Show and configure safe Editor autosave
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@@ -67,6 +67,20 @@ resume and single-step process controls; it cannot read or modify game entities.
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scenes that have never been saved. Restoring an already open document requires its
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current revision. Recovery refuses to overwrite an externally changed scene file.
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Long-lived headless and graphical Editor sessions also poll the same autosave
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controller. With `editor.autosave` enabled (the default), a named dirty scene is
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saved after two seconds idle. `faset_autosave_status {}` reports `enabled` and each
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open document's `state`, `revision`, `path`, and `error`. States include `saved`,
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`pending`, `saving`, `conflict`, `failed`, `save_as_required`, and `disabled`.
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An unnamed scene remains in recovery until you give it an explicit path. An
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external disk edit produces `conflict` without overwriting that edit. For scripted
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workflows, use `faset_document_save` with `expected_revision` when you need a
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definite save boundary instead of waiting for idle autosave. If a conflict occurs,
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save to a new project-relative path and compare the two files. Change the
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preference through `faset_project_settings_get` and `faset_project_settings_set`
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with the returned project revision and `{"editor":{"autosave":false}}`; the
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new value applies to the current session and persists for the next Editor launch.
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## Single-command CLI
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The CLI is useful for scripts that do not need an MCP session:
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