feat(runtime): bound static preview asset loading
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@@ -27,7 +27,7 @@ Open source проект с реализацией компонентов игр
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- [apps/fparkan-cli](apps/fparkan-cli) — CLI для архивов, графов и acceptance-отчетов.
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- [apps/fparkan-viewer](apps/fparkan-viewer) — inspection-only CLI для archive/model/texture/map без live Vulkan draw path.
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- [apps/fparkan-headless](apps/fparkan-headless) — headless runtime composition root.
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- [apps/fparkan-game](apps/fparkan-game) — mission composition root: по умолчанию выдаёт planning report; opt-in `--backend static-vulkan` открывает native Vulkan окно для первой подготовленной MSH-модели миссии.
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- [apps/fparkan-game](apps/fparkan-game) — mission composition root: по умолчанию выдаёт planning report; opt-in `--backend static-vulkan` использует bounded preview loader и открывает native Vulkan окно для первой mesh-backed MSH-модели.
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## Текущий статус рендера
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@@ -34,8 +34,8 @@ use fparkan_render_vulkan::{
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VulkanSmokeRenderer, VulkanSmokeRendererCreateInfo, VulkanStaticMesh,
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};
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use fparkan_runtime::{
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create, frame, load_mission, loaded_mission_assets, EngineConfig, EngineMode, EngineServices,
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MissionAssets, MissionObjectDraft, MissionRequest,
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create, frame, load_mission, load_mission_static_preview, loaded_mission_assets, EngineConfig,
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EngineMode, EngineServices, MissionAssets, MissionObjectDraft, MissionRequest,
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};
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use fparkan_vfs::DirectoryVfs;
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#[cfg(test)]
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@@ -74,12 +74,14 @@ fn run(args: &[String]) -> Result<String, String> {
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services,
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)
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.map_err(|err| err.to_string())?;
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let loaded = load_mission(
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&mut engine,
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MissionRequest {
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key: args.mission.clone(),
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},
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)
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let request = MissionRequest {
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key: args.mission.clone(),
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};
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let loaded = if args.backend == RenderBackendMode::StaticVulkan {
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load_mission_static_preview(&mut engine, request)
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} else {
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load_mission(&mut engine, request)
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}
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.map_err(|err| err.to_string())?;
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if args.backend == RenderBackendMode::StaticVulkan {
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@@ -31,7 +31,7 @@ use fparkan_path::{normalize_relative, NormalizedPath, PathError, PathPolicy};
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use fparkan_prototype::{
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build_prototype_graph_report, PrototypeGraph, PrototypeGraphFailure, PrototypeGraphReport,
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};
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use fparkan_resource::{resource_name, CachedResourceRepository};
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use fparkan_resource::{resource_name, CachedResourceRepository, ResourceRepository};
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use fparkan_vfs::{Vfs, VfsError};
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use fparkan_world::{
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construct_object, new as new_world, register_object, step, InputSnapshot, ObjectDraft,
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@@ -182,6 +182,17 @@ pub struct MissionObjectDraft {
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#[derive(Clone, Copy, Debug, Default, Eq, PartialEq)]
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struct MissionLoadOptions {
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fail_after_registered_objects: Option<usize>,
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asset_scope: MissionAssetScope,
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}
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/// Selects how much of the resolved mission asset graph to prepare.
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#[derive(Clone, Copy, Debug, Default, Eq, PartialEq)]
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enum MissionAssetScope {
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/// Prepare every reachable asset; required by normal runtime loading.
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#[default]
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Full,
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/// Prepare one root at a time until a mesh-backed preview model is found.
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FirstMeshPreview,
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}
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/// Loaded mission.
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@@ -462,6 +473,33 @@ pub fn load_mission(
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load_mission_with_trace(engine, request).map(|(loaded, _trace)| loaded)
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}
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/// Loads a mission using the bounded static-preview asset scope.
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///
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/// This mode preserves map, TMA, graph, construction and registration work,
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/// but prepares only the first root that supplies a mesh-backed model. It is
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/// intended solely for the opt-in static Vulkan preview and must not be used
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/// for normal gameplay, where all reachable assets remain required.
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///
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/// # Errors
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///
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/// Returns [`EngineError`] under the same decoding, graph, terrain and world
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/// conditions as [`load_mission`], plus asset errors for the roots examined by
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/// the preview scope.
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pub fn load_mission_static_preview(
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engine: &mut Engine,
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request: MissionRequest,
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) -> Result<LoadedMission, EngineError> {
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load_mission_with_options(
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engine,
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request,
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MissionLoadOptions {
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asset_scope: MissionAssetScope::FirstMeshPreview,
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..MissionLoadOptions::default()
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},
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)
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.map(|(loaded, _trace)| loaded)
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}
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/// Loads mission transactionally and returns a diagnostic trace.
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///
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/// # Errors
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@@ -564,15 +602,22 @@ fn load_mission_with_options(
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failures: prototype_report.failures.clone(),
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});
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}
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let mission_assets = AssetManager::new(repository)
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.prepare_mission_assets(
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let asset_manager = AssetManager::new(repository);
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let mission_assets = match options.asset_scope {
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MissionAssetScope::Full => asset_manager.prepare_mission_assets(
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&prototype_graph.root_prototype_request_spans,
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&resolved_prototypes,
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)
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.map_err(|source| EngineError::AssetPreparation {
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mission: request.key.clone(),
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source,
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})?;
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),
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MissionAssetScope::FirstMeshPreview => prepare_first_mesh_preview_assets(
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&asset_manager,
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&prototype_graph.root_prototype_request_spans,
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&resolved_prototypes,
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),
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}
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.map_err(|source| EngineError::AssetPreparation {
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mission: request.key.clone(),
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source,
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})?;
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let mission_asset_plan = mission_assets.to_plan();
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let object_drafts: Vec<_> = mission
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.objects
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@@ -672,6 +717,21 @@ fn load_mission_with_options(
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Ok((summary, trace))
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}
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fn prepare_first_mesh_preview_assets<R: ResourceRepository>(
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asset_manager: &AssetManager<R>,
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root_spans: &[std::ops::Range<usize>],
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prototypes: &[fparkan_prototype::EffectivePrototype],
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) -> Result<MissionAssets, AssetPreparationError> {
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for span in root_spans {
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let assets =
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asset_manager.prepare_mission_assets(std::slice::from_ref(span), prototypes)?;
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if !assets.models.is_empty() {
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return Ok(assets);
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}
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}
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Ok(MissionAssets::default())
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}
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/// Steps headless mode.
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///
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/// # Errors
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@@ -1063,6 +1123,7 @@ mod tests {
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},
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MissionLoadOptions {
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fail_after_registered_objects: Some(1),
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..MissionLoadOptions::default()
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},
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)
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.expect_err("forced registration failure");
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@@ -35,10 +35,12 @@
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- `apps/fparkan-game` по умолчанию выдает `render-planning` JSON report поверх
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synthetic window descriptor и `VulkanPlanningBackend`. Opt-in `--backend static-vulkan`
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уже создаёт native `winit` window и передаёт первую подготовленную MSH модели миссии в
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`VulkanSmokeRenderer` с пустым списком materials (явный white-fallback). Это не является
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rendered acceptance: fresh GOG `MISSIONS/Autodemo.00/data.tma` test не дошёл до окна за
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локальный 120-second runner limit, поэтому нет live report, pixel artifact или validation
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evidence именно для game path.
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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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- `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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@@ -951,6 +951,14 @@ WEAR/MAT0/TEXM material data, or establish a game camera. A GOG
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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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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, 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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`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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static vertex/index upload path. Для текущего диагностического viewer XZ bounds
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