Checkpoint 5: complete asset freshness, schema migrations and editor diagnostics
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@@ -62,6 +62,12 @@ struct Quad {
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std::shared_ptr<const Texture> texture{};
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std::array<float, 4> uv_rect{0, 0, 1, 1};
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};
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struct UiTriangles {
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// Non-indexed triangle list in drawable pixels, rendered after UI quads/text.
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std::vector<Vertex> vertices;
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std::shared_ptr<const Texture> texture{};
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std::array<float, 4> clip_rect{}; // x/y/width/height; zero size uses the full target
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};
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struct Text {
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float x{}, y{};
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std::string value;
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@@ -81,6 +87,7 @@ struct Snapshot {
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// UI coordinates are drawable pixels, top-left origin. Order is preserved per list.
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std::vector<Quad> ui_quads;
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std::vector<Text> ui_text;
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std::vector<UiTriangles> ui_triangles;
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};
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// CPU-only validation used before publishing a game or creating Vulkan pipelines.
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void validate_shader_bundle(const std::filesystem::path& directory);
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@@ -119,6 +126,8 @@ struct Event {
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struct FrameStats {
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std::uint64_t frame{};
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bool validation_enabled{};
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bool gpu_labels_enabled{};
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std::uint32_t gpu_label_count{};
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// Live VkDeviceMemory allocation sizes, including alignment; excludes driver internals.
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std::uint64_t gpu_allocated_bytes{};
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std::uint32_t texture_count{};
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