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Fixed
Mediatek/Mali devices: every voxel rung now uses the HIGH shadow path
(the sprite-layer map) instead of the flat contact-blob fallback. The
fallback path is what froze the screen on the last frame (the game kept
running behind it) and dropped the player's shadow on MEDIUM/LOW/POTATO/
CUSTOM -- the exact rungs that break are the ones HIGH's configuration
never touches, and users confirmed HIGH works. The decal pass is also
now crash-proofed so a failing decal can no longer freeze a frame on any
device.