Checkpoint 4: harden native paths, authoring workflows and Player lifecycle

This commit is contained in:
Emil
2026-09-18 05:14:50 +03:00
parent 5ac4db438d
commit 45bc352d46
88 changed files with 12606 additions and 504 deletions
+14
View File
@@ -28,6 +28,14 @@ MSVC-family builds use the dynamic CRT: `/MDd` in Debug, `/MD` otherwise. Physic
Player, Editor and native plugins use compatible settings. Development and export
have separate CMake directories, avoiding accidental Debug/Release mixing.
Windows developer machines use the **Enable Win32 long paths** policy
(`LongPathsEnabled=1`). Faset executables carry `longPathAware` manifests. Engine
stream/hash/atomic-file boundaries also use wide extended paths, while serialized
project paths remain ordinary UTF-8. This does not change the independent path
support of CMake, Ninja, the compiler or Slang. CI records/enables the same host
profile; the build guide explains setup. A temporary path longer than 260 characters
exposed the original SceneView failure and now has dedicated regression coverage.
## Graphics profiles
The baseline requires Vulkan 1.3 with dynamic rendering and synchronization2, a
@@ -69,3 +77,9 @@ and graphics driver; they do not need this development toolchain.
An offline build is recorded only after a clean build directory is configured and
built with network access disabled. A warm incremental build or archive checksum
verification alone is not that acceptance check.
Commit `d834cfad67cd81d8c4998b90c16791361ca8c0f8` passed this check on Linux: full
native build and 19 CPU tests in a new user/network namespace with no external
connectivity, using a `git archive` checkout and only prefetched inputs. See
[`validation/offline-linux-2026-09-18.json`](validation/offline-linux-2026-09-18.json).
Reproduce using `python3 tools/verify_offline_build.py --output .cache/offline-check`.