Adds the three evening client-debugging commits + the five new
architectural findings they produced:
- NPC clothing by-camera-angle flicker → instance-batching dedup fix
(`(GfxObjId, PaletteHash ^ SurfaceOverridesHash)` as group key)
- Run animation broadcast fix → wire WalkForward+HoldKey.Run +
separate LocalAnimationCommand for local RunForward cycle
- Jump animation via MotionCommand.Falling SubState swap (not Action,
not Modifier — just a plain SubState cycle)
Also captures the lessons learned from the jump saga: trust empirical
motion-table dumps over assumptions, the retail animation taxonomy
(Style/SubState/Modifier/Action masks), and the wire/local-animation
separation pattern.
Updates the pickup table with the small remaining polish items
(backward-walk jitter, stop-running twitch, remote-char Z offset).