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BurnoutDecomp
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b5-decomp
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Skip inactive damage diagnostic helpers in indexed draws
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Restore vectorized packed mesh bounds and preserve aliased matrix inputs
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Respect camera cuts in render interpolation
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Restore four-wide swept sphere collision execution
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Fix compiler-dependent particle and playback interfaces
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Prepare mesh commands alongside the previous rendered frame
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Fix NVIDIA depth resource registration lifetimes
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Retain mesh-job output beyond the original chain limit
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Correct cube-face orientation in vehicle reflections
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Preserve scenery and props in vehicle reflections
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Restore traffic shadows in the active PC render path
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Describe native graphics settings consistently
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Expose Breaker graphics patches as native INI settings
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Restore original shadow caster cull brackets
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Reuse retired CPU texture staging storage
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Release native raster ownership when streamed resources retire
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Trace native texture costs during streamed resource updates
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Reduce repeated geometry lookup work during resource retirement
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Reduce native geometry allocations with larger shared pages
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Align retained vertex allocations to avoid native stream updates
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Add optional CPU-cycle attribution for sparse resource stalls
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Speed up exact packed-normal expansion for cold geometry
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Add coarse render-stage attribution without per-draw clocks
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Restore the original object-to-mesh jobs for native comparison
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Restore the original mesh dispatcher prefetch lookahead
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