Archive P1 iteration workflow and manual checkpoint

This commit is contained in:
Emil
2026-09-24 03:45:18 +03:00
parent d7a7a7c3a4
commit 822b44f1d7
201 changed files with 100058 additions and 29 deletions
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@@ -466,3 +466,54 @@ rendered 120 frames in Direct mode. The corresponding
[native/manual CI run](https://github.com/emil28092005/Faset_Engine/actions/runs/35922643004)
passed on Linux and Windows. Unsupported-HZB integration and physical Windows
GPU coverage remain untested.
## Post-MVP checkpoint — P1 gameplay iteration
P1 adds a complete-input native build stamp and an immutable `Scripts` snapshot.
The package key binds configuration, recipe, source, Lua declaration, toolchain,
shader and runtime artifacts. A second unchanged build reuses a verified schema
and package generation without invoking SchemaExporter; CMake/Ninja still verify
the native graph. Malformed/corrupt generations, modified headers/tools and
source races cannot publish a false hit. Failed jobs preserve the previous
successful pointer, while Inspector metadata becomes stale.
Compiler and Lua output now produce bounded structured Console diagnostics with
raw logs retained. Source opening accepts only project `Scripts` files and passes
literal file/line/column arguments to the configured external editor. A real
compile failure revealed that compiler paths pointed to the immutable snapshot;
`d7a7a7c` maps only the verified snapshot subtree back to project-relative
source. The same correction retains a later actionable error after 250 unrelated
warnings. Four runnable C++/Lua × 2D/3D starters are available in launcher and
CLI; the existing scaffold default remains compatible. Named dirty scenes
autosave after two idle seconds by default; unnamed scenes require Save As, and
disk/revision conflicts retain the journal and never overwrite external edits.
The [P1 dated dossier](validation/p1-iteration-2026-09-24/README.md) retains a
clean-revision `6c2e8fa` Debug workflow with every raw command/profile. On the
Ryzen 7 1700/RTX 2080 Ti Linux host, five unchanged builds had median 11.53 s,
five changed-C++ builds 28.16 s, five changed-header builds 23.89 s, and five
watched Lua reloads 0.502 s. All five unchanged builds reported a verified
generation reuse. The 3,000-frame profile showed no growth in the explicit
Vulkan allocation counter (15,787,008 bytes). A seeded 527-object synthetic
scene reached 149.39 ms p95 wall time, dominated by CPU simulation/snapshot;
this is a visible scalability issue, not a tiny-demo Release budget comparison.
The historical exact-scene Release budgets were met in the earlier 2026-09-18
record, but that evolving working-tree baseline does not certify the current
revision. A quiet-host current Release rerun is pending.
Linux focused cache, diagnostics, schema and workflow-math tests pass; a real
failed-build replay now reports navigable `Scripts/Gameplay.cpp:73:2`. The
[Lua-only Release result](validation/lua-release-2026-09-24/README.md) validated
and rendered after source-hidden relocation on the physical Linux GPU. At
`6c2e8fa`, [native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35936310287)
passed on Linux and Windows. Its Windows graphics job passed all 61 CTests on
SwiftShader, then hit an invalid integration fixture under the engine checkout;
`4ac02ee` moved the fixture to runner temporary storage. The subsequent
[Windows graphics run](https://github.com/emil28092005/Faset_Engine/actions/runs/35937433040)
passed all 61 CTests and the real export integration. Two C++ and one Lua-only
Release package validated and rendered 120 frames each after relocation with
source paths unavailable; the [raw Windows report](validation/p1-iteration-2026-09-24/windows-4ac02ee/playable-report.json)
records hashes and software Vulkan device identity. The later `d7a7a7c`
real-diagnostic-navigation assertion still awaits its Windows CI result.
Windows had no active Khronos validation layer, and no physical Windows GPU
performance result is claimed.