Checkpoint 4: harden native paths, authoring workflows and Player lifecycle
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{
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"format": "faset.editor-recovery-verification",
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"version": 1,
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"status": "passed",
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"checks": [
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"acknowledged unsaved edit survives killed Editor and explicit recovery",
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"failed save preserves live authoring and last saved file",
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"failed Player process is reported without changing authoring data",
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"Undo repairs the scene, then Play and Stop leave authoring unchanged",
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"failed C++ build keeps prior schema and reports stale status",
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"fixed C++ rebuild restores current schema status",
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"failed import preserves authoring"
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],
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"logs": [
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"build completed",
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"Gameplay schema loaded",
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"Play started in a separate Player process",
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"Player failed: unsupported component version\n",
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"Player exited with code 1",
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"build completed",
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"Gameplay schema loaded",
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"Play started in a separate Player process",
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"New round: collect the three gold cubes, then reach the green exit. E resets.\n{\"device\":\"NVIDIA GeForce RTX 2080 Ti\",\"dimension\":2,\"frames\":382,\"ticks\":103,\"validation_errors\":0}\n",
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"Play stopped; authoring scene unchanged",
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"build failed: Process exited with code 1; see job log; previous gameplay metadata remains available and is marked stale",
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"build completed",
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"Gameplay schema loaded",
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"Asset import failed: Cannot read: /home/emil/Desktop/Faset_Engine/.cache/recovery-checkpoint3-v3/project/Assets/missing.glb\n"
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],
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"engine_revision": "d834cfad67cd81d8c4998b90c16791361ca8c0f8",
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"execution_context": "Linux development desktop; Editor and source from the clean offline checkout; disposable sample project",
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"scope": "Crash recovery and last-good preservation. Graceful OnDestroy is verified separately by the later Player shutdown regression."
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}
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