Stale GL_UNPACK state in gl4es and a missing pre-release GPU sync caused diagonal-banded corruption in the 3D view. Synthetic key press/release must track the real controller button or touch down/up edges, not fire together in one call - fixes a typed movement key sticking forever, then a follow-up that had silently broken A-button jump and on-screen keyboard arrow keys. Also adds force-rebuild.sh for the known stageEngine stale-cache issue.
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@@ -21,8 +21,9 @@ extern "C" {
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void xr_mouse_move(int x, int y);
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// Pushes a synthetic SDL_MOUSEBUTTONDOWN/UP (SDL_BUTTON_LEFT) - matches
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// KeyboardOverlay's nativeSendPrintableChar() in questshock_native.c: a
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// plain SDL_Event built by hand and handed to the public SDL_PushEvent(),
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// KeyboardOverlay's nativeSendPrintableCharDown()/Up() in
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// questshock_native.c: a plain SDL_Event built by hand and handed to the
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// public SDL_PushEvent(),
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// no engine patch needed. pump_events() (sdl_events.c) reads whatever
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// mouse_put_xy() last set, not any x/y carried on the event itself - call
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// xr_mouse_move() first if position needs updating this frame.
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