The launch handoff (LoadingMission -> RunningMission) could interleave
the idle wait-overlay presents with the first real game frames (user
report: "the wait screen is still there when game graphics come up").
gBTSceneHasPresented latches at the render path's Present; ExecuteIdle
stands down permanently once set -- the overlay can never paint over
(or alternate with) live graphics. Permanent one-shot/1Hz [waitscreen]
diagnostics record the active paint path, the scene-live moment, and
idle paints.
Verified: 70-frame 0.5s capture across the handoff -- 54 wait frames,
then game frames with at most ONE ambiguous frame at the cut (was
repeated interleaving); no black frames.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>