Add engine-debug-tools and fix critter animation rendering bugs
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- engine-debug-tools/: a debug dump hotkey + dump2png to inspect decoded critter frames independent of the renderer (see root README.md's "Debugging" section). - engine-patches/04,05: fix critter sprite scale and an OpenGL texture cache collision, found using that tooling. - mdlp: fix encodeFrames RLE-diffing upscaled frames against a previous-frame reference the real RSD8 decoder never implements (verified against Night Dive's original Mac source down to the 68K assembly) - was rendering as scattered static in-game. - Upscale pipeline: better color quantization (dithering, pure-ramp exclusion) and per-resource model selection.
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@@ -4,4 +4,7 @@
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set -euo pipefail
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cd "$(dirname "${BASH_SOURCE[0]}")"
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export LD_LIBRARY_PATH="$(pwd)/lib${LD_LIBRARY_PATH:+:$LD_LIBRARY_PATH}"
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exec ./systemshock "$@"
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# Not `exec`: piping through tee needs this script's own process to stay
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# around as the pipeline. `pipefail` (set above) still makes the script
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# exit with systemshock's own exit code, not tee's.
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./systemshock "$@" 2>&1 | tee "$(pwd)/systemshock.log"
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