Preserve source locations across cached imports and record MVP acceptance
This commit is contained in:
@@ -261,3 +261,29 @@ including the launcher fix, and proceeded to real native Release exports. That r
|
||||
predates checkpoint 5's new authoring/diagnostic changes, whose Windows checks remain
|
||||
separate. The next full Windows build enables the optional diagnostic module too.
|
||||
No MVP tag is claimed at this checkpoint.
|
||||
|
||||
## Checkpoint 5 acceptance and source relocation correction
|
||||
|
||||
The clean `0f34b03` Linux checkout built offline with 20/20 CPU tests, then created
|
||||
and rendered a fresh project using the Manual's command. Both checked-in games were
|
||||
exported in Release, moved outside the SDK into Unicode paths and run for 120 frames
|
||||
with source projects hidden; Khronos validation was active with no errors. All seven
|
||||
recovery scenarios and the real Blender/live-Editor round-trip passed. Exact inputs,
|
||||
hashes and limits are in [the Linux acceptance record](validation/checkpoint5-linux-2026-09-18/README.md).
|
||||
|
||||
A subsequent source-relocation regression was reproduced and corrected: a cache-hit
|
||||
rename/move updated the logical source pointer while retaining the historical payload
|
||||
path, so the new freshness check incorrectly kept the asset stale. Publication now
|
||||
stores both paths atomically. Earlier pointers remain readable by resolving the
|
||||
payload relative to the moved logical source; immutable content generations and cache
|
||||
keys are unchanged. Regression cases cover PNG, Blender bundles and external glTF
|
||||
buffers/images, with both new and legacy pointer records. Full Linux integration
|
||||
remains 34 passed / 1 explicit Wayland skip / 0 failed; targeted ASan/UBSan asset/cook
|
||||
checks passed 2/2 after this correction.
|
||||
|
||||
Windows run `35299805623` at `e0b9651` completed successfully, including both Release
|
||||
integration exports, incremental C++ rebuilding, and the two checked-in games with
|
||||
Unicode relocation. It used SwiftShader without the Khronos validation layer and is
|
||||
functional software-Vulkan evidence, not a physical-GPU benchmark. Checkpoint 5's
|
||||
newer Windows graphics/export run and the relocation correction have their own
|
||||
revision-specific gates.
|
||||
|
||||
Reference in New Issue
Block a user