Preserve final Windows SwiftShader acceptance evidence
Native and manual checks / native (ubuntu-24.04) (push) Failing after 32s
Native and manual checks / manual (push) Successful in 29s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
Native and manual checks / native (ubuntu-24.04) (push) Failing after 32s
Native and manual checks / manual (push) Successful in 29s
Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
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@@ -21,7 +21,7 @@ profiles preserve the result without duplicating native build directories.
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| Linux Release P1/P3-focused CTest | 24 passed, 0 failed |
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| Relocated Release games on physical Linux GPU | C++ 2D, C++ 3D, Lua-only: 120 frames each; validation active, 0 errors |
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| [Native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35949830254) | Linux and Windows native checks plus strict MkDocs passed |
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| [Windows software-Vulkan CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35949830251) | Final revision run; see linked job result |
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| [Windows software-Vulkan CI](windows-swiftshader/README.md) | 78/78 CTests, Release export integration and three relocated 120-frame C++/Lua games passed on SwiftShader; validation layer unavailable |
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The P1 queued-edit regression verifies that an asynchronous Build or Export
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reports the gameplay-source hash captured by its worker, not the hash from when
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