Checkpoint 4: harden native paths, authoring workflows and Player lifecycle
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# Editor workspace
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The Editor follows the window's display scale. Text is rasterized at that scale;
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panel dimensions are saved in logical units so the layout remains usable when
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moving between displays. A scale change preserves focused text and cancels an
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unfinished numeric, divider or gizmo drag without committing an edit.
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The Editor edits saved scene data and previews it in a Vulkan viewport. **Play**
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opens a separate Player process. Gameplay movement and spawned objects stay in that
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process; stopping it leaves the authoring scene unchanged.
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