feat(runtime): report mission load phases
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@@ -38,9 +38,11 @@
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`VulkanSmokeRenderer` с пустым списком materials (явный white-fallback). Режим использует
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отдельный bounded preview loader: normal `load_mission` по-прежнему готовит все reachable
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assets, тогда как preview останавливает asset preparation после первого root с mesh-backed
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model. Это не является rendered acceptance: fresh GOG `MISSIONS/Autodemo.00/data.tma` test
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с этим scope всё равно не дошёл до окна за локальный 120-second runner limit, поэтому нет
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live report, pixel artifact или validation evidence именно для game path.
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model. `--load-progress <file>` writes the last entered loader phase synchronously for timeout
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diagnosis. This is not rendered acceptance: fresh GOG `MISSIONS/Autodemo.00/data.tma` test
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with this scope still did not reach a window in the local 120-second runner; its checkpoint
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was `Graph`, therefore no live report, pixel artifact or validation evidence exists for the
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game path.
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- `apps/fparkan-viewer` сейчас inspection-only CLI и не открывает live Vulkan
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asset viewer.
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- Следующий реальный milestone для rendered acceptance: `VulkanAssetRenderer`
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@@ -956,8 +956,11 @@ loading remains full and transactional; the preview scope walks root spans in
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TMA order and stops asset preparation after the first mesh-backed model. It is
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therefore not a hidden relaxation of gameplay validation. A second GOG
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`Autodemo.00` attempt with this narrower asset scope still exceeded 120 seconds
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before opening a window, which locates the remaining startup cost before the
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Vulkan draw loop but does not identify it as terrain versus graph work.
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before opening a window. The diagnostic `--load-progress <file>` checkpoint
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reported `Graph`, which proves the remaining startup cost is in prototype graph
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construction/visual-dependency expansion rather than terrain decode, asset
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preparation, window creation or the Vulkan draw loop. The timeout probe does
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not distinguish individual graph suboperations; no renderer acceptance follows.
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`Land.msh` использует отдельный geometry-only bridge: validated `TerrainFace28`
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сохраняет source triangle order, а его positions и packed UV0 попадают в тот же
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