Windows and Linux are built from the same source receipt.

For your check
--------------
Please watch the opening beach/water sequence from a fresh launch using the
same HD packs and water-effects setting as the supplied recording. Then visit
Whale Bay, Pirate Lagoon, the hub river and waterfalls. Check both windowed and
fullscreen. A family may make one change from original to HD when loading is
complete; it should not keep flashing between them.

The runtime log now records headers, queued identities, complete/incomplete
families and their promotion. If any water still flashes, close normally and
send that log with the affected location. No application or gameplay test was
run by the assistant; visual acceptance remains with you.
