Render order: 3-way M2 batch partition — game objects + local player
render first (write depth), then outline targets (stencil marks), then
other players/gear/NPCs. Outlines show through other players but are
occluded by world/WMO/game objects/local player.
Stencil protection: set STENCILWRITEMASK=0 after outline target DIPs
to prevent subsequent renders from overwriting stencil marks.
JFA sentinel: changed from (1,1) to (-1,-1) to move it outside UV
space. Did not fix banding but is correct regardless.
Debug: added DEBUG_SHOW_SILHOUETTE comptime flag to bypass JFA and
composite raw silhouette RT. Confirmed silhouette is clean — banding
is in the JFA pipeline, not stale vertex buffers.
Game object + local player tracking in tracker.zig for batch ordering.
Added project README and outline subsystem README documenting render
pipeline, architecture, known issues, and planned features.