Archive P1 iteration workflow and manual checkpoint
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@@ -210,14 +210,18 @@ The Editor command palette exposes:
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| `faset_lua_refresh` | Build if needed, extract schemas, refresh Inspector metadata |
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| `faset_lua_reload` | Request a Lua reload in a development Player |
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| `faset_lua_setup` | Install Faset LuaLS declarations/configuration |
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| `faset_script_open` | Open a script in an external editor |
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| `faset_source_open` | Open a C++, header or Lua source at a one-based line/column |
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| `faset_script_open` | Lua-only compatibility alias for source opening |
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The external-editor default is `zed`. Set `editor.script_editor` in
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`project.faset.json` to an argument array such as `["code", "--goto", "{file}"]`,
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or pass an `editor` argument array to `faset_script_open`. Exact `{file}` and
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`{project}` arguments are substituted; a missing file argument is appended. The
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command launches the executable directly, without a shell. The Assets panel lists
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Lua sources under `Scripts` and provides **Open Script**.
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`project.faset.json` to an argument array such as
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`["zed", "{file}:{line}:{column}"]`, or pass an `editor` argument array to
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`faset_source_open`. `{file}`, `{line}`, `{column}` and `{project}` are substituted
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inside arguments; a missing file argument is appended. The command launches the
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executable directly, without a shell. Only regular source files under this
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project's `Scripts` can be opened. The Assets panel lists those files and the
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Console's structured Lua error can open its source location. A missing external
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editor is an actionable navigation error, not a failed gameplay build.
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Development Play watches Lua changes. The Player's `--watch-lua` option enables this
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for direct development runs. A candidate source generation is loaded and validated
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@@ -226,6 +230,18 @@ Successful reload **restarts the scene**, invalidates old handles, and resets al
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script state. This is not state-preserving hot swapping. C++ source changes still
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require a rebuild and a new Player process.
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For a short iteration, change `speed` in `Scripts/main.lua`, save it, and watch the
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Console for **Lua reloaded**. The running development Player picks up a valid
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snapshot without native recompilation. Change a field declaration or TypeId, then
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choose **Refresh Lua** to validate metadata and update Inspector choices. If the
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candidate has a syntax/schema error, the previous running generation remains in
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place; use the structured diagnostic to return to the source, correct it and retry.
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Lua module declaration, gameplay source, compiler/toolchain or shader changes can
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invalidate a later build's verified schema/package cache. The **Jobs** result
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distinguishes `schema_cache_hit` and `generation_reused`; those flags do not imply
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that the native build graph was skipped. See the [build loop](../editor/export.md)
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and [profiling guide](../editor/profiling.md).
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Export captures the declared entry list and Lua modules with the game. The exported
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Player runs without the Editor or a separate Lua installation; development watching
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is not enabled by ordinary exported-game launch. Exported Lua remains readable source,
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