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Previously drawText() called GuiRenderer.render() per text line, triggering a full GPU render pass for each line. With ~20-30 text lines across info/lyric/state targets, this meant 20-30 complete GUI pipeline executions per HUD update, causing the game to freeze. Move the single renderer.render() call from drawText() to unUse(), so all text lines accumulate in the renderState and are drawn to the offscreen target in one pass. Reduces render passes from O(n) per target to O(1). Identified and fixed by DeepSeek-v4-pro with Claude Code. Co-Authored-By: DeepSeek-v4-pro + Claude Code <noreply@anthropic.com>