Checkpoint 4: harden native paths, authoring workflows and Player lifecycle
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@@ -28,6 +28,14 @@ MSVC-family builds use the dynamic CRT: `/MDd` in Debug, `/MD` otherwise. Physic
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Player, Editor and native plugins use compatible settings. Development and export
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have separate CMake directories, avoiding accidental Debug/Release mixing.
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Windows developer machines use the **Enable Win32 long paths** policy
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(`LongPathsEnabled=1`). Faset executables carry `longPathAware` manifests. Engine
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stream/hash/atomic-file boundaries also use wide extended paths, while serialized
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project paths remain ordinary UTF-8. This does not change the independent path
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support of CMake, Ninja, the compiler or Slang. CI records/enables the same host
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profile; the build guide explains setup. A temporary path longer than 260 characters
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exposed the original SceneView failure and now has dedicated regression coverage.
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## Graphics profiles
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The baseline requires Vulkan 1.3 with dynamic rendering and synchronization2, a
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@@ -69,3 +77,9 @@ and graphics driver; they do not need this development toolchain.
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An offline build is recorded only after a clean build directory is configured and
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built with network access disabled. A warm incremental build or archive checksum
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verification alone is not that acceptance check.
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Commit `d834cfad67cd81d8c4998b90c16791361ca8c0f8` passed this check on Linux: full
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native build and 19 CPU tests in a new user/network namespace with no external
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connectivity, using a `git archive` checkout and only prefetched inputs. See
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[`validation/offline-linux-2026-09-18.json`](validation/offline-linux-2026-09-18.json).
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Reproduce using `python3 tools/verify_offline_build.py --output .cache/offline-check`.
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