Preserve source locations across cached imports and record MVP acceptance
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# Checkpoint 5 Linux acceptance
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These functional checks used the engine source at
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`0f34b036313c011861dbfd5828ed45c4f7940b05`. They supplement the earlier Release
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performance baseline; export runs overlapped compilation and are not benchmarks.
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- [Clean offline build](offline.json): committed source extracted with `git archive`,
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empty build directory, external networking disabled, prefetched dependencies and
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toolchain. Full default native build and 20 CPU tests passed in 205.77 seconds.
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- [First Editor launch](first-run.json): that freshly built default Editor created
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a new 3D project following the Manual's command, copied the correct gameplay
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templates and rendered three native X11/Xvfb frames before closing successfully.
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- [Both standalone games](playable-exports.json): the real Editor produced Release
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packages, verified package hashes, moved them outside the SDK into Unicode paths,
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hid source projects, then validated and rendered 120 frames per game without
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scene/asset overrides. RTX 2080 Ti, Khronos validation active, zero validation
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errors. The packages contained 17 files for 2D and 22 for 3D.
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- [Blender round-trip](blender.json): unmodified Blender 4.5.3 and the actual live
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Editor probe updated two instances while preserving IDs, transforms, tint, physics,
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opaque gameplay and document revision. Removed outputs kept the last good visible
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generation. The verification harness was updated to distinguish source freshness
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from active-generation preservation; its separate hash is included in the report.
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- [Editor recovery](recovery.json): seven failure/recovery scenarios passed against
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the same source revision and recorded Editor hash: interrupted process, explicit
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journal recovery, failed save/import/build/Player startup, and subsequent recovery.
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The integrated build with optional diagnostics also passed 34 tests with one
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explicit native Wayland restore skip; the sanitizer configuration passed 18/18.
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These results describe Linux. Windows has separate CI and export evidence.
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Native OS IME composition and moving between physical monitors were not exercised;
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widget composition, DPI and native SDL input-boundary tests have narrower scope.
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The following image is an actual Editor capture from the Blender probe, after
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rename/geometry reimport. It is not the generated UI reference. The test scene has
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two placed instances and no selected object.
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