Complete MVP acceptance, publish platform evidence and finalize the manual
Native and manual checks / native (ubuntu-24.04) (push) Canceled after 0s
Native and manual checks / native (windows-2025) (push) Canceled after 0s
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Windows editor and software Vulkan / windows-graphics (push) Canceled after 0s

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This log records working implementation and observed validation. It does not replace
the acceptance criteria in `PLAN.md`. Incomplete platform or workflow checks remain open.
**Current result:** the C++ MVP is accepted in the recorded Linux and Windows profiles.
The [final dossier](validation/mvp-acceptance.md) maps M0M9 to evidence and keeps
unverified compatibility scenarios explicit. Earlier pending/failure statements below
describe their respective checkpoints, not the final status.
## Checkpoint 1 — native foundation and independent subsystems
Implemented:
@@ -287,3 +292,44 @@ Unicode relocation. It used SwiftShader without the Khronos validation layer and
functional software-Vulkan evidence, not a physical-GPU benchmark. Checkpoint 5's
newer Windows graphics/export run and the relocation correction have their own
revision-specific gates.
## MVP acceptance — `v0.1.0-mvp`
Final engine source: `4cb82556de31268d2bde73948dd1ff1b6c02f162`. The publication
commit adds documentation, acceptance records and research-viewer wording; it does
not change the accepted engine, gameplay, shader or build-system sources.
- [Final Linux evidence](validation/final-linux-2026-09-18/README.md): 34 passed,
one explicit native Wayland restore skip, zero failed. Both exact-source Release
games passed manifest validation and 120 frames after Unicode relocation with
their source projects hidden. An additional private namespace hid the entire SDK,
build directories, Editor and cached tools; both games still passed another 120
frames with matching captures, active Khronos validation and zero errors.
- [Final Windows evidence](validation/windows-software-vulkan-2026-09-18/README.md):
[run 35301244334](https://github.com/emil28092005/Faset_Engine/actions/runs/35301244334)
passed the fresh full Editor build with ImGui diagnostics, **35/35 tests**, real
BuildService Release exports/incremental Debug rebuild and both checked-in games
after Unicode relocation. Each rendered 120 frames. SwiftShader supplied software
Vulkan; the Khronos layer was unavailable. This is functional Windows execution,
not physical Windows GPU or hardware-performance evidence.
- [Native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35301244366)
passed for the same final source. The earlier clean offline build and first project
launch, seven recovery scenarios, actual Blender/live-Editor round-trip and full
18-test sanitizer run retain their `0f34b03` provenance. The two affected asset/cook
sanitizer checks passed again after the relocation correction.
- PLAN now closes M0M9 against the dossier. The English Manual documents the working
C++ tutorials, metadata/migrations, authoring, assets, MCP, extensions and export.
A final instruction check corrected the 3D sample's required first bundle import.
The recorded reference-scene thresholds are initial P1 tracking budgets.
Final publication checks passed: strict MkDocs build, both research-map tests and its
production build, 318 local Markdown links, retained Windows evidence hashes, all
validation JSON records and `git diff --check`. The engine-source diff from the
accepted commit is empty; no untested engine changes were bundled into publication.
Known coverage limits remain: real OS IME composition, movement between physical
monitors with different scales, native Wayland programmatic restore and additional
GPU/driver families. Widget composition/DPI, SDL text-input boundaries, XWayland and
Windows window lifecycle have their own passing evidence. The narrow static-mesh,
root-level box-physics, one-window/C++ MVP profile remains explicit. Lua and advanced
graphics are later work. UI references guide appearance; they do not define behavior.