DKR-R v1.0.10 Vehicle Playtest 1

This includes the memory, water, online and spectator fixes, plus the completed
Render Playtest 2 graphics handoff repair. The launcher looks the same.

Syeo's newer original-resolution-v1 cars can now keep their full PNG artwork.
The larger images are prepared as small material tiles with neighbour pixels
at their edges. Geometry is split once during preparation so UV repeats and
clamping still work. The existing 4 KiB material and private renderer memory
limits stay in place. Source archives, their hashes and installed files are
not rewritten. The provided brute v2.dkrkart uses 18 tiles; its six prepared
LODs remain within the existing draw limits.

The new explicit seating contract uses raw native driver anchors. Those are
handled separately from the Studio-unit anchors in older exports. Each base
driver keeps its own seat. Car scale, yaw and translation are not applied to
the driver again. Existing exports retain their previous placement rules.

This file's boost anchor is disabled, so it uses the native effect position.
Enabled custom boost anchors and unsupported contract revisions are rejected
clearly. They are not silently interpreted as another format. Baked geometry
and the supplied portrait continue to be used as exported.

The graphics repair captures the completed display-list memory before it
enters the game scheduler, then transfers the same image to the worker.
Existing malformed-input checks remain. The precise cause of the last logged
task has not been reproduced in gameplay; the same Track Select/preview run
still needs repeating before declaring that warning resolved.

Please import the original brute v2.dkrkart, then check its textures, all ten
base-driver seats, wheel rotation, transparency and distance LOD changes.
Repeat stock races and preview changes, then modded lobbies and spectating.
Everyone should use these matching Windows/Linux packages. If the updater
offers stable v1.0.10, skip that update to stay on this playtest. Keep the
previous build folder and close normally so runtime.log has the final counters.

Validation includes the real supplied archive parsed as data, pixel/geometry
fixtures, unchanged legacy-package fingerprints, negative admissions, Linux
sanitizers and the retained graphics, allocator and online checks. No game,
ROM, RSP, GPU workload or live lobby is executed here. Actual visual and
multiplayer acceptance remains necessary. No stable signing or publication
is performed by this delivery.
