DKR-R v1.0.10 Render Playtest 1

This build keeps the memory playtest fix and the current online and spectator
fixes. The launcher looks the same.

Water animations now keep their own texture selection while frames are queued.
An older incomplete animation cannot interfere with a later scene. Animations
that share frames are handled together, so they cannot mix HD and original
frames. Complete animations can request missing cached frames again after an
eviction. Requests stay asynchronous and are bounded to five recovery attempts.

Some texture packs only replace the first of the 16 secondary ripple frames.
Those ripples stay consistently original until the pack supplies the complete
animation. This build does not alter your installed texture packs.

The three malformed graphics tasks from the last log still need a confirmed
source. The safety checks remain, and this build adds small reports showing
whether the rejected command/payload still matches the submitted memory image.
Only the first three incidents get these extra reports. No full memory dumps
are added. Stock frames now use the existing reusable private decode workspace
too, adding at most one 8 MiB CPU copy per frame and up to 16 MiB of retained
workspace. Frames already using that workspace keep their existing copy count.

Please repeat the stock races, track previews and menu changes from your last
run with the same texture packs. Then try restarting races, modded lobbies and
spectating. Check water animations, HUD digits, sound and spectator video.
If a problem occurs, close normally and send runtime.log and runtime-previous.log
with the track and the action immediately before it.

The matching Windows and Linux builds use the same retained memory-playtest
peer contracts. Everyone testing together should use these matching packages.
If the existing updater offers stable v1.0.10, skip it to stay on this playtest.
Keep your previous build folder as a fallback.

Validation includes synthetic rendering-policy/cache fixtures, the retained
allocator and online regression suite, source/compiler-binding audits and
static package inspection. No game, ROM, GPU workload, RSP or live lobby was
run here. Real gameplay acceptance is still needed before a stable release.

These files are a private test build. No signed stable auto update is included.
