Split GfxState surface operations
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@@ -601,6 +601,12 @@ do not mix mechanical moves with semantic changes.
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`GfxState` remains the same sealed runtime type, and every moved declaration is textually unchanged; runtime
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validation remains green.
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The second bounded `GfxState` split converted the sealed runtime type to a sealed partial class and moved
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surface resource/color-key state, created/reloadable classification, movie stop-time metadata,
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render-target/tile configuration, and surface lifecycle operations into
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`engine/Age.Engine/Model/GfxState.Surfaces.cs`. Reset, persistence, retained-object sampling, and transition
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teardown retain direct access through the partial class; runtime validation remains green.
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**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
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deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
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each domain move.
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@@ -972,7 +978,7 @@ layer's rendering diverges from ADV; save layout.
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## 8. Immediate next step
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Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
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by the tracked launcher and layered validation driver. With the planned `Main` and `GodotAdvHost` domains
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isolated and the `GfxState` public contract layer separated, move `GfxState` surface ownership next, preserving
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public types, commands, and generated output.
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isolated and the first two `GfxState` domains separated, move retained-object ownership next, preserving public
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types, commands, and generated output.
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Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
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not replace Phase B gameplay validation or the open cross-platform gates.
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