feat(runtime): bound static preview graph roots
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@@ -937,8 +937,8 @@ from a runtime slot or draw order.
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### Opt-in mission static-Vulkan bridge
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`fparkan-game --backend static-vulkan` is an explicit native-window experiment,
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not the default planning path. After mission loading it selects the first
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prepared MSH model, sends it through the existing static XZ clip-space
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not the default planning path. It visits only the first mission root, selects
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its prepared MSH model, sends it through the existing static XZ clip-space
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projection and renders a requested number of frames through
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`VulkanSmokeRenderer`; teardown rejects validation warnings/errors and reports
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swapchain/readback telemetry. It deliberately supplies no material textures,
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@@ -946,21 +946,20 @@ so the renderer's documented white fallback is used.
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This is a narrow bootstrap from mission assets to a live Vulkan renderer. It
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does not render every placed object, apply TMA transforms or orientation, bind
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WEAR/MAT0/TEXM material data, or establish a game camera. A GOG
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`MISSIONS/Autodemo.00/data.tma` attempt exceeded the local 120-second runner
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limit before the window/report, so this mode has implementation and unit/lint
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evidence only, not a corpus GPU acceptance claim.
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WEAR/MAT0/TEXM material data, or establish a game camera. Fresh GOG
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`MISSIONS/Autodemo.00/data.tma` evidence now proves the narrow GPU bridge: one
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presented frame completed in 38.7 seconds with a native 1280×720 two-image
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swapchain, 7,372,800-byte synchronized readback (FNV-1a
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`10681850560830502773`) and validation warnings/errors `0/0`. This is not a
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full-scene or original-renderer pixel-parity claim.
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The preview now asks `load_mission_static_preview` for assets. Normal mission
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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. 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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The preview now asks `load_mission_static_preview` for both graph and assets.
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Normal mission loading remains full and transactional; preview graph traversal
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and asset preparation are restricted to the first TMA root. It is therefore not
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a hidden relaxation of gameplay validation. The preceding all-root preview
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probe timed out at `Graph`; this reduction is what allowed the successful GOG
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native run. If that first root has no usable MSH, static preview fails explicitly
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rather than expanding later roots or pretending to render the entire mission.
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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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