Describe staged source verification boundaries accurately
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@@ -45,7 +45,7 @@ The run also imported the small Blender bundle cold and cached in 49 and 52 ms,
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respectively; Editor process startup dominates that tiny asset sample, so those
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two values do not establish import-cache speedup. The raw
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[failed-build job](raw/build_failure-01-stdout.txt) exposed a navigation defect:
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the compiler named the immutable source snapshot, and the original structured
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the compiler named the staged source copy, and the original structured
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diagnostic omitted `file`. A later fix maps only the verified staged `Scripts`
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subtree to project-relative source. A [real failed-build replay](diagnostic-replay.json)
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with the corrected Editor returns `Scripts/Gameplay.cpp`, line 73, column 2.
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@@ -54,6 +54,12 @@ Windows drives; `build_schema_publication` verifies that an error after 250
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third-party warnings survives the 200-row diagnostic limit. These are separate
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from this unmodified measurement.
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Follow-up `54d1bae` rehashes both the live source and the staged copy after
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native build and before reuse/publication. A fixture changes the staged C++
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header during schema export; the build fails and retains the last-good pointer.
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The copy is content-verified at those boundaries, not sealed against a same-user
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write-and-restore during compiler reads.
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The [3,000-frame lifecycle profile](raw/cpp-3000-frame-lifecycle.json) completed
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with zero Vulkan validation errors. Maximum explicit Vulkan allocation was
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15,787,008 bytes in both frames 101–200 and 2901–3000, a measured growth of zero;
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