Built against rexglue-sdk nightly-20260831-4c135084.
Changes since previous dev nightly (957ac623):
- refactor: size the surface pool from the adapter and drop the VRAM budget setting (ae92aa3)
- feat: make MSAA and supersampling independent settings with their own rows (8545cde)
- feat: scale the scene from VisualRender's own Rate and FSAA flag instead of resizing its surfaces (081d218)
- fix: keep the planar reflection out of the fullscreen chain class and skip the framebuffer walk for untouched textures (aa2c0f8)
- feat: interpolate rendered frames between the engine's 30Hz logic ticks (e751877)
- fix: lower the surface pool auto budget to a quarter of VRAM with a 4GiB ceiling (6b14506)
- feat: report parked surface pool bytes in the perf sample and memory plot (7178f62)
- fix: pass a valid max frame latency so vsync does not block present inside the state mutex (bd74ef0)
- fix: replay the dropped item label every frame lerped between ticks (a578e85)
- fix: soften the player light blink so it does not strobe under the fps unlock (e414576)
- fix: smooth lip sync amplitude and keep mouth blend weight across viseme changes (0bcfa5e)
- fix: hold present across event camera stop windows to remove cut flashes (e28a085)
- fix: step event scene children fractionally so cutscenes animate at unlocked framerates (d4f7dc0)
- thirdparty: bump gamecontrollerdb.txt (2c442bd)
- feat: add macOS update/install and zip handling (b328df2)
- fix: key deferred alpha prim records per record so their bone palettes interpolate (296c150)
- build: implement macOS .dmg packaging (193cb63)
- fix: key interpolation snapshots per object and draw per-frame writers raw (5c1bed6)
- cicd: add macOS ad-hoc builds for releases (fb2a518)
- fix: interpolate render transforms per entity and keep shadow casters on tick positions (1c490fd)
- i10n: Add Portuguese Language (#32) (0cc6eb9)