Checkpoint 2: integrate native Editor, MCP, gameplay builds and standalone export

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Emil
2026-09-18 03:40:15 +03:00
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@@ -28,9 +28,60 @@ Observed validation on Linux:
- MkDocs strict build passed with MkDocs 1.6.1 and Material 9.7.7.
The full editor, user-project build pipeline, MCP integration, standalone exports,
and Windows acceptance are still being implemented. This checkpoint is not the MVP release.
and Windows acceptance were still being implemented at that checkpoint. Later progress is recorded below.
Known intermediate constraints include box-only physics colliders, root-level physics
objects, static glTF triangles/UV0, a conservative serial renderer, and unfinished
world-preserving authoring reparent operations. These remain implementation work or
objects, static glTF triangles/UV0, a conservative serial renderer, and then-unfinished
world-preserving authoring reparent operations (completed in checkpoint 2). These remain implementation work or
explicit profile limits to review during final acceptance.
## Checkpoint 2 — integrated Editor, gameplay iteration and export
Implemented and integrated:
- Separate Player and SchemaExporter executables; statically linked project gameplay,
configurable simulation settings, real contact-based grounded queries, and four
compiled scripting tutorials embedded directly into the English MkDocs manual.
- Shared authoring commands and a real stdio MCP server, optimistic revisions,
transactional retries, jobs/cancellation, recovery of unsaved documents, and
viewport capture in graphical sessions only.
- Cancellable native subprocess execution, incremental project builds, schema export,
binary scene/resource packaging, distinct Debug development and Release export
directories, immutable published generations and retained last-good builds.
- A native retained UI with pinned FreeType/HarfBuzz and bundled Noto Sans:
scene tree, schema Inspector, viewport camera/picking/gizmos, assets, diagnostics,
build/play controls, commands, recovery and startup-loaded extension action panels.
- Exact-build native Editor SDK, dependency validation, owner-bound registrations,
example Beacon runtime component/editor command/panel, and unknown-data preservation.
- Full world-preserving TRS reparent with explicit rejection of unsupported shear.
- Read-only cooked asset target for Player. Import/build/editor/MCP services remain
outside the shipping runtime dependency graph.
Observed validation:
- Integrated Linux Clang 21 build: 19 CTests pass, including GPU rendering, retained
widgets, Editor authoring interaction, actual plugin loading, real MCP stdio,
process/cook contracts, and all four compiled gameplay tutorials.
- Real 2D and imported-glTF 3D standalone exports render with zero Vulkan validation
errors on NVIDIA RTX 2080 Ti. Changing gameplay rebuilds metadata; failed C++
compilation preserves the last successful published build.
- Runtime/tutorial checks also pass with Clang 18; runtime ASan/UBSan checks pass.
- Unmodified Blender 4.5.3 exports through the optional add-on. Real Editor imports
preserve output IDs after rename/geometry edits, report deleted-output conflicts,
retain the last generation on failure, and preserve separate scene placement/color.
Reproduce with `tools/verify_blender_roundtrip.py --blender PATH --editor PATH`.
- Strict MkDocs build passes. Tutorial source snippets are compiled by CTest.
- Previous checkpoint headless Linux and Windows GitHub CI passed after portability
fixes. New checkpoint and full Windows graphical/export checks are separate work;
Linux validation does not imply Windows validation.
This is an implementation checkpoint, not an MVP release. Finished playable sample
projects, complete Windows graphical/export acceptance, fresh-install checks,
performance measurements, and final UX review remain. Standalone image import is
integrated but its dedicated PNG/JPEG edge-case checks are the next asset task.
The baseline profile currently uses box colliders, root-level rigid bodies, static
triangle glTF meshes/UV0, basic PBR/directional shadows and a conservative serial
Vulkan renderer. Advanced rendering and broader content profiles remain later work.
The generated UI reference determines visual direction only; architecture, behavior
and acceptance criteria remain authoritative.