Make the release 0.10.2, with its notes: the stability and frame-pacing pass, the translator built from the release's own sources (the see-through ground of issues #569 and #824), the AMD device-loss fixes, and the items the user approved.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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## Install or update
- **Already have 0.6.0 or newer:** start the launcher; it offers 0.10.2, updates itself and keeps your saves and
settings. This update translates the game's code once more (for the ocarina recorder's fix) and prepares every shader
again with the fixed shader translator: a few minutes, once.
- **New install:** download **`NX2navi-Setup-0.10.2.exe`** below, put it next to your `.nup` dump of the game and start
it. Windows SmartScreen warns on the first start because the setup is not signed: choose *More info* and *Run
anyway*. The launcher checks your game files, builds the game (10 to 25 minutes, once), prepares every shader and
starts it.
**Requirements:** as for 0.10.0: Windows 10 or 11; an x86-64 CPU with SSE4.2; 16 GB of RAM; about 30 GB free for the
game and 1.5 GB for the launcher; a GPU with Vulkan 1.3 and `VK_EXT_external_memory_host` (current NVIDIA and AMD
cards).
## Fixed
- **See-through ground** (issues #569 and #824). 0.10.0 and 0.10.1 shipped an older shader translator, whose shaders
could not reach the newest texture slots, so ground and walls could turn see-through after some play. 0.10.2 ships
the translator built from its own sources, prepares the shaders again with it, and no longer uses translations kept
from the old one. The release tools now refuse a translator that was not built from the release's sources.
- **AMD Radeon RX 5000 and 6000 cards losing the device** (the game ending with code 72): on AMD's driver these cards
now take the mesh shader fallback by default (`mesh_fallback = auto`), and a lost device is noticed and reported
sooner. Not yet confirmed by players with these cards: please report how it goes.
- **Crashes and hangs found in a review of the whole runtime**; none was seen in our own play, and each fix has a check
of its own:
- a crash when the game read memory the lazy write-back was just handing to the GPU (NVIDIA and Intel cards);
- a game thread reading a frame's record another thread had just freed, when two threads submitted at once;
- a race between a system event's signal and its destruction, and full event tables (vsync events after 16, host
events), each of which ended the game;
- a movie ending the game when memory for a picture ran short;
- game sessions closed while another thread still used them;
- after 15 to 66 hours in one session, textures the game writes stopping to update (the counters behind them are
now 64-bit);
- audio settings the game sends that our audio renderer did not accept ended the game; now the one effect is left
out and one line goes into the log (`audio_strict = 1` brings the old behaviour back for bug reports);
- a stuck shader translation no longer holds the game for four minutes;
- a save file could be closed while another thread was still reading it.
- **Crash reports and exits:** a second crash no longer cuts the first one's report short; a stack overflow writes a
report; an error or a lost device ends the game without running every library's shutdown, where DLSS's could crash;
HD rumble stops at every end; the end of the log is written even past its 64 MiB cap. A hang watch writes a report
to the log when no frame is shown with the window in front, or the GPU does not finish, for 20 seconds
(`hang_watch_s`, 0 turns it off). The launcher
explains code 72 (the graphics device was lost) and shows the game's error line after a restart and from the Steam
shortcut.
## Frame pacing and RivaTuner Statistics Server
- **RivaTuner's profile is put back** when the game closes, before the slow save of its pipelines, and no frame drawn
after that writes the game's limit into it again. After a crash or a Task Manager kill, the next start puts it back
from **`rtss-profile.txt`** next to the game, unless you changed the profile since. If you never made a RivaTuner
profile for the game yourself, delete `Profiles\ocarina.exe.cfg` in RivaTuner's folder once: earlier versions could
leave a frozen copy of the global profile there.
- **The game hands the limit to RivaTuner only once RivaTuner is seen holding it**, and takes it back while a movie
plays, while the window is minimised or no picture goes out, and for the run when RivaTuner lets frames through
faster than the limit or never shows its hold. A limit set in RivaTuner itself on top of the game's is named in the
log and in the menu's frame rate row.
- A limit change reaches RivaTuner's profile once it stays, not at every switch of low latency; `display` on a 59.94 Hz
monitor is rounded down for RivaTuner versions without fractional limits.
- **With DLSS Frame Generation, Reflex now holds the frame limit** (`reflex_limit = 1`), so the game waits once per
frame instead of twice; the game's limiter takes over during movies and when Reflex does not hold it.
- **Fewer stutters:** turning DLSS or FSR on or off, changing its mode, pausing and resizing no longer stop the
graphics card until it is idle; fewer memory freezes right after an area load; pipelines are remembered as soon as
they are first built; the shipped list of pipelines built before play grew to 10,230.
## Fixed above 60 fps
- **The ocarina's song recorder keeps its timing at any frame rate** (`ocarina_timing`, on by default). Above 60 fps
its clock stood still: a song taught to the scarecrow lost its pauses and the recorder's time limits never came.
Songs recorded above 60 fps in earlier versions keep their missing pauses.
- **The shake key** swings at the game's own pace at any frame rate.
- **Dynamic resolution** (`dyn_res = 1`) aims at the frame limit you set, not at 60 fps.
## Settings
- In `nx2navi.ini`, a comment after a value (`pace_smooth = 0 ; off`) and the words `off`, `false` and `no` now mean
what they say for on/off settings; before, such a line could turn the setting on. Paths and names keep their whole
text.
- New: `reflex_limit`, `ocarina_timing`, `audio_strict`, `hang_watch_s`, and switches that bring back the earlier
behaviour of this release's larger changes should one cause trouble: `upscaler_idle_wait`, `present_order`,
`wb_lazy_unlocked`. See `nx2navi.ini.example`.