DKR-R v1.0.7 beta 7 playtest - Modding SDK 2.0

STARTUP FIX: Development mods now keep the immutable save selected before the
runtime starts. Guest entry verifies the actually loaded EEPROM instead of
trying to switch back to the ordinary mod-set save. A mismatch still stops
startup and reports a save-protection error. Save isolation, leases and write
validation remain enabled. No player save is moved, converted or deleted.
This is an app update; Dev Menu 2.0.1 remains the corrected mod edition.
All online peers must use this same Startup Fix application build.

Dev Menu 2.0.1 package correction: resolves the "local relocation is outside
its section" install failure and preserves local pointer/jump-table addends.
The SDK builder now derives complete local targets from the linked ELF and
checks the symbol envelope, target bounds and shared address carries before
creating an importable package. No game-loader guard or permission is relaxed.
That import correction did not change the native engine; the subsequent
Startup Fix above does. This is static build/package inspection, not a claim
of gameplay qualification.

This build adds the portable SDK 2.0 development layer and the optional DKR-R
Dev Menu Custom Magic Code. API 1 mods keep their existing executable ABI.

The Dev Menu has nine screens for simulation, racers/AI, objects, native routes
and collision probes, local cameras, original environment/audio, code packages
and diagnostics, registered commands/history and online development authority.
It is a normal importable mod using public APIs, not a package-ID exception.

New APIs include generation handles, reflection, validated edit batches,
reviewed native operations, lifecycle/racer events, scoped racer tuning,
persistent property overrides, generic tools UI, debug primitives, scene
documents, numeric/enum live settings and restricted offline code reload.
The exact supported/protected boundaries are documented in the Modding Bible.
The editor also includes resource/geometry/navigation browsing, bounded triangle
wireframes/normals, entrance-aware restarts, conservative first-lap rules,
checkpoint patch documents, local HUD hiding and reviewed workspace presets.
Favourites/watches persist symbolically; scene-bound macros keep their lifetime.
API 2 mod authors can opt numeric/enum settings into live development edits.
An additional live AI/boss difficulty example demonstrates that owner callback.
This is not an unlimited live level editor or host DLL execution system.

Online gameplay commands require Auto/Experimental Rollback and an opted-in
Development lobby. Every racer consents before readying. Clients request edits;
the host approves/grants/revokes authority. Ordered commands travel in the
authoritative input stream and execute at agreed boundaries. Use this same
beta 7 build on every peer; older network contracts are incompatible.

Offline development saves/paks use a separate development namespace. Online
development progress is temporary and does not overwrite ordinary progression.
Local camera/debug/UI choices do not become shared gameplay inputs.

The accepted ModernCamera++ shadow fix, launcher cleanup and earlier beta 5
content/save corrections are composed into this build through the Patch
Pipeline. Checked-out dependencies and generated game sources are not edited.
ModernCamera++ remains a flat-screen presentation mod; VR is not advertised.

Import DKR-R-Dev-Menu.nrm through MODS / HACKS, approve only trusted code, enable
it and enter a game. Open Custom Magic Code Tools in the overlay or press F2.
The tools footer has shortcut settings, including optional Back/Select + Y.
The SDK ZIP includes the complete example source and revised TXT/HTML/PDF guide.

Windows x64, Linux x86_64, Linux ARM64, Steam Deck and Android arm64 are the
requested playtest targets. macOS is excluded as requested. Linux packages
include AppImages. Steam Deck uses the Linux x86_64 binary, not a separate CPU
or networking implementation.

Build evidence is compilation, source/ABI inspection and package inspection.
No game, code mod, unit test, replay, headset or multiplayer session was run
by the build agent. Gameplay, controller, visual, performance and online
acceptance are for the user and playtesters. Keep backups before development.
