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Conflicts: d3d8_gl.c (multiview variants kept beside the per-pixel lit shaders: shader[4] and lit_shader[4], vertex_shader_get takes both; multiview targets before multisampling; the picture read resolves both), nv2a_vsh.c/xgpu.h (lighting and multiview parameters), render.c (no anti-aliasing pass on VR eye passes), dsound_sdl.c, p2p.h. VR: anti-aliasing off (the eyes go to the headset from their textures); the VR online list skips password games (the server browser asks). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>