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