Archive P1 iteration workflow and manual checkpoint
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@@ -45,8 +45,14 @@ ctest --test-dir build/linux-release --no-tests=error --output-on-failure \
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The render used the Player's synthetic fixed timestep and offscreen Vulkan
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presentation. It does not establish manual window interaction or physical
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Windows GPU compatibility. The Windows graphics workflow now includes this Lua
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package beside both C++ examples under a pinned SwiftShader Vulkan driver; its
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result must be recorded separately after CI completes.
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Windows GPU compatibility. The separate
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[Windows graphics run at `4ac02ee`](https://github.com/emil28092005/Faset_Engine/actions/runs/35937433040)
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passed 61/61 CTests and relocated all three Release games under pinned SwiftShader.
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The Lua-only package validated and completed 120 offscreen frames with its source
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project paths hidden. Its device is a **software** Vulkan implementation; the
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Khronos validation layer was not active on that Windows worker. The
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[P1 dossier's Windows report](../p1-iteration-2026-09-24/windows-4ac02ee/playable-report.json)
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retains the source/package identities and result. This does not establish
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physical Windows GPU compatibility.
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