Complete MVP acceptance, publish platform evidence and finalize the manual
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This log records working implementation and observed validation. It does not replace
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the acceptance criteria in `PLAN.md`. Incomplete platform or workflow checks remain open.
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**Current result:** the C++ MVP is accepted in the recorded Linux and Windows profiles.
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The [final dossier](validation/mvp-acceptance.md) maps M0–M9 to evidence and keeps
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unverified compatibility scenarios explicit. Earlier pending/failure statements below
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describe their respective checkpoints, not the final status.
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## Checkpoint 1 — native foundation and independent subsystems
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Implemented:
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@@ -287,3 +292,44 @@ Unicode relocation. It used SwiftShader without the Khronos validation layer and
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functional software-Vulkan evidence, not a physical-GPU benchmark. Checkpoint 5's
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newer Windows graphics/export run and the relocation correction have their own
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revision-specific gates.
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## MVP acceptance — `v0.1.0-mvp`
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Final engine source: `4cb82556de31268d2bde73948dd1ff1b6c02f162`. The publication
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commit adds documentation, acceptance records and research-viewer wording; it does
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not change the accepted engine, gameplay, shader or build-system sources.
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- [Final Linux evidence](validation/final-linux-2026-09-18/README.md): 34 passed,
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one explicit native Wayland restore skip, zero failed. Both exact-source Release
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games passed manifest validation and 120 frames after Unicode relocation with
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their source projects hidden. An additional private namespace hid the entire SDK,
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build directories, Editor and cached tools; both games still passed another 120
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frames with matching captures, active Khronos validation and zero errors.
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- [Final Windows evidence](validation/windows-software-vulkan-2026-09-18/README.md):
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[run 35301244334](https://github.com/emil28092005/Faset_Engine/actions/runs/35301244334)
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passed the fresh full Editor build with ImGui diagnostics, **35/35 tests**, real
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BuildService Release exports/incremental Debug rebuild and both checked-in games
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after Unicode relocation. Each rendered 120 frames. SwiftShader supplied software
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Vulkan; the Khronos layer was unavailable. This is functional Windows execution,
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not physical Windows GPU or hardware-performance evidence.
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- [Native/manual CI](https://github.com/emil28092005/Faset_Engine/actions/runs/35301244366)
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passed for the same final source. The earlier clean offline build and first project
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launch, seven recovery scenarios, actual Blender/live-Editor round-trip and full
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18-test sanitizer run retain their `0f34b03` provenance. The two affected asset/cook
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sanitizer checks passed again after the relocation correction.
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- PLAN now closes M0–M9 against the dossier. The English Manual documents the working
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C++ tutorials, metadata/migrations, authoring, assets, MCP, extensions and export.
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A final instruction check corrected the 3D sample's required first bundle import.
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The recorded reference-scene thresholds are initial P1 tracking budgets.
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Final publication checks passed: strict MkDocs build, both research-map tests and its
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production build, 318 local Markdown links, retained Windows evidence hashes, all
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validation JSON records and `git diff --check`. The engine-source diff from the
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accepted commit is empty; no untested engine changes were bundled into publication.
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Known coverage limits remain: real OS IME composition, movement between physical
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monitors with different scales, native Wayland programmatic restore and additional
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GPU/driver families. Widget composition/DPI, SDL text-input boundaries, XWayland and
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Windows window lifecycle have their own passing evidence. The narrow static-mesh,
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root-level box-physics, one-window/C++ MVP profile remains explicit. Lua and advanced
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graphics are later work. UI references guide appearance; they do not define behavior.
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