Extends the MDL system beyond text overrides: bitmaps/<label>.json names a model/scale and resource list, and mdlp extracts each resource's frames, runs them through an ONNX Runtime CPU upscaler baked into mdlp-image, re-quantizes to the game's palette, and writes the result back - same build-time pipeline as message overrides. Adds animgallery, a standalone viewer that renders any data directory's animated resources as an HTML/GIF gallery with a checkbox-driven MDL JSON generator, and -only-changed to preview just what a mod overrides against the base game. Fixes a real data race in hacked's ChangeNotifier.hashAll() (found via go build -race causing non-deterministic resource counts), via a new numbered patch rather than editing the vendored source. Adds engine-patches/, a general-fixes counterpart to android/engine-patches/ now staged and applied to the desktop builds too (previously unpatched): a real GL_UNPACK_ROW_LENGTH stride bug, an audio error-logging improvement, and two critter-rendering fixes - mod art was losing to the base game's own re-opened resource files, and critters rendered at the wrong size/position once that was fixed, both from how the billboard renderer derives on-screen size and placement straight from bitmap pixel dimensions. Updates README.md and AGENTS.md to document engine-patches/.
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@@ -0,0 +1,11 @@
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--- a/src/MacSrc/SDLSound.c 2026-07-19 13:11:51.000000000 +0200
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+++ b/src/MacSrc/SDLSound.c 2026-09-27 11:42:37.969726579 +0200
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@@ -42,7 +42,7 @@
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}
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if (Mix_OpenAudio(48000, AUDIO_S16SYS, 2, 2048) < 0) {
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- ERROR("%s: Couldn't open audio device", __FUNCTION__);
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+ ERROR("%s: Couldn't open audio device: %s", __FUNCTION__, SDL_GetError());
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}
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Mix_AllocateChannels(SND_MAX_SAMPLES);
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