v1.7.4 — Steady Hand
Fixed: changing resolution in-game no longer crashes
Applying a new resolution briefly tears the renderer down and rebuilds it. A shader could get registered in that split second while the renderer's tables were half-built, and the game dereferenced a not-yet-valid pointer and crashed (GeneratePermanentShader). Both the gl2 and gl1 renderers now guard that teardown window, so resolution changes apply cleanly instead of crashing.
Under the hood: crashes are now traceable
Every shipped binary now includes debug symbols, archived per release. If a crash does happen, we can pin it to the exact function and line instead of a raw address — so future issues get fixed faster.
(Includes everything from v1.7.3 — the capture-overlay crash shield — and v1.7.2.)