Checkpoint 3: deliver playable samples and complete native authoring workflows

This commit is contained in:
Emil
2026-09-18 04:29:41 +03:00
parent fad5eb4e55
commit d834cfad67
92 changed files with 8335 additions and 353 deletions
+6
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@@ -36,6 +36,9 @@ Create a project and open the native Editor:
build/linux-debug/faset_editor --project "$PWD/MyGame" --new MyGame --dimension 3
```
You can also run `build/linux-debug/faset_editor` without arguments to open the
project launcher and create or select a project using the native interface.
Use **Build C++** after changing `MyGame/Scripts/Gameplay.cpp`, then **Play**.
The Player runs separately. Stop it before changing and rebuilding C++ gameplay.
See [MCP and CLI](../editor/mcp.md) for headless authoring and automation.
@@ -73,3 +76,6 @@ ctest --preset windows-debug
Windows acceptance is tracked separately from Linux; a successful Linux build does
not verify a Windows build.
The repository's `docs/TOOLCHAINS.md` records the exact compiler, SDK and GPU profiles
used in observed validation, separately from the minimum tool requirements above.