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Brings in patchzyy/Wiicompiled main: os_sleep parked-thread fix (#195), HTTPS Retro WFC payload (#198), macOS build guide (#177), and the reverse-Z depth fix (#134). Conflicts were in aurora-main/lib/gfx/common.cpp and lib/gx/shader.cpp, both from #134, which lands squarely on the VR stereo replay path. #134 makes UseReversedZ genuinely reversed: the near/far correction now applies exactly once, inside effective_projection(), instead of being applied there AND per-vertex in the shader (the double application had been cancelling out, so "reversed" Z silently behaved like forward Z). Three pieces of the VR path were built against that old behaviour and would have broken silently, so they are adapted here: - shader.cpp exact-screen-depth parked the virtual screen at -0.5*w specifically so the shader's following negation would land it at +0.5*w. With that negation gone it now writes +0.5*w directly; keeping the minus sign would park the screen at NDC -0.5, outside the clip volume, discarding every 2D/HUD draw. - stereo_replay.hpp backend_ndc_depth_row re-applied the correction to the projection it was handed. That projection is effective_projection() output, which now already carries it, so the function is a pass-through of the Z row and no longer depends on the reversed-Z setting; the dead bool parameter is dropped. Re-applying it would invert the virtual screen's depth ordering, so 2D layers meant to sit on top would lose the depth test to the ones behind them. - shader_info.cpp stages the host depth window for that exact-depth path. It now uses the same reversed-Z remap as upstream's new SetViewport code, since frag_depth is written directly and has to reproduce the window the fixed viewport transform would have applied. Restricted depth windows (how the game forces an element in front of everything) are exactly the 2D draws the virtual screen carries. The SetViewport resolution keeps upstream's remap but retains the ordering/clamp guard our version had: for any ordered guest range the result is identical to upstream, and it avoids handing WebGPU minDepth > maxDepth for the swapped pair MKW is known to emit. The VR eye replay reuses these recorded values, so the guard covers that path too. Test updates: - stereo_replay_test now asserts the composed Z row against the staged projection's own Z row rather than against the helper's output, so it actually catches a re-introduced double correction (verified: it fails when the old negation is put back; the previous self-consistent form passed). - gx_fifo_test's clearDepthValue expectation followed #134's deliberate clear_depth_value() inversion, expressed through UseReversedZ rather than hardcoded. Upstream changed the behaviour without updating this test, so it fails on upstream/main as-is. Verified: aurora suite 247 passed with the same 2 failures that already fail on the pre-merge branch (IndexedPaletteHistoryKeepsAbsoluteVertexSlots, PacksOneUniformWhenBothHalvesNeedInitialValue - both pre-existing, unrelated to depth); shader.cpp and common.cpp compile clean; translator suite 577 passed. Not yet validated on-device in VR. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>