Archive P1 iteration workflow and manual checkpoint
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@@ -39,29 +39,58 @@ Use `--debug-physics` or press **F3** to show current physics box colliders. Deb
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geometry increases draw count, so record whether it was enabled. The collider view
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uses simulation poses; normal visuals can use interpolated poses.
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## Measure Editor and C++ workflows
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## Measure Editor, C++ and Lua iteration
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From the engine repository:
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```sh
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cmake --build --preset linux-debug --target faset_editor faset_editor_ui_latency --parallel 2
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python3 tools/measure_workflows.py \
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--editor build/linux-debug/faset_editor \
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--project examples/projects/collect-3d \
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--output .cache/my-workflow-measurement
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--output /tmp/faset-workflow-measurement
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```
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Use a new output directory. The tool copies the project, preserving your original,
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and records command startup, two-frame GUI startup/shutdown, first/cached Blender
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bundle import, initial/no-change/changed Debug builds and a subsequent Player frame.
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It checks that editing gameplay makes the schema stale and successful building
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clears that state. The initial build uses available dependency archives and OS
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caches; it is not a measurement of internet download speed.
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The UI probe must be built beside the Editor first. The default Lua input is
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`examples/lua`; use `--lua-project` to select another declared Lua project and
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`--ui-latency-binary` when the probe is elsewhere. Use a **new** output directory;
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the tool refuses to overwrite evidence. It copies both projects and never edits
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the checked-in examples.
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`report.json` version 2 separates the initial cold project configure/build,
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unchanged builds, changed `.cpp` builds, changed-header builds, deliberate compile
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failure/recovery, Lua edit-to-reload, first offscreen Player frame and synthetic
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Editor input-to-visible-state. Each warm/changed case has one warm-up and five
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measured repetitions. Each sample remains in `raw/` with command, stdout/stderr,
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duration and, on Linux, peak RSS; the report includes median and nearest-rank p95.
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The file hashes identify every changed source variant. Five unchanged builds must
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return a verified schema/package cache hit. The cold case begins with empty project
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`.faset` caches, **not** a cold OS file cache, newly downloaded dependencies or a
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fresh engine toolchain. It is a development `Debug` workflow.
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The first-frame value comes from the Player's `main_to_first_frame` profile after
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five one-frame offscreen runs. It excludes OS process loading and says nothing about
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window presentation latency. The separate UI probe applies keyboard input through
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the retained Editor UI, then measures 100 post-warm-up offscreen frames; it is not
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native desktop input-to-photon latency. A watched Lua Player records five
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edit-to-successful-reload times, including its polling and log notification. A
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3,000-frame Player profile compares explicit Vulkan allocation and texture maxima
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in frames 101–200 with frames 2901–3000. Zero growth over that interval is useful
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but does not prove the absence of all leaks. The tool also adds 512 deterministic
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objects to a disposable scene and profiles 240 frames; this stresses scene
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simulation/snapshot work, not representative game content.
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On Linux, GNU `time` records peak RSS for each command and its waited-for children.
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This is a maximum, not the sum of simultaneous compiler processes. Other platforms
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report this field as null unless equivalent measurement support is added. The tool
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keeps raw stdout/stderr, durations, hardware and revision information alongside its
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report. A dirty source checkout is explicitly identified.
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report this field as null unless equivalent measurement support is added. The report
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keeps raw stdout/stderr, profiles, hardware, driver, build setting, source hashes,
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Git revision and dirty-tree state. New runs also hash the exact CMake, Ninja, C/C++
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compiler, Slang, Editor and UI-probe binaries selected by the disposable project's
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`CMakeCache.txt`. Compare profiles only with the same scene, configuration,
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resolution, validation/readback settings and hardware class. The
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[dated P1 workflow record](https://github.com/emil28092005/Faset_Engine/blob/main/docs/validation/p1-iteration-2026-09-24/README.md)
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retains a successful Debug run and its exact raw files. Its post-run binary
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provenance supplement is explicitly separate from the original report.
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`tools/verify_playable_exports.py` separately verifies the two sample games in
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relocated Release packages and records their Player profiles. Its assertions test
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