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- Water is solid only where geometry lies within 0.5 m under it; deep water makes no contacts and is detected from position (physics/water.rs). Body buoyancy only over deep water; the board floats with water drag. On-foot support follows the same rule. - Water camera (high, behind, looking down) with an edge vignette through retail_exposure -> retail_tone, driven by the water bail state. - Entry splash from the game's water particle sprite; setup extracts the particle sprites from miscboot.big (environment group, particles.py). - Family 33 look matched to RPCS3 footage: 4x ripple scale, blurred and tinted reflection, anti-tiling with swells, calmer small bodies (water_bodies.rs areas), waves at 0.75x (FrameStateData.pca_slow). - Ignored water_drop trace test; SKATE_VERIFY_AT for timed --verify captures.